CrazyHedgehog's Serpent Skull

Game Master CrazyHedgehog

Taking part in the Serpent's Skull Adventure Path, PbP style.


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CG Male Half-Orc Ranger (Trapper) 3 | HP: 27/27 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +3 | Init +2, Perc +8

Grym does what Grym does best; he lets out a blood-curdling roar and charges the plant with his greataxe!

Attack, power attack: 1d20 + 5 - 1 ⇒ (5) + 5 - 1 = 9
Damage, power attack: 1d20 + 6 ⇒ (13) + 6 = 19

The Exchange

Tried to post last night, but the paizo site seemed to go down.

Round 1 continued

Yekskya tries to target one of the strange plant zombies. His aim is true, striking the figure where its human heart should be, but instead of flesh his arrowhead meets resistant plant tissue, lessening its effect.

Noting Aerys moving around the clearing, baring her fists, Rowena offers her mace to the half-elven fighter.

Grym charges forward, hoping to end the fight by chopping down the plant. He rushes forward with a mighty roar and swings his greataxe in a mighty blow, but misses the plant's vital areas.

Suddenly, at some unseen signal, the two zombie-like figures launch forwards. One rushes at Yekskya, and tries to grapple the archer before he bring up a weapon in defense. Yekskya you are grappled by the plant-zombie on the left. If you are able, you can make an attack of opportunity against the zombie as it is unarmed. You can also make an attempt to break the grapple, the zombie's CMD is 14.

The other plant-zombie leaps defensively towards Grym, trying to wallop the half-orc with a thick, tendriled arm. Grym easily ducks under the wild swing, and looks up to see writhing tendrils sticking out of the creature's eye sockets.

Zaghigoth - You manage to shake off the pollen's effects - you are not entranced.

Rowena - the zombie attacking Yekskya is next to Aerys, but as it's focused on Yeks I'm not sure it triggers the conditions of your readied action to come to her aid.

Updated Map

Updated initiative
18 - Zaghigoth
12 - Aerys
7 - yellow musk plant
6 - Yekskya
6 - Rowena
6 - Grym
5 - yellow musk zombies

------

DM rolls:

zombie 1 grapple 1d20 + 4 ⇒ (15) + 4 = 19
zombie 2 slam 1d20 + 4 ⇒ (2) + 4 = 6


Zag steps forward after Grym rushes past, moving to assist the fellow half-orc against the zombie and mysterious plant, calling Shiv to join in the attack.

Moving forward 5 ft. to attack the zombie threatening Grym. Shiv moves to attack the same.

Spear attack: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Shiv attack: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d6 + 3 ⇒ (6) + 3 = 9


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Surprised by how quickly the zombies move and one of them reaches him before he can raise a weapon in defense and he drops his bow instinctively. Yet, as soon as it gets its arms around him, he flexes his arms and explodes in a sudden motion, breaking free from its grip. As he breaks free, he takes a step away and draws his greatsword, ready to fight the creature.
Break Grapple 1d20 + 4 ⇒ (16) + 4 = 20


CG Male Half-Orc Ranger (Trapper) 3 | HP: 27/27 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +3 | Init +2, Perc +8

Attack, power attack: 1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24
Damage, power attack: 1d12 + 4 + 2 ⇒ (2) + 4 + 2 = 8

Crit Threat: 1d20 + 5 ⇒ (3) + 5 = 8
Crit damage: 1d12 + 4 ⇒ (12) + 4 = 16

Grym attacks the plant, seeking to end it's effects on the zombie. Grym grunts as the blow that should have taken the plant out completely seems to go wide of the mark by a hair's breadth although it stills scores a telling blow.

The Exchange

Round 2
Zaghigoth steps forward, trying to assist Grym defend against the zombie trying to maul him. He pierces it with his spear, but again the well-placed jab seems to hardly do any damage. The plant-creature, swivels its head to look at the druid. Shiv shambles up and slashes at the zombie's legs with his jaws, but just misses as the zombie rocks forward.

Aerys tries to help Yekskya by walloping the zombie with her borrowed mace. Her strike should have smashed half the creature's head, but the brain case seems to instead be full of pulpy plant matter.

Another flowered tendril bursts, engulfing Grym in a cloud of pollen. A feeling of euphoria now threatens to overwhelm the other half-orc in the party! Grym, a Will save please against DC14, failure means you are entranced and rooted to the spot for 4 rounds.

In a burst of motion, Yekskya manages to break free of the zombie's grapple, stepping back and drawing his greatsword.

Seeing the zombie turn its attentions towards Aerys, Rowena springs into action, leaping forward with her rapier. The sword's piercing tip seems to do hardly any damage, just nearly getting stuck in the zombie's back.

