Black Tom's Serpent Skull

Game Master Black Tom


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Male Human (mostly) Ex-cleric and Grumpy Cat

OK, still waiting for a decision to be made.


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

This post apparently disappeared into the abyss earlier:

Sam "Torch" McQuarry wrote:

Have we more or less completely explored the northern peninsula at this point?

"Ralf's got a point," Torch nods. "Maybe this new spot will have a bit more to offer, foodwise, than our last one." Or at least our dice rolls will be better...


Male Dwarf Cleric 02

I've been telling you this from the start human, and asking for us to build a raft to escape. Then you told me no rafts would work. If no ship sails near and we cannot build any means of escape... please explain to me how EXACTLY we may escape from this chunk of rock by goind inside its Torag-forsaken jungles even more?!?!?? You want to hear what I've got to say? I say we head east, we reach the coast and we start a beacon fire and keep it manned and fed, and hope against hope someone sees it! We "explore" but we also try to get out of here, and "exploring" is not likely to help us getting away! says the dwarf with patience clearly at its limit.

In not so many words: Hrakar wants to go east


Male Human - Chelaxian Paladin 1

Surkoff replies to Hrakar, a tone of frustration in his voice. "Of course dwarf, let us light a huge fire so everyone can know where we are. Have you forgotten that there is obviously a tribe of persons with a questionable dining habit? They will know that we are here as two of them have gotten away from us and now you want to advertise our position to them. As for a means of escape I do not know what we are to do yet. Doing something, exploring, whatever is better than standing still waiting for the gods to answer your feeble prayers of rescue. I do believe there is also a case of finding a certain captain and Ieana who at this point we don't if she is a willing participant or a prisoner of his madness. The captain must have a way off this rock or he would not have come ashore and abandoned us, perhaps we should be focusing on finding him and in finding him getting us off this isle."
He then turns to Torch, "I know you and I have not yet seen eye to eye on a lot of issues but surely you can see the madness of Hrakar's dreams. Is there any way you might be able to pick up the trail of the captain and Ieana so that we can pursue them?"


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

Neither of my last two posts have stuck in the thread, though I can see them in my "recent posts." Not sure what's going on here, or whether this one will show up either...


Male Human - Chelaxian Paladin 1
Sam "Torch" McQuarry wrote:
Neither of my last two posts have stuck in the thread, though I can see them in my "recent posts." Not sure what's going on here, or whether this one will show up either...

This one showed up fine but maybe just copy paste the last two and hope they post this time.


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

Have we more or less completely explored the northern peninsula at this point?

"Ralf's got a point," Torch nods. "Maybe this new spot will have a bit more to offer, foodwise, than our last one." Or at least our dice rolls will be better...


Male Human (mostly) Ex-cleric and Grumpy Cat

You have explored moste of the peninsula west of where you stranded, so yeah. How about you go foraging and check out the immediate surroundings? You can make Survival checks if you don't go too far. But I'll still want to know which way you want to go.


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

"I'd need somewhere to pick up their trail from," Torch shrugs in reply to Surkoff's question. "I'd dearly love the chance to... question... our good captain on his navigational choices, however."

After a moment's thought, the archaeologist shrugs. "We've two coastlines to explore, but only the southern part of the island really has much of an interior. Unless we're going cannibal-hunting, we should pick a coast and stick to it. I'd suggest following the curve of the large northern bay and maybe checking out those islands on the far side - if the cannibals haven't already infested them, they might serve as a safer haven for our base camp, what with the built-in moat and all."

Survival check: 1d20 + 5 ⇒ (3) + 5 = 8
Remember what I said before about better dice here? Yeah, **** that.


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

Survival 1d20 + 5 ⇒ (12) + 5 = 17


Male Human - Chelaxian Paladin 1

"With the wilderness survival I guess I will trust your judgement Torch. Unless you are still stuck on your need to build fires Hrakar I suggest we head to the west along the bay."

Survival (Aid): 1d20 - 1 ⇒ (19) - 1 = 18

Black Tom: From comments you have made earlier it sounds as though Ilum and now Sasha could do the hunting/gathering for us so we don't have to dedicate time to it. Truth or just misinterpretation on my part?


