Black Tom's Serpent Skull

Game Master Black Tom


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Male Dwarf Cleric 02

"It's fine by me, Gnome. Actually a rather sensible suggestion... we'll lose time, but at this point I doubt it will matter as we'll have to find the accursed betrayer another way, so let's try to salvage a virtuous man's memory, that's something Torag approves of"


male half-elf ranger (guide) 2 / rogue 3

Torch nods. "Fair enough," he agrees. "And don't worry, Orcbane. We'll find the captain and his doxy and make them pay. My oath on it."


Male Human (mostly) Ex-cleric and Grumpy Cat

After some deliberation you head back to the fungus-crusted island, this time following the east coast and checking for a rock spire.

You can see it from afar. A fifty-foot-high pillar of fungus-covered rock thrusts up from the surf, angling away from the main body of the larger island to the west. The rock is connected to the main island
by thick tangles of fibrous fungus, perhaps providing a way to cross the churning surf below.

It's a Climb 5 check to cross the ropes.

You can see no trace of the captain, but there is a cave opening near the top of the spire.


male human oracle 5 (lore mystery, stargazer archetype, words of power)

Ralf will take 10, if possible.


male half-elf ranger (guide) 2 / rogue 3

Torch actually can't fail that roll now. Yay for leveling!


Male Human (mostly) Ex-cleric and Grumpy Cat

Yes, you can take 10. I hope that will be enough for you to get across.


male human oracle 5 (lore mystery, stargazer archetype, words of power)

Take 10 total = 7


male half-elf ranger (guide) 2 / rogue 3

Assuming we all make it across safely, Torch will take point on the approach to the cave entrance.


Male Human (mostly) Ex-cleric and Grumpy Cat

Assuming that you make it across safely...

Numerous strange offerings lie around the cave mouth — brightly colored seashells, bits of polished stone, and many bones and skulls. The opening leads 15 feet inside the pillar through several thick curtains of fungus to a 30-foot-diameter cavern.

As Torch slices through the last curtain of fungus he is greeted by a horrible sight. The back wall is covered with a bloated tower of some kind of foul purple fungus that intermittently writhes and twitches.

As you enter, something rips itself free of the wall with a hideous, wet
tearing sound. It appears as a drooping, vaguely humanoid mass of purple fungus and twitching violet strands, capable of slow movement by pulling itself along with its tendrils.

Roll for initiative.


male half-elf ranger (guide) 2 / rogue 3

Initiative 1d20 + 2 ⇒ (11) + 2 = 13

"What the hell?" Torch shouts in shock, taking an involuntary half-step back.

I'm guessing not, but any clues as to what the heck this is?


Male gnome Sorcerer 5 (maestro bloodline) HP: 32/38 AC: 13/13/11 F+3 R+3 W+4

Initiative1d20 + 2 ⇒ (13) + 2 = 15

"Aaaaah!"Gelik has no clever quip for this disgusting turn of events.


Male Dwarf Cleric 02

Hrakar will take 10 too (for a total of 7... like Ralf)

Initiative check: 1d20 + 1 ⇒ (7) + 1 = 8

"Well... that would be our "pod", I guess... let's be done with it!"


Male gnome Sorcerer 5 (maestro bloodline) HP: 32/38 AC: 13/13/11 F+3 R+3 W+4

Forgot a few things earlier:

Gelik takes 10,for 10, on his climb check.

I don't suppose Knowledge(arcana) 1d20 + 5 ⇒ (11) + 5 = 16 gives any clue about this slimy abomination?


Male Human (mostly) Ex-cleric and Grumpy Cat

Knowledge (nature) 15:

Spoiler:
The thing itself looks like nothing you've seen, but the tendrils are similar to those of violet fungus, which carry a flesh-rotting poison.