Grym, I'll post the results of your action, dependent on Grym's Will save!

The zombie that tried to grapple Yekskya now turns its attentions on Aerys, attempting to floor her with a heavy fist, but Aerys moves with the grace of a boxer, dodging out of the way. The other zombie turns on Shiv, trying to pound the crocodile's skull, but it's a clumsy attack and misses.

Updated Map

-----

DM rolls:

Aerys attack 1d20 + 4 ⇒ (17) + 4 = 21
Aerys damage 1d6 + 2 ⇒ (4) + 2 = 6
ranged touch 1d20 + 4 ⇒ (17) + 4 = 21
1d6 ⇒ 4
zombie 1 slam 1d20 + 4 ⇒ (11) + 4 = 15
zombie 1 damage 1d6 + 4 ⇒ (1) + 4 = 5
1d3 ⇒ 3
zombie 2 slam 1d20 + 4 ⇒ (10) + 4 = 14
zombie 2 damage 1d6 + 4 ⇒ (2) + 4 = 6


CG Male Half-Orc Ranger (Trapper) 3 | HP: 27/27 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +3 | Init +2, Perc +8

Will save: 1d20 + 2 ⇒ (15) + 2 = 17

Grym sneezes as the cloud of spores surrounds him, but he shakes off their entrancing smell with a bestial roar of anger!


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Round 3
Yekskya steps back forward and swings his greatsword at the zombie in a fierce attack.
Attack 1d20 + 4 ⇒ (12) + 4 = 16
Damage 2d6 + 3 ⇒ (3, 4) + 3 = 10


"We need fire! Or something to chop these monsters to pieces. Stabbing and smashing ain't gonna work. Anyone got an axe or a sword I can use?
Without waiting for a reply, I draw my short sword in hopes of it being at least marginally better suited to chopping than the light blade of my rapier.

The Exchange

Shaking off the effects of the pollen, Grym roars and launches a powerful attack against the plant, chopping a large gouge into its central stalk with his axe. The plant's tendrils quiver - do plants feel pain?

Will post Round 3 tomorrow, give Zag a chance to post.


Hearing Cat's call to chop, Zag blinks, feeling foolish that he hadn't realized that. Dropping shield and spear, he hefts his falchion from its sheathe and aims a heavy swing at the zombie while ordering Shiv to attack as well.

Shiv will move 5 ft. 'north' on the map as well to grant me some flanking.

Shiv Bite: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Zag Falchion: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 2d4 + 3 ⇒ (4, 4) + 3 = 11


CG Male Half-Orc Ranger (Trapper) 3 | HP: 27/27 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +3 | Init +2, Perc +8

So do plant zombies explode in guts or plant spores? :P

The Exchange

Plant zombies just go splat when deaded. :)

Round 3
Zaghigoth, heeding Cat's advice, switches to his falchion. With a mighty swing, he cleaves into the zombie, while Shiv tears at the shambling corpse from the other side. It suddenly seems to fall apart, collapsing in a heap of once-flesh and plant matter.

Aerys swings at the other zombie, hitting it in the head, but it shrugs off the attack! Aerys looks shocked and horrified.

The plant, as a defensive reflex, releases another cloud of pollen spores in Grym's direction. Another DC 14 Will save please, Grym.

Yekskya rushes forward and attacks the remaining zombie with his greatsword. With the large blade he slashes at the creature, reducing it to another mound of compost.

Cat, do you want to use your short sword against the plant?

Updated Map

------

DM rolls:

Aerys attack 1d20 + 4 ⇒ (13) + 4 = 17
Aerys damage 1d6 + 2 ⇒ (2) + 2 = 4
plant ranged attack 1d20 + 4 ⇒ (19) + 4 = 23


CG Male Half-Orc Ranger (Trapper) 3 | HP: 27/27 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +3 | Init +2, Perc +8

Will save: 1d20 + 2 ⇒ (4) + 2 = 6

Uh oh... braaaaaaaains!


"I just hate things that won't stay dead, don't you Aerys? I mean, it's obvious that this was a man once. Now? Not so much. But would it stay dead? No, of course not. It just had to come back and bother us. Now let's see if we can't kill it dead for good."

Shifting slightly to my right, I position myself to get the zombie-plant-thingy between myself and Aerys, my shortsword slashing in a vicious downward arc towards the thing's neck.

Attack: Shortsword 1d20 + 6 ⇒ (7) + 6 = 13
Damage: Shortsword 1d6 + 1 ⇒ (4) + 1 = 5

Status: AC 16, touch 13, flat-footed 13
Current HP: 19/19

The Exchange

Round 3 continued
This time the cloud of pollen spores seems to have an effect on Grym, and stops, motionless, a strange expression on the half-orc's face. The plant beside him writhes and twitches, its tendrils reaching for the trapper.