Male Human (mostly) Ex-cleric and Grumpy Cat
Surkoff Hurntol wrote:
Black Tom: From comments you have made earlier it sounds as though Ilum and now Sasha could do the hunting/gathering for us so we don't have to dedicate time to it. Truth or just misinterpretation on my part?

Yes, you could. I just assumed that you'd like to have some margins, since Ilum and Sasha would only barely be able to keep you fed.


Male Human (mostly) Ex-cleric and Grumpy Cat

As you move about foraging and exploring to the west of your camp, you stir up a herd of mountain goats that seem rather belligerent. Roll for initiative.


Male Human - Chelaxian Paladin 1
Black Tom wrote:
you stir up a herd of mountain goats that seem rather belligerent. Roll for initiative.

That is about as odd an encounter description as I have ever heard but it is EPIC! Love it BT!

Initiative: 1d20 + 2 ⇒ (6) + 2 = 8


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

...Don't look now, but I believe those goats are about to try to kill us.

Initiative 1d20 + 2 ⇒ (14) + 2 = 16


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

Init: 1d20 - 6 ⇒ (6) - 6 = 0

Ralf studies an interesting rock by his feet, blissfully unaware of the goats.


Male Human (mostly) Ex-cleric and Grumpy Cat

The goats go on 11, so Torch and possibly Hrakar can act before them. On the bright side they look a loot tastier than the flying lizard.

Maybe this encounter should have been edited for silliness but I like silly. Glad you appreciate it. Anyway, you know who to blame. ;)

Map here

The gray is difficult terrain.


Male Dwarf Cleric 02

Initiative roll:1d20 + 1 ⇒ (9) + 1 = 10

Now goats too? Well, I guess we'll be eating well this evening....


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

Given that these are goats, it's too bad we don't have any brace weapons... Is there one that seems to be the alpha, or pack leader, or whatever you call it when it's goats?

Hunting gear at the ready, Torch's eyes light up at the sight of the goats. Hoping for some tasty stew in the near future, he raises his bow and fires a shot at the nearest animal. Should be the one in M27. Shortbow attack: 1d20 + 3 ⇒ (7) + 3 = 10, damage 1d6 ⇒ 2.


Male Human (mostly) Ex-cleric and Grumpy Cat

Torch's shot goes wide as the goats charge. Ralf is gored for 5 points of damage, and Torch, who takes a horn to his stomach, for 6 points.

You are up.


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

Ouch! Encounter suddenly less funny. ;)

Torch staggers back from the vicious blow, dropping his bow from stunned fingers. After a moment, though, he rallies, drawing his scimitar and attempting to hack down the animal that attacked him. Free action to drop the bow, move to draw the scimitar, and attack: 1d20 + 4 ⇒ (20) + 4 = 24, damage 1d6 + 4 ⇒ (4) + 4 = 8.
Crit confirm: 1d20 + 4 ⇒ (18) + 4 = 22, damage 1d6 + 4 ⇒ (2) + 4 = 6


male half-elf ranger (guide) 2 / rogue 3
Sam "Torch" McQuarry wrote:

Ouch! Encounter suddenly less funny. ;)

Torch staggers back from the vicious blow, dropping his bow from stunned fingers. After a moment, though, he rallies, drawing his scimitar and attempting to hack down the animal that attacked him. Free action to drop the bow, move to draw the scimitar, and attack: 1d20 + 4, damage 1d6 + 4.
Crit confirm: 1d20 + 4, damage 1d6 + 4

Ha! Take that, you soon-to-be stew ingredient!


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

Ralf steps back and soothes his wounds with a simple charm.

1d6 + 1 ⇒ (6) + 1 = 7


Male Human - Chelaxian Paladin 1

"We will feast well tonight boys!"
Surkoff draws his blade and attacks the closest goat.
Greatsword Power Attack (J28): 1d20 + 6 ⇒ (7) + 6 = 13, Damage: 2d6 + 9 ⇒ (4, 4) + 9 = 17
If that blow lands and kills, 5ft step into J28.