Knowledge (planes) 15:

Spoiler:
Whatever it is, it's fiendish in origin.


male half-elf ranger (guide) 2 / rogue 3

Knowledge (nature) 1d20 + 7 ⇒ (6) + 7 = 13


male human oracle 5 (lore mystery, stargazer archetype, words of power)

nature: 1d20 + 5 ⇒ (16) + 5 = 21
planes: 1d20 + 5 ⇒ (12) + 5 = 17

"Holy mackerels! That looks kind o' like one o' them violent fungus things that can rot your flesh, but this one looks like a fiend straight out o' hell!!"

init: 1d20 - 6 ⇒ (12) - 6 = 6


male half-elf ranger (guide) 2 / rogue 3

Initiative check indeed: 1d20 + 2 ⇒ (9) + 2 = 11


Male Human (mostly) Ex-cleric and Grumpy Cat

I don't know about Aerys but I rolled for her to speed things up. Torch already has rolled. :) Don't think a map is needed here either. The monster is medium-sized without reach, so it won't be too complicated.

Torch, Aerys and Gelik beat its initiative, so you go first, then the monster.


male half-elf ranger (guide) 2 / rogue 3

Torch rushes forward, hoping to finish the fight before it begins. Swift action to activate ranger's focus, then charging the plant-fiend-thing. Here's hoping it's vulnerable to sneaks! Attack 1d20 + 8 ⇒ (10) + 8 = 18, damage 1d6 + 6 ⇒ (6) + 6 = 12 plus 1d6 ⇒ 6 sneak, if applicable.

Well, if that hit, can't complain about max damage!


Male gnome Sorcerer 5 (maestro bloodline) HP: 32/38 AC: 13/13/11 F+3 R+3 W+4

Gelik recoils when he hears the words "rot your flesh", but manages a few arcane words.

Ray of Frost1d20 + 4 ⇒ (6) + 4 = 10
damage1d3 ⇒ 1

Gelik had first initiative, so I didn't take the -4 for firing into melee.


Male Human (mostly) Ex-cleric and Grumpy Cat

I took the liberty of rolling for Aerys to speed things up a little.

Gelik's ray hits the creature, but it seems unaffected by the cold. Torch profits by the opportunity and carves off a large slice of putrid fungal matter, and Aerys's sword takes another chunk of it.

Its tendrils flail about like crazy and Torch is struck for 3 points of damage. A searing pain shoots through his arm as the poison burns his flesh. Fort 15 save

Then you are all up.


Male Dwarf Cleric 02

Hrakar moves near Torch and casts Protection from evil on him.

If the fungus is evil it shouldn't be able to hit Torch for 2 minutes...


male human oracle 5 (lore mystery, stargazer archetype, words of power)

Ralf puts a similar protective charm on Aerys.

Alignment Shield, works like Protection from Evil but instead of suppressing mind control, the recipient can expend the spell to reroll any one saving throw caused by an evil creature

alignment shield:
When a wordspell with this effect word is cast, the wordcaster selects one alignment: good, evil, chaotic, or lawful. The target of this wordspell is protected from that alignment and receives a +2 deflection bonus to AC on attacks made from creatures of that alignment and a +2 resistance bonus on saving throws made on spells and effects from creatures of that alignment. The target of a wordspell with this effect word can choose to end this effect as an immediate action to reroll any one saving throw made against a spell or effect from the chosen alignment, but must take the second result, even if it is worse.


male half-elf ranger (guide) 2 / rogue 3
Hrakar Orcbane wrote:

Hrakar moves near Torch and casts Protection from evil on him.

If the fungus is evil it shouldn't be able to hit Torch for 2 minutes...

That's only true if it's a summoned creature, which I don't think this is. It will give me a +2 deflection bonus to AC against its attacks, though, and a +2 bonus on future saves against the poison. Doesn't apply to this first one, though: 1d20 + 3 ⇒ (2) + 3 = 5

Ouch. So, about that "flesh rotting" thing again...? (Will wait to post my next action until I know what the poison did to me...)


Male gnome Sorcerer 5 (maestro bloodline) HP: 32/38 AC: 13/13/11 F+3 R+3 W+4

Having little alternative, Gelik fires another ray of frost.

ranged touch1d20 + 4 ⇒ (1) + 4 = 5
damage1d3 ⇒ 2


Male Human (mostly) Ex-cleric and Grumpy Cat

Torch is right. And obviously about my dice hating him too. Sorry.

The flesh around the wound on Torch's arm swiftly begins to rot away, exposing raw bone with shocking swiftness. He takes 4 points of Strength damage and 3 points of Con damage. The thin silver lining is that there is no more save required.