Sorry Werner, my map didn't show it very clearly, but both zombies have been "killed" earlier this round. I've applied your attack to the remaining target, the plant.
With the zombie before her collapsing into ruin, Rowena twists around, looking for any more targets. Spying Grym seemingly hypnotized by the strange plant, she springs forward and slashes with her short sword. Her slashing chop cuts away a few leaves and small tendrils, but doesn't seem to really harm the plant.


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Round 4

I think I'm within a 5-foot step of my bow. If not, ignore the attack.
Not liking the look of the pollen the creature keeps spewing out or the strange thing its getting ready to do with its tendrils, Yekskya takes a step back to his bow and drops his greatsword. He bends down and picks his bow back up, then nocks an arrow and sends it flying into the plant.
Attack (Longbow, Comp. (Str +2), Point Blank, Deadly Aim) 1d20 + 6 + 1 - 1 ⇒ (19) + 6 + 1 - 1 = 25
Damage (Longbow, Comp. (Str +2), Point Blank, Deadly Aim) 1d8 + 2 + 1 + 2 ⇒ (2) + 2 + 1 + 2 = 7


After the zombie falls, Zag turns to face the strange plant, brandishing his falchion. He momentarily hesitates before quickly shaking it off and steps to the bizarre creature, lashing out with the sword while grunting a command to Shiv to flank and strike again.

Diagonal moves NW for both me and Shiv and then attacking.

Shiv Bite: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Zag Falchion: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 2d4 + 3 ⇒ (1, 4) + 3 = 8


Wishing that I would have given in to the calling of my elven blood and obtained a decent longsword, I am cursing under my breath as I try to make the best of the situation and continue cutting into the plant with my shortsword. "Shoulda is too late, Cat. But pick up a longsword as soon as you can. This pigsticker can only do so much. And precision striking is all nice and good if you have opponents that feel it. But some brute slashing is called for at times too. Like now. Ah well, nothing I can do to change it now, but try and kill this thing as soon as we can."
Moving and dodging the tendrils, I stab and slash at the plant.

Attack: Shortsword 1d20 + 6 ⇒ (17) + 6 = 23
Damage: Shortsword 1d6 + 1 ⇒ (2) + 1 = 3

Status: AC 16, touch 13, flat-footed 13
Current HP: 19/19


CG Male Half-Orc Ranger (Trapper) 3 | HP: 27/27 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +3 | Init +2, Perc +8

Am I essentially enthralled from this point on or do I get a secondary Will save to try and shake the effects?

The Exchange

Round 4
With the zombies down, Zaghigoth leaps forward with his falchion and buries the large blade in the stalk of the yellow plant. On the other side, Shiv lumbers forward and begins biting chunks out of the stock as well. Soon, the plant shivers and then collapses on the ground. Its tendrils lie still.

With the plant down, you give Grym a shake. His glazed eyes suddenly come into focus and the half-orc looks around, somewhat surprised to see that the battle is over.
Grym - had the plant not gone down, then yes you're right you would have been enthralled and unable to make combat.

This is the first time I've actually encountered a yellow musk creeper in play, seems like it could be pretty deadly. And we didn't even get to the Intelligence-drain part!

With the threat averted, you have a quick scan of the area for anything important, but you don't see anything. Then, coming to a quick agreement, you continue trekking south through the jungle.

Grym and Rowena, could I have three Perception checks from each of you?


CG Male Half-Orc Ranger (Trapper) 3 | HP: 27/27 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +3 | Init +2, Perc +8

Perception 1: 1d20 + 6 ⇒ (15) + 6 = 21
Perception 2: 1d20 + 6 ⇒ (1) + 6 = 7
Perception 3: 1d20 + 6 ⇒ (15) + 6 = 21

Grym rubs his face vigorously, trying to shake out some of the cobwebs from the plant's musk. He feels a little perturbed at what has happened but presses on regardless.


Trekking onward, I continuously scan my surroundings, looking for dangers in the form of beasts, monsters or dagerous terrain features.
Still, I sense Grym's unease about the effect the pollen had on him and patting the big guy on the shoulder, I try to cheer him up. "Relax, Grym. Don't worry about that damned plant-thingy. Not much you could do about that pollen stuff it shot at you. Hell, I'm not even sure I would have fared any better. And besides, we all have stuff to deal with. Look at me for example. Got elven blood flowing through my veins and not even carrying a longsword with me. It's the blade my elven relatives grow up with and I sure could have used it to much greater effect than that stupid short sword I'm wielding. As soon opportunity presents itself, I am going to pick up a longsword and learn to use it. Now, you just get yourself together and we press on."

