Black Tom's Serpent Skull

Game Master Black Tom


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

"Whew! I'm glad you didn't need my help, young feller. I'm afraid these old bones weren't much use."

Does the amulet detect as magic to Ralf?

Perception: 1d20 + 2 ⇒ (19) + 2 = 21


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

Perception: 1d20 + 8 ⇒ (9) + 8 = 17 +1 vs traps (in case such a thing should happen to be relevant... again...)

Torch nods his appreciation to Hrakar. "Thanks," he says simply. "Wouldn't be still doing this without you." He looks over at Ralf, then just shakes his head and pats the old man on the shoulder gratefully rather than waste the words.


Male Human (mostly) Ex-cleric and Grumpy Cat

Funny you should say that.

Suddenly Torch is yet again yanked off his feet and pulled up into the air for a close encounter with a pair of sharpened stakes, for a total of 16 points of damage.

Well, you do get 80 xp each for the trap and there is no cannibal here to harass you, but still sorry. *nods in the direction of dice*

Someone really doesn't want you coming. Do you want to press on or turn left?


Male Dwarf Cleric 02

>___< what was the DC? 20? Anyway, Hrakar will convert his magic weapon spell into another cure light wounds and then channel ti cure Torch and the group. As for the direction, can we have a better description of what those 2 options entail? Thanks, and... what about that amulet?

P.S.

Did we lose Aerys too?

Cure light wounds:1d8 + 2 ⇒ (6) + 2 = 8

Channel energy:1d6 ⇒ 1


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

Gelik has no particular skill in appraising such trinkets, and Ralf already detected for magic (is it?)

Gelik shrugs and hands the amulet back to Torch. "To the victor goes the spoils." He smiles. [b]"I think it's fitting in this barbaric environment that you wear a trophy of your conquests, no?"[b]

Later:

Seeing Torch yanked into the air and skewered again, Gelik actually bursts out laughing. [b]"This appears to be quite the high stakes game, don't you think? I hope you get the point by now." He then bursts into helpless laughter again. When he finally recovers, wiping a tear from his eye, he adds. "My sincere apologies - that was truly inappropriate. I deal with my intense fear of being impaled to death using humor. Puns are the highest form of comedy, you know."

After some consideration, he adds, "Well, we must be on the right track. These savages wouldn't trap the trails unless they led somewhere important, would they? I say we press on. But surely there must be some way to avoid these traps?

Gelik offers his spear for use to probe ahead, if Torch wants to use it.


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

Gelik has no particular skill in appraising such trinkets, and Ralf already detected for magic (is it?)

Gelik shrugs and hands the amulet back to Torch. "To the victor goes the spoils." He smiles. "I think it's fitting in this barbaric environment that you wear a trophy of your conquests, no?"

Later:

Seeing Torch yanked into the air and skewered again, Gelik actually bursts out laughing. "This appears to be quite the high stakes game, don't you think? I hope you get the point by now." He then bursts into helpless laughter again. When he finally recovers, wiping a tear from his eye, he adds. "My sincere apologies - that was truly inappropriate. I deal with my intense fear of being impaled to death using humor. Puns are the highest form of comedy, you know."

After some consideration, he adds, "Well, we must be on the right track. These savages wouldn't trap the trails unless they led somewhere important, would they? I say we press on. But surely there must be some way to avoid these traps?

Gelik offers his spear for use to probe ahead, if Torch wants to use it.


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

Ralf heals up Torch some more.

1d6 + 1 ⇒ (2) + 1 = 3
1d6 + 1 ⇒ (6) + 1 = 7


Male Human (mostly) Ex-cleric and Grumpy Cat

The DC was indeed 20 and Ralf got a penalty for distance. If you look at the map of the Shiv, you are at the intersection in the middle of the map where one paths goes east in a hook. The amulet is not magic; it's just a pretty trinket.

As for Aerys, your guess is as good as mine.


Male Dwarf Cleric 02

In this case I vote for going east, we are actually pretty near the camp if I'm not mistaken, right?


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

Sorry I'm a bit late. I keep my profile on Deevor updated with anything that is affecting my games. If you see that when I'm not responding as usual, you should find out what's happening. Thanks.
I've been away internetless at my mother's home, who came out of hospital on Tuesday, so there's some RL pressures at the moment.

Aerys follows on the rest of the party, feeling the balance of the javelins and if they would be useful in combat, until she is suddenly brought out of her reveries by the noise of Torch once more rising into the air and impaled on some spikes. She immediately looks around for any threats.