Hrakar and Ralf weave their protective magic, while Aerys strikes again. Seeing what the thing did to Torch makes her hesitate and her blow goes wide. So does Gelik's ray.

Torch is up, then the monster.


Male Dwarf Cleric 02

Hrakar moves into the fray and attacks the creature

Attack roll:1d20 + 1 ⇒ (19) + 1 = 20
Damage roll (if hits):1d8 ⇒ 3


male half-elf ranger (guide) 2 / rogue 3

...WHOA.

We, uh, still have that lesser restoration potion around here, right?

A part of Torch's mind recoils in horror as his body almost literally dissolves at the thing's touch. The rest of him, however, remains focused on the fungus itself, the weakness that pervades him notwithstanding.

Would like to 5 ft step to a flank with Aerys if possible. Scimitar attack, including ability damage and ranger's focus: 1d20 + 4 ⇒ (19) + 4 = 23, +2 if flanking, for 1d6 + 4 ⇒ (2) + 4 = 6 damage, + 1d6 ⇒ 4 sneak attack if flanking. Crit confirm: 1d20 + 4 ⇒ (10) + 4 = 14, +2 if flanking, damage 1d6 + 4 ⇒ (6) + 4 = 10


Male Human (mostly) Ex-cleric and Grumpy Cat

Yeah, you should have that potion.

Although weakened by the fiendish poison, Torch bravely swings his scimitar and cuts right through the disgusting creature, causing it to collapses into an inert heap.

And you get 160 xp each for the battle.

There isn't really anything else of interest in the cave, and with a sigh of relief you head back to the main island. As you pass, you notice that some of the fungi have started to wither. The blight on the island has finally come to an end.

Knowledge (nature) 12:

Spoiler:
It will take the jungle only a year or so to reclaim the island.

For ending the fungal blight you all get a hero point each. Well done.

You manage to get back to your main camp safely to plan your next move. What will that be?


male human oracle 5 (lore mystery, stargazer archetype, words of power)

know (nature): 1d20 + 5 ⇒ (17) + 5 = 22

Ralf lets out a low whistle at Torch's nasty wound. "Maybe we should hunker down in camp for a few days while that heals up," he suggests. "By the way, I reckon all that mold will be gone in about a year or so."


Female Human Fighter (Mobile) 5 HP:43/54 AC19/T13/FF16 (AC23vsAoO) Condition:

Aerys lies back in the sun, once back at camp. "So we follow that traitorous captain now?"


Male gnome Sorcerer 5 (maestro bloodline) HP: 32/38 AC: 13/13/11 F+3 R+3 W+4

To be clear - I'm not disappointed that we never found a blasphemous pod full of spores that transmutes its victims into plant creatures. That was a pleasant surprise.

"I like this island less with each passing day." Gelik puts his sandalwood scented handkerchief to his nose for a moment. "Whatever conspiracy led to wrecking the Jeneviere must have included some specific goal on this island, and then a plan to leave it. Therefore, the tracks we found may lead us to someone who knows how to get off this island. It's the best lead we have...revenge notwithstanding."

I am open to better ideas, but I really don't have any. My only other thought would be to walk along the beach to look for other grounded ships. Maybe we'd find some high ground for a good view?


Male Dwarf Cleric 02

Hrakar answers to Aerys:"Yes, and about time I say!" yet, despite all of his gruffness it's pretty clear Hrakar isn't displeased by the events outcome.


male half-elf ranger (guide) 2 / rogue 3

As soon as the fungus drops, Torch's scimitar slips from his suddenly-boneless fingers, and he bites his lip to stifle a howl of pain. At Ralf's words, he nods, fishing with his other hand for the restorative potion the group found earlier. He drains it in one long pull, feeling some of his vitality return as he does so. Using the lesser restoration potion to get 1d4 ⇒ 4 points of the Constitution damage back. Well, that's all of that at least - he's just down the Strength damage now.

Listening to the group's decision to pursue Ieana and Kovack, Torch nods his agreement without speaking. Though the magic has caused a vicious pink-white scar to start forming on his arm, the experience has clearly left him drained.