Male Dwarf Cleric 02

Channel energy:1d6 ⇒ 5

Seems like our supper doesn't want to collaborate...


Male Human (mostly) Ex-cleric and Grumpy Cat

Torch and Surkoff cut down their foes, while Hrakar bathes the battlefield in healing energy. Fortunately the wounded goats are beyond help, but the rest of them are reinvigorated.

The goat pursuing Ralf smells victory and moves with him. The newly healed Torch is butted for 3 points of damage. Surkoff manages to keep the other two at bay.

Your turn.


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

Attacking K28 (because I'm thinking K26 should actually have moved away from me, following Ralf): 1d20 + 4 ⇒ (7) + 4 = 11, damage 1d6 + 4 ⇒ (6) + 4 = 10
Pummeled by another blow, Torch shakily swings again; the blow is weak and awkward, however, and fails to do more than aggravate the goat.


Male Dwarf Cleric 02

Ohhhhh one of them is not in melee! NOW it's MY chance!!! :D

Acid Bolt! 1d20 + 1 ⇒ (2) + 1 = 3

Damage!: 1d6 + 1 ⇒ (6) + 1 = 7

Of course... Now I'm REALLY starting to hate the dice roller... ;(


Male Human - Chelaxian Paladin 1

"Avoid the horns Torch, not jump on them!"
Greatsword Power Attack (K28): 1d20 + 6 ⇒ (6) + 6 = 12, Damage: 2d6 + 9 ⇒ (1, 6) + 9 = 16

Rolls somewhere near average would be nice at this point!


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

Ralf swats at the goat with his walking stick (taking a 5' step if it will help flank).

1d20 ⇒ 201d6 ⇒ 1

Confirm:

1d20 ⇒ 131d6 ⇒ 6


male half-elf ranger (guide) 2 / rogue 3
Surkoff Hurntol wrote:
"Avoid the horns Torch, not jump on them!"

The Paizo dice roller hates Hrakar; Tom's dice hate me...


Male Human (mostly) Ex-cleric and Grumpy Cat

Surkoff pauses to put his full force in his blow, but that gives the goat the split-second advantage to nimbly step away. In the meantime Ralf stutters around and whacks his goat between the eyes with his stick, knocking it out.

The other goats start to think better of the whole affair and with a great noise they run back up the mountain.

You just earned yourselves 202 xp each.

Will you take the three goats and return to camp or do you want to explore some more before darkness falls?


Male Human - Chelaxian Paladin 1

Surkoff calms his breathing down after the little bit of exertion. "Well looks like we eat really well tonight, we should share our good fortune with the others. Is there any chance that we can keep one or two alive and keep us fed for more than one night before the meat would spoil in this heat? I have rope to tie them and drag them along if that helps."

How large are these goats? Small/Medium? Weight? If trying to move them by force will it be possible?


Male Dwarf Cleric 02

Well, bringing some back seems sensible, human, but what about exploring? I surmised you'd wanted to explore some more as means to escape the Island... Says the priest of Torag with more than a modicum of sarcasm.

I'm for going on wih the exploration btw, Hrakar still wants to get to the beach


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

With food clearly available, despite his remaining wounds Torch seems quite willing to continue the explorations.


Male Human (mostly) Ex-cleric and Grumpy Cat

The goats are Small, so you have no trouble bringing them back to the camp, where you are met with acclaim, especially since your foraging even apart from the goat has brought in a fair share of berries, edible roots and a couple of rabbits. You will indeed eat well tonight, and Gelik and Ishirou are already squabbling about recipes.
The goat that Ralf whacked is more stunned than hurt and you leave it there to see if it could even be milked.

After that you continue exploring, moving west to reach the beach. As you get there dusk is approaching. The surf is glowing with the same eerie green radiance that you noticed before.

Are you going to follow the beach south or what is your plan?


Male Dwarf Cleric 02

...and now what???

Let's go on people, we need to find a place where to settle a beacon fire, and let's be quick about it, I don't like this green mist at all...