Aerys doesn't mind which way we go.


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

Torch, after more magical healing, looks increasingly angry. Though for a second he looked a bit more like dead than angry. Just because I have 2 hit dice now, Tom, doesn't mean you have to use them... "I am really starting not like the locals," he growls. "I think perhaps they need a lesson in hospitality."

East works if we want to check in, and I might even get some trained healing from Jask for the purposes of getting over my Strength damage faster if we spend the night...


Male Dwarf Cleric 02

Rogar emits a raucus laugh:"They are unwashed savages with a penchant for human meat... did you really expect to grow fond of them Mc Quarry? But I must say I agree with your general sentiment... or is it you agreeing with me?" finishes the dwarf with an hinty of sarcasm. Then noticing Torch seems to still be in pain:"Mmmmmh, here, let me tend those wounds of yours... you should really start to pay more attention to your surrounding, you know?" adds the dwarf, in a jovial tone.

Heal check:1d20 + 8 ⇒ (8) + 8 = 16


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

East is fine with Gelik.


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

"Maybe we should stay off the trails from now on..." Ralf suggests uneasily.


Male Dwarf Cleric 02

"SEEMS LIKE A GOOD PLAN OLD MAN!!!" yells the dwarf hoping against hope Ralf can hear him


Male Human (mostly) Ex-cleric and Grumpy Cat

Sorry, I described it badly. Actually you're at the intersection south of the one leading back towards your camp and the way east is going up a hill. Of course nothing's stopping you from going back to camp if that's what you want.


Male Dwarf Cleric 02

I think I understand where we are, I was pointing out how we are not that far from camp if we trace a straight line on the map, I know that it's a lot longer if we want to follow the trail (which seems pretty dangerous at the moment, someone put an awful lot of traps there and DC 20 is quite difficult to beat, so no more traveling on trail for me. Anyway it seems everyone wants to go east or is indifferent so we can continue I think


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

agreed


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

Aerys starts on the way towards the hill, "This way?"


Male Human (mostly) Ex-cleric and Grumpy Cat

OK, I'm afraid you've lost me now. I don't know where you think your camp is but it's far up to the right on the map, and unless you stay on the trail you won't get there before nightfall.


Male Dwarf Cleric 02

Mmmh? I thought it was near the springs of the river on our right, in the middle of the lower "right arm" of the Shiv. Anyway I think it's safe to say everyone wants to go east


Male Human (mostly) Ex-cleric and Grumpy Cat

Deciding that Torch has taken enough punishment for one day you turn back and return to camp without incident. Jask fusses over Torch's badly treated wounds and Quij insists on trying his new jokes. Ishirou is keeping slightly aloof while Sasha and Surkoff man the defenses. The camp is doing pretty well and hasn't seen much attacks since Surkoff started fortifying it. Ilum is turning into an expert hunter, so they are well stocked with food.

The only worry is their reports of a large winged creature soaring above at night but nobody has gotten a clear view of it. They are all anxious to get off the island, so they listen intently to the account of your exploits.

You can all get a good night's rest, and thanks to Jask Torch will heal two points of Strength this night. Hp damage shouldn't be a concern at all.

Anything else you want to do in camp?


Male Dwarf Cleric 02

Hrakar will help with the healing, done that I guess the question is where to go now. But I thought everyone wanted to get up on that hill you mentioned. Anyway no problem, we can always go back there if we want

Heal check:1d20 + 8 ⇒ (14) + 8 = 22

"So... what now? We did well against the creatures of this island thus far, but we haven't found a way to leave it yet, and what's worse those two accursed betrayers still breath! I think we should get back to the hunt but it seems they went in a place densely populated with the savages who inhabit this place... maybe it's too much to hope they ended their miserable lives on a spit, eh?


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

Gelik tells the story of their heroic battle against the plant creatures. In his story, everyone is brave and capable except for himself. The group hacks and slashes their way through all enemies as Gelik wanders around lost, occasionally tripping and falling comically. He does a fair impression of the vegepygmy king, brandishing his new spear, then goes on to describe Torch's arm rot in great detail. He tries his best to work the crowd.