Male Dwarf Cleric 02

Seeing Torch shudder in pain Hrakar channels energy to help him:

channel energy:1d6 ⇒ 4


Male Human (mostly) Ex-cleric and Grumpy Cat

If memory serves you never moved your original camp, which would put you near the little bay east of the compass rose. If you're looking for higher ground, you should probably move towards the south of the island.


Male Dwarf Cleric 02

Well, yeah, I don't think Hrakar wants to sleep near all that decaying mold... besides that I suggest we go back to camp, rest and move down the coast on the other side of the island


male human oracle 5 (lore mystery, stargazer archetype, words of power)

Ralf is fairly insistent on at least going back to camp and checking on the other castaways.


Male gnome Sorcerer 5 (maestro bloodline) HP: 32/38 AC: 13/13/11 F+3 R+3 W+4

Sounds good to me. We go back to camp, check in, get a good night's rest, then move camp a day south along the coast.


Female Human Fighter (Mobile) 5 HP:43/54 AC19/T13/FF16 (AC23vsAoO) Condition:

Have we found any tracks or evidence as to the whereabouts of the captain from the Jenevire? Aerys will put the case to follow those clues/tracks. If not she'll follow the idea of moving the camp south.


Male Human (mostly) Ex-cleric and Grumpy Cat

The question then is whether you want to use the trails or stick to the beach. Getting back to camp will take you twice as long if you don't use the trails.

The captain and the scholar went south according to Pezock.


Male Dwarf Cleric 02

The problem with the tracks is they should be old by now. That said Hrakar favors the most immediate way to get his revenge, although he may realize it makes little sense he feels compelled to try to settle the account with the captain. Anyway let's decide something: Hrakar will favor following the tracks


Female Human Fighter (Mobile) 5 HP:43/54 AC19/T13/FF16 (AC23vsAoO) Condition:

Aerys, smiles a glint in her eyes , "South it is then boys, we can take the scenic route back to camp?" Although she doesn't sound convinced her 'boys' want to go that way just yet.


Male Human (mostly) Ex-cleric and Grumpy Cat

OK, let's make this clear: I've been assuming that you were headed back to camp before you set off south, but you do as you please. You can see the trails on the map. I know that you have been wary of them before, and with good reason, but they will save you some time and trouble.

So two questions: 1) Back to camp or south looking for the captain? and 2) Either way, actually, along the trodden paths or not?


Male gnome Sorcerer 5 (maestro bloodline) HP: 32/38 AC: 13/13/11 F+3 R+3 W+4

Lets's go for it. I vote we follow the tracks south and see where they lead at least. As to the paths, if the tracks we are following use them, then we should as well. If I'm out-voted and we head to the camp, Gelik would still prefer to use the paths. He has little legs, and walking through the underbrush is a bummer.


male half-elf ranger (guide) 2 / rogue 3

Pretty sure the tracks were following one of the paths when we found them before.

Torch would probably prefer to head back to camp and try to get a bit more over his injuries, but he made a deal and will honor it, so he's voting to follow Ieana and Kovack, starting from where we found the path before.


Male Dwarf Cleric 02

Was there just 1 potion of lesser restoration? Anyway how are everyone's hps? Would a healing be useful right now?


Male gnome Sorcerer 5 (maestro bloodline) HP: 32/38 AC: 13/13/11 F+3 R+3 W+4

There are 3 lesser restoration potions left. Gelik and Torch are each carrying one, and there's one left unclaimed. Check out the discussion thread for the loot list.

Gelik is uninjured.


Male Human (mostly) Ex-cleric and Grumpy Cat

Gelik and Aerys should have some reasonably recent news from camp. All is well there as far as they know. Quij and Ilum are gathering a decent amount of supplies, Jask is fussing over everyone and trying to keep off disease, Surkoff is bossing everybody around trying to organize the defense. Ishirou seems to have resigned somewhat. Only Sasha seems a bit bored.

Going south you'll have to find provisions for yourselves to if that's the plan, you can make some Survival checks as you go. It will slow you down a bit but you won't have to go hungry.


male human oracle 5 (lore mystery, stargazer archetype, words of power)

Ralf votes to go back to camp and fortify it a bit; he's worried that when they eventually get back, the more fragile castaways will get massacred.

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