Black Tom's Serpent Skull

Game Master Black Tom


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Male Human (mostly) Ex-cleric and Grumpy Cat

Apart from a single goat that skitters away at the sight of you, you manage to get back to camp unscathed. Ishirou is unusually happy at finding the treasure, and walks with a new spring in his step. He's content with an equal share. In return he offers to teach you some swordfighting tricks to those of you who are willing to spend a day training with him.

You also get 40 xp and a hero point each for completing the quest.

Spoiler:
After a day of practice, these simple but effective tricks
grant a +1 bonus to CMB and CMD while wielding a sword or similar weapon.

At camp the rest of the people want to hear all about your exploits. Life at camp is turning out relatively safe but dull.


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

Aerys bows to Isharou as she accepts his offer to take whatever training he is able to give her.

Aerys will train with Isharou for the next day.


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

Torch also plans to study with Ishirou.

That night at camp, Torch calls Jask over to one side of the camp for some privacy while they talk.

Black Tom:
"I've news, my friend. I think you'll appreciate it," Torch says to the cleric, pulling out the carefully-wrapped logbook. He hands it over, waiting with his grotesque smile while the Pharasman priest realizes what it is. "Do you want to tell Surkoff, or should I?" he laughs.

He also takes a moment to speak to Sasha.

Black Tom:
Trying for a flourish and really not succeeding too well, Torch produces the sawtooth sabre and Red Mantis-marked dagger and offers them to the feisty warrior. "For some reason," he says, "when I saw these, I thought of you. If you want them, use them in good health."


Male Dwarf Cleric 02

Hrakar won't be interessed in Ishirou's lessons unless they can be applied to Hammers and the like. And he will heal everyone at camp, I trust we can do this without rolls? And we still need to split the tresaure: Hrakar claimed the scroll case and the raise the dead spell. Ralf took the +1 buckler, anyone wants the starknife or the ruined clothes? Otherwise here's what each one of us can claim (divided by 6 and including Ishirou):
-583 cp each
-333 sp each
-166 gp each
-8 pp each
-83 gp worth of gems each


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

Gelik smiles as he is healed. "THANKS, RALF!"

He sticks his tongue out at Hrakar.

Later, Gelik trains with Ishirou, using his dagger. He has a lot of fun, but it isn't clea if the lesson took.

Does the bonus count for a dagger, or must it be a sword?"

He happily takes his share of the loot, playing with the coins to hear them clank together.

In the evening, in front of the campfire, Gelik tells the story of the intrepid explorers, highlighting the fight with the creepy undead and failing to mention those occasions when he screamed like a little girl.


Male Dwarf Cleric 02

Shouldn't we talk about what to do next? Any particular zone we want to explore now? I suggest we start exploring the lower peninsula begining with M12 (if it's possible to pass that gulf with our means, otherwise we'll have to walk


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

I and Torch are both onboard with that plan.


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

Not sure of the co-ordinates of the current camp, but Aerys would suggest that they move the camp to a more central position for exploring, if the camp is still at F15 or thereabouts. Otherwise she is fine with the plan.


Male Human (mostly) Ex-cleric and Grumpy Cat

Don't know if you plan to swim across or if you want to build a raft or just stick to some more mundane exploring. Either could work.

Torch:

Spoiler:
Jask thanks you profusely and asks to take the papers proving his innocence. You also get one hero point. Sasha is grateful for the gift but gives you a quizzical eye and a sly smile.

Later that day as you are gathered for dinner, Jask strides up to Surkoff and shoves a bunch of papers under his nose. "Read that, you buffoon!" he exclaims triumphantly. "I told you I was framed."

You all get 40 xp for proving Jask's innocence.


Male Dwarf Cleric 02

Once everyone is healed and he has checked on the other castaways Hrakar decides to speak his mind in his blunt fashion:"And what now people? We are running out of options... I suggest we start looking south and hope we can find a way out soon!"


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

Black Tom:
See? Toldaja she would think I was courting her. ;) And who knows - maybe I am!

Torch nods, pausing to finish chewing and swallow the jerky he's gnawing on before replying, "Believe it or not, I agree. Ieana and Kossack headed south; south is where the lighthouse is. But Aerys is right too. The further south we head, the less it makes sense to leave the camp here."


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

"Buffoon! That's rich!" Gelik laughs aloud as he commits the word to memory, resolving to use it as soon as possible.