Performance(oratory) 1d20 + 8 ⇒ (10) + 8 = 18

When the conversation comes around to what to do next, Gelik just shrugs. "Honestly, I've been continuously lost since we were shipwrecked. I have no idea where we are, or where we just came from. We lost the tracks we were following, so the only thing I can think of is to go back to where we were attacked by the one savage with the trap, and try to find and capture another fellow. Maybe he can tell us how to get off the island?"


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

"We can't talk to them," Torch shakes his head. He flexes his hand, watching the shiny-pink skin of his new scar move as he does. "It's some weird gobbeldygook that sounds more like a planar language than anything else. There's no point in prisoners until we've found a way to communicate."


Male Dwarf Cleric 02

Hrakar nods while helping with Torch wounds:"Indeed... so what do you suggest? Where should we go now? There are other places on this island we didn't explore yet... maybe our prey is hiding there... not much but worth a try at this point I guess"


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

Torch tries not to laugh, but a muffled snort still escapes his mouth, though he tries to cover it by coughing. "Wait... so now you want to go exploring?" he asks finally. "Very well then. We've several specific goals we might pursue - the good father Jask has asked us about finding evidence to clear him of his crimes, and I believe Ishirou said something about buried treasure, did he not? And there's still the lighthouse to the south, which I still believe is likely our best hope for signaling a rescue. We might well find something heading in any of those directions that would give us a lead on the captain and his scholarly paramour."


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

"Treasure?" Gelik's ears perk up when he hears talk of loot. "I hadn't heard of any treasure. Why am I always the last to know?"

He sidles up to Ishirou. "What's this I hear about buried treasure? Treasure shouldn't be buried, it should be enjoyed! Flashed about in large quantities and used for purchasing fine wines and exquisite hats!" What do you say, friend? If you know where this loot is, we can all help to dig it up. We'll be rich! You'd get a hefty finder's fee, of course." Gelik assures Ishirou.

diplomacy 1d20 + 3 ⇒ (16) + 3 = 19


Male Dwarf Cleric 02

Hrakar shrugs:"If you can tell me where the captain is I would surely choose to go hunting him down. Problem is, at this point I don't think you can, which leaves us with the option of exploration as in hope we can find them and/or a way to leave this island... Do you still find our situation so amusing, now, Mc Quarry?"


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

Ralf nods approvingly.


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

Aerys listens to her companions, before chirping up, "Well, if we're going to be here a while, then perhaps we can get a better understanding of the island by climbing up to a good vantage point. If we can find a high point, we can survey the island, maybe even see evidence of where the captain went and we can find him and exact our revenge."


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

Gelik throws his hands up in dismay. "We're hopelessly deadlocked! I say we should go treasure hunting, but I'm willing to follow Torch wherever he decides. I trust him, plus he's the one that stands in front and gets hit all the time."


Male Dwarf Cleric 02

"That last part is fairly true gnome..."Adds Hrakar with almost grinning at Gelik's jape


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Male Human (mostly) Ex-cleric and Grumpy Cat

Well, thanks to Hrakar there is now a map of the island with coordinates under Campaign info. Your camp is at F15. Yesterday you got as far as N8. Ishirou's map indicates a pirate's stash at M14 and the lighthouse is at S4, which is probably your best bet for an overview of the island. I hope that will facilitate your deliberations.


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

Very useful, thanks!

Ralf scratches his head. "Say, didn't we have a map of some kind before? Maybe we should see where it leads -- there could be some treasure there, or something to help us off this island! I reckon it wasn't too far away, if I remember correctly."


Male Dwarf Cleric 02

Oh... somehow I was convinced the camp was in J13! Basically we already visited the two islands on the western side of the Shiv and the whole upper coast to get there. We also visited the upper part of the island and travelled a bit towards south west. What we still have to do is to check the lower part of the island and it seems the cannibal presence is stronger in the lower western part, so it would be better to try to explore the lower eastern part first, but since we got the cohordinates to a possible treasure I don't see why not taking advantage of that first... let's go to M14 and check the possible treasure, then we can go on the lower part of the island.

Hrakar shrugs:"If that betrayer of a sorry excuse for a captain kept going west he's most probably being digested as we speak. A pity but nothing more than he deserved, I certainly don't want to confront the savages who inhabit this place at all if I can avoid it. This treasure map seems an interesting distraction untill we can think of some way to leave the Shiv..."


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

Gelik claps his hands in delight. "Treasure it is then! We must move the camp, of course. We'll need all hands for digging and sorting and carrying all the loot! Nobody will want to be left here while we hunt for treasure, and there's no real reason to ever come back here, is there?"