Slowing my pace just a little to drop back to where Aerys is walking, I look at the warrior woman and an affectionate smile flashes over my face. "Nice going there, Aerys. Too bad that thing didn't have a brain anymore. That was one seriously impressive blow. Remind me not to get on your bad side when you're wielding a mace."

Perception 1: 1d20 + 5 ⇒ (12) + 5 = 17
Perception 2: 1d20 + 5 ⇒ (16) + 5 = 21
Perception 3: 1d20 + 5 ⇒ (15) + 5 = 20


CG Male Half-Orc Ranger (Trapper) 3 | HP: 27/27 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +3 | Init +2, Perc +8

Grym shrugs and smiles weakly. "I didn't like not being in control," he admits before Cat heads back to speak to Aerys. He keeps his eyes open, looking for threats.


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

"Nor do I. You were brave to get right up next to that plant Grym. It was your blows that helped us defeat it."

I think that's the first time I've run into one of those too. As a GM, I like them, as a player, not so much :)

The Exchange

Sorry it's been a slow week, have tried to post but either the internet connection or the paizo site haven't been cooperative. Must be all the people online just now doing christmas shopping!

Aerys smiles back at Rowena. "Thanks. Think that's the first time I've used one, just seemed like the right thing to do. I'm used to facing challenges with my fists. You did well yourself. I'll be glad to have you all around the next time I run into one of those things."

Pressing on through the jungle, you eventually discover more of an established trail through the jungle, heading south-west. It definitely helps, and you are able to make your way more swiftly.

However, at three separate points during your trek, you are halted by either Grym or Cat. Carefully, they uncover a trip line across the path leading to a snare much like the one that caught Rowena earlier. Having seen them, you are easily able to step around them without triggering the traps. Well-used trails, indeed.

At the end of the day, as you are starting to think about stopping to make camp, you notice something odd. A path branches off of the main trail, heading west. It appears to have been carefully camouflaged using the surrounding vegetation, so as to make it difficult to see from the main trail, but you were able to spot it with your keen eyes.

I'll try to get up an updated map of the island for the next post. You've been able to cover a fair distance.

------

DM rolls:

Aerys perception 1d20 + 1 ⇒ (1) + 1 = 2
Grym perception 1d20 + 7 ⇒ (12) + 7 = 19
Rowena perception 1d20 + 5 ⇒ (14) + 5 = 19
Yeks perception 1d20 + 3 ⇒ (20) + 3 = 23
Zag perception 1d20 + 7 ⇒ (12) + 7 = 19


Going to be away for a week of vacation. All going well I have wifi internet access at the hotel, but if needed you can npc me, Nick.


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Yekskya quietly thanks Grym and Cat each time the save the group from getting dragged up into the treetops. When we finally reach the hidden trail he asks, "Hmm, so the road more or less traveled? Suppose that leads toward the cannibal camp or someplace else? I'd suggest we go that way...but carefully."


"Hidden paths reveal more, I say. The masking of this trail was no work of natural growth. This was done with purpose. These native peoples' doing, so I say; they have shown their knack for using the plants here. If this leads to their main camp, we may find ourselves the lesser pack by numbers. Perhaps we should send Grym or Cat ahead to stalk and scout and see."

The Exchange

As I know it's probably going to be quiet around here for the holidays, I'll just post up here an updated map of your explorations. Merry Christmas wherever you are, and we'll pick up again after the new year.

Boom, have a good vacation!

Smuggler's Shiv


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Merry Christmas CHH! Thanks for a great year of gaming on the Shiv!


CG Male Half-Orc Ranger (Trapper) 3 | HP: 27/27 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +3 | Init +2, Perc +8

Merry Christmas, Nick! I hope Santa gives you everything you want! :)

Grym rubs his chin. The hidden trail could indeed offer more information and perhaps lead to a permanent base.

"I think we should take the hidden trail, the others are correct in that this is no natural work. Someone has gone to great trouble to hide their tracks." Grym unslings his shortbow and nocks an arrow.

"Cat, shall we head down the trail and see what we find? The rest of you should probably camp just off the trail to avoid anyone coming down the path proper," he says indicating towards the tree line.

Survival check to look for tracks: 1d20 + 8 ⇒ (8) + 8 = 16


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

"That sounds like a plan. I'll see if I can help hide us all when we get off the trail."
Survival for camouflage? 1d20 + 7 ⇒ (8) + 7 = 15


Nodding at the half-orc ranger, I grin as I drop my pack. "Right Grym. Let's go see what the bastard squad can find."
Winking at Aerys, I turn