Later, during the discussion of options, Gelik is in general agreement. "So south it is. How about we set up camp up on the treasure hill? With the undead re-dead, it's safe enough, and it's a good landmark if we get lost on our way home."


Male Dwarf Cleric 02

"Unless there are other dead-not-dead looking for their missing friends...", Hrakar cuckles to himself clearly amused by his own sense of humor


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

"Yes, a good choice to camp on the high ground, we can survey all around us from there. It should be easier to defend too. We must be careful as we set up, not to attract attention from anything unwelcome." with a skip she gathers her possessions in readiness for the trip ahead.


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

Ralf agrees with everyone, in between looking at the evening sky.


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

Sounds like we're all in agreement. To the hilltop!


Male Human (mostly) Ex-cleric and Grumpy Cat

The rest of the band are happy to move the camp, and to set up the new one. But where are you going after that?


Male Dwarf Cleric 02

I tought we settled that already: we want to go on the south eastern peninsula of the island, we wanted to check if it was possible to ford the sea between the small lagoon. You asked if we wanted to build a raft or try to swim across. We need to know which solution is more feasible"


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

I just looked at the map more closely. Crossing that inlet looks like it would require a raft of some kind, at lest for Gelik. He's not a strong swimmer. Gelik votes to stay on land. He'd prefer to head straight west (to L11 or so) and then follow the shoreline SW along the interior coast of the inlet. It looks like there's a stream in L11 that we'd have to ford.


Male Dwarf Cleric 02

That one is an option too, if we find the inlet to be impossible to ford without some major effort and risk on our part. Yet we have to chek that out before deciding not to go that route. So I think we should get there and then move by land in case it's too daunting a task


Male Human (mostly) Ex-cleric and Grumpy Cat

Building a raft is feasible although a major effort. You should be able to put one together in a day or so. What you might want to consider is that travelling along the paths is four times quicker than across the terrain.


Male Dwarf Cleric 02
Black Tom wrote:

Building a raft is feasible although a major effort. You should be able to put one together in a day or so. What you might want to consider is that travelling along the paths is four times quicker than across the terrain.

I'm all for building a raft, then (one of Hrakar's long lasting ideas for leaving the island). And about the paths... they seem pretty dangerous, last time we walked them Torch almost died...


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

I agree -- running into traps four times faster seems counterproductive!


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

It's also giving the captain and his lover 4 extra days to do whatever they were planning on doing... Aerys, would really like to move as quickly as possible after the treacherous little *********.


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

I'm not especially thrilled with the path-travel thing either. Apparently I need another level so I can take 10 to hit the DC 20 those damn traps are for spotting, and as my dice and your dice hate me, Tom, I'm not excited about having to roll instead...


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

Once you are accustomed to certain types of trap, it is possible to get a bonus on the perception roll.


Male Human (mostly) Ex-cleric and Grumpy Cat

You manage to move your camp and put a raft together. The next question is: where do you want to go with it? You can choose your landing spot pretty much where you like on the southern peninsula (which also contains the highest point of the island, so that may make for a good vantage point for scouting further). Of course the farther you go the greater the risk of misfortune striking...


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

Aerys walks gingerly onto the craft, using her skill as a seafarer to determine it's buoyancy and usefulness as a craft on the waters. "Much as I want to be at sea commanding a ship to conquer the waves, this isn't what I had in mind. I suggest we don't go too gfar from shore, until we can be certain this craft is indeed seaworthy." As she looks around its construction and the way it floats on the water.

Profession(Sailor) 1d20 + 3 ⇒ (10) + 3 = 13


Male Dwarf Cleric 02

Hrakar looks at the raft quizzically for a long time: "I think I agree, lassie. This craft doesn't seem to sound to me..."


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

Torch shrugs off the concerns. "This isn't meant for anything more than getting us across a half mile of bay," he points out. "The thirty miles to the mainland's a different story, but I'm sure this is fine for now."

Once the group reaches the far shore, Torch climbs up the beach and points toward the hilltop. "Up there?" he asks. "If we had a spyglass, it'd be perfect... but even without, seems like we'd do better with a better view. What'd'ya say? Anyone up for a little hike?"


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

"Lead on, cap'n!" Ralf jokes as he gets ready to board the raft. "We'll steer by the pole star and keep an eye out for buccaneers!"


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

Couldn't access the site for a few days.