Male Human (mostly) Ex-cleric and Grumpy Cat

[ooc}Moving the camp is probably a good idea but where will you want to move it?[/ooc]

I take it you're going treasure-hunting then.


Male Dwarf Cleric 02

I'm actually against moving it... far too much work... and they seem prety happy here so why change what works?

Hrakar gives gelik a mildly irritated stare:"Would you keep quiet? I doubt exciting this whole lot of people with tales that can very well prove false to be a good idea. We'll go and check it out, if we find something we'll decide what to do"


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

But it isn't working very well. It will take days to walk back and forth between the camp and the treasure site.

Gelik sticks his tongue out at Hrakar. "I'll be quiet when I'm good and ready. And I'm not ready." He raises a bushy eyebrow inquisitively. "So you want us to go, by ourselves, to find treasure. And if we find some, then we decide what to do with it? After having intentionally left part of our little band of castaways miles away and out of the loop? That might be one of the most suspicious series of actions I've ever heard." He crosses his arms. "We should all go, and set up a new camp."

EDIT: I think we should move the camp to M14 (the location of the treasure on the map) or thereabouts, depending on terrain. I'm all for going with majority vote though. Lengthy discussions on these matters just takes up too much game time.


Male Dwarf Cleric 02

Hrakar shakes his fist at Gelik:"This camp is defensible and as safe as possible on this environment. Moving it to an unknown location where we hope we might find a treasure, and traveling in this dense jungle at risk of being attacked by cannibals or worse would be sheer idiocy, period. We move with a small group, we check the site and then we consider if moving camp is feasible.


Male Human (mostly) Ex-cleric and Grumpy Cat

I'll wait for you to come to a decision about the camp. Or will you go treasure-hunting first and worry about the placement of the camp later?


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

In an unusual turn, Torch nods at Hrakar's words. "We shouldn't up stakes until we've had a chance to poke around," he agrees. "I pushed for heading to the farther small islands to see if we could move the camp there - I still think it might be a good idea, though we need to more thoroughly explore the one not covered in fungus - but regardless, we needed to go and see what we might be dragging everyone into before we go through the hassle of tearing this place down and moving it."

He smiles slightly, though as always his scars twist into a scowl. "And the idea of buried treasure sounds quite intriguing to me as well..."


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

Sounds good to me. Scout it out first, then decide.


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

Aerys hearing the opinions being expressed, looks at her friends. "There is more strength in numbers, like the ships of the seas we can move our base as we need. Hrakar, it doesn't matter if a position is defensible, if there's not enough defenders to repel an attack. No I'd be with Gelik on this." she says forthrightly, with a determined timbre to her voice. "So we scout first for a new encampment, any treasure we find as we do it is always welcome."


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

Seeing everyone in agreement, Ralf nods happily and adds "Hear, hear!"


Male Dwarf Cleric 02

"On the contrary girly, a place where a few people can hold down a lot of foes... that's what we call a good, defensible position! This place may not be ideal but it's not bad. We should leave IF we find some better place, but unless that happens I can't see any reason to abandon a position of relative strength"

I think everyone agrees to check for treasure before moving camp Black Tom


Male Human (mostly) Ex-cleric and Grumpy Cat

Ishirou insists on accompanying you and also getting a share if you're going treasure-hunting, but the rest prefer to stay in camp.

Around the campfire Surkoff insists on reading aloud from Aerys's unfinished epic poem The Abendego Cantos(much to her embarassment). But actually, it is very good, a gripping and well written tale with compelling themes of the strength of personality against incalculable odds. You all feel inspired by it.And you get a permanent +1 bonus to Will saves against compulsion effects.

What I'd like to know is which way you are going to the treasure. According to the map you must scale a small hill and wait for sunrise, when the dawning sun will indicate where to dig (so you'd do well to bring shovels).


Male Dwarf Cleric 02

Which brings us to the fatidic question: did we salvage shovels from the ship brig? As for how to get there... if some old pirate took the time and effort to be so specific about when and where to dig the least we can do is respect is effort, no? :D In other words, I vote to get to the treasure following the very specific information provided by the map


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

We did get shovels as part of our reclamation efforts; I think we came up with five. As for "how we get there," I think Tom's asking about the route we take to get to the general vicinity: along the beaches, cutting overland or following trails. Since I'm still hoping to find the ship Jask asked Torch to help him track down, I'd like to stick to the beaches.

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