I'm for following the beach south


Male Human (mostly) Ex-cleric and Grumpy Cat

Concerning the strange green glow you can make a Knowledge (nature) 20 if you haven't done so already (I believe you encountered it earlier):

Spoiler:
This eerie occurrence is a natural phenomenon caused by
phosphorescent algae and plankton in the water.

Either way, you can make a Perception 20 check (with a +4 bonus if you have low-light vision):

Spoiler:
You catch a brief glimpse of a ghostly humanoid shape thrashing in the water.

You move southward, exploring and as you turn a big rock an enormous crab crawls out from under it and tries to grab you. Roll for initiative.


Male Dwarf Cleric 02

Perception Check:1d20 + 8 ⇒ (12) + 8 = 20

Let's see if I can roll bad again... edit: OMG! I DID IT! Barely but I did it! This must be my best roll to date...

Hrakar looks to the sea wondering if he'll ever be able to leave the island when suddenly he seems to see someone in the water:"There's something in the water... I can't see it clearly but it seems like someone's drowning! Quick let's hel..." blood drains from Hrakar's face as he realizes what he's seeing is not quite alive... then he adds with a much lower tone of voice "A ghost... this damned island has cannibals, killer lizards, bloodthirsty goats and GHOSTS! Let's go away people, I don't think disturbing the dead is a good idea"

So the group leaves the spectral figures flailing their arms in the water alone... but just when they can't see the ghosts anymore, a new menace manifests itself!

...Of course, we couldn't just be lucky, couldn't we? And now it is a GIANT CRAB! When will it stop Torag? WHEN???

Initiative roll: 1d20 + 1 ⇒ (19) + 1 = 20

The tide has turned! Or I hope so at least


Male Human - Chelaxian Paladin 1

Initiative: 1d20 + 2 ⇒ (12) + 2 = 14

"Even more fine dining tonight boys! Rack of goat and crab legs!"


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

Init: 1d20 - 6 ⇒ (18) - 6 = 12


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

Perception 1d20 + 11 ⇒ (17) + 11 = 28
Sadly, I remain a ranger without Knowledge (nature).

Initiative 1d20 + 2 ⇒ (19) + 2 = 21


Male Human (mostly) Ex-cleric and Grumpy Cat

The crab goes on 9, so you all beat its initiative.

Honestly I'm going to run this without a battle map. It's within a single move away and you shouldn't have much trouble setting up flanking if you need. to. Just hit it.

You are all up.


Male Dwarf Cleric 02

Acid Dart: 1d20 + 1 ⇒ (18) + 1 = 19

Damage: 1d6 ⇒ 1


Male Dwarf Cleric 02

Double post. Sorry.

P.S.

Hitting things is FUN! :D


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

Ralf uses a charm to send a bolt of pain coursing through the crab's body.

Wrack -- DC 15 or be sickened for 1 round


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

Torch moves up on the crab's left. "Head right, Surkoff!" he calls out, and pauses for the other warrior to move into position. Once we get a flank set up, Torch's attack: 1d20 + 6 ⇒ (9) + 6 = 15, damage 1d6 + 4 ⇒ (5) + 4 = 9.


Male Human - Chelaxian Paladin 1

Surkoff draws his massive sword as he heads off to the right as per Torch's request, swinging with all his might.
Greatsword Power Attack (Flank): 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20, Damage: 2d6 + 9 ⇒ (1, 3) + 9 = 13


Male Human (mostly) Ex-cleric and Grumpy Cat

Yeah, figured as much.

Under your combined assault the crab is soon turned into chowder. You get 150 xp each.

Now the question is whether you want to go back the way you came or if you want to explore some of the jungle south of the camp on your way back.


Male Dwarf Cleric 02

"Goat and crab... a delicious combination!" Says Hrakar while he urges his companions to break the crustacean's shell.

As for whether go south or go back on the way we came, I guess we didn't investigate the ghosts, besides seems like a tricky question, why not explore some more as we are fresh and un-hurt? What could possibly have changed? I vote... to go on with the exploration! :D

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