Gelik is against the idea of a raft and against the idea of building a raft and against the idea of manual labor in general. He shirks wood-cutting and log-lashing duties as thoroughly as possible, and continuously whines about a splinter in his thumb.

As for the route and landing site, "I vote for the shortest route." Then he puts his agrieved thumb back in his mouth.

Are we talking gradual slope to heights, or actual significant hill / mountain? i.e.-can we climb it fairly easily?


Male Human (mostly) Ex-cleric and Grumpy Cat

Also have been having trouble accessing the site.

You paddle your newly constructed raft across the bay at the shortest point (which would be approximately across the square N13 if I understand you correctly)

As you pull up the raft on the beach Torch spies a crablike creature perched high on a ledge above you. Roll for initiative.


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

"By gar, more crabs! I hope this one isn't stuffed full of surly birdmen."

1d20 - 6 ⇒ (2) - 6 = -4


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

Initiative 1d20 + 2 ⇒ (16) + 2 = 18


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

The site was flaky yesterday

Initiative 1d20 + 2 ⇒ (6) + 2 = 8


Male Dwarf Cleric 02

Initiative roll:1d20 + 1 ⇒ (11) + 1 = 12


Male Human (mostly) Ex-cleric and Grumpy Cat

Torch reacts a split-second before the beast and can act. It lies about 20 feet further up the beach and 20 feet up the cliffside.

Knowledge (nature or dungeoneering) 12:

Spoiler:
It's a cave fisher, a crab-like creature that catches its prey with a sticky filament and reels it in to dismember it.


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

initiative 1d20 + 2 ⇒ (18) + 2 = 20

Gelik quickly fires off one of his cantrips, then moves back ten feet.

ray of frost 1d20 + 4 ⇒ (17) + 4 = 21
damage1d3 ⇒ 2


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

Know nature: 1d20 + 5 ⇒ (18) + 5 = 23

"Say, that's not a crab -- that's a cavey fisher! Watch out for his sticky thread; he'll snag you and reel you up just like a juicy trout, he will!"


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

Torch grabs his bow and an arrow from the quiver on his hip, snapping off a quick shot. Shortbow attack 1d20 + 3 ⇒ (16) + 3 = 19, damage 1d6 ⇒ 6


Male Dwarf Cleric 02

Hrakar sends a bolt of acid towards the crablike creature:

Ranged touch attack:1d20 + 2 ⇒ (14) + 2 = 16
Damage roll (if hits):1d6 + 1 ⇒ (2) + 1 = 3


Male Human (mostly) Ex-cleric and Grumpy Cat

Just as Ralf says, a sticky gob lands next to him, attached to a shiny line. Almost absent-mindedly, he steps out of the way, and just as quickly, the line is drawn back.

Torch, Gelik and Hrakar all hit the monster. Aerys, Ralf and Torch are up, then the cavey fisher.

Not entirely sure if Sidestep secret applies when you are flat-footed, but it seems it does. Anyway, rule of cool applies for now.


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

Very nice!

Torch notes the cavey fisher's range as he grabs another arrow and takes his shot. Shortbow attack: 1d20 + 3 ⇒ (9) + 3 = 12, damage 1d6 ⇒ 5. As soon as the arrow is launched, Torch withdraws about twenty feet, hoping to stay clear of the "fishing line."


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

Sidestep Secret doesn't work if I'm flat-footed, according to the FAQ. I'm willing to accept your pity anyways, of course. :-)

http://paizo.com/paizo/faq/v5748nruor1fn#v5748eaic9o77


Male Human (mostly) Ex-cleric and Grumpy Cat

Ah, in that case... let's do this right.

Correction, the sticky gob attaches to Ralf and pulls him 10 feet up the beach, closer to the snapping claws of the monster. Torch's second arrow missed its target.

Ralf and Aerys still to go, then the monster.


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

In that case, I'd like to amend my action as well - Torch drops his bow and moves up to stand next to Ralf, drawing his scimitar as he goes.


Male Human (mostly) Ex-cleric and Grumpy Cat

That's fine.


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

Ralf mutters a charm and washes the cave fisher with a burst of pain.

cast Lengthy (boost) Wrack: DC 15 Fort save or be sickened for 4 rounds


Male Human (mostly) Ex-cleric and Grumpy Cat

The monster is wracked with pain, but it still manages to drag Ralf 10 feet along the beach.

You are up again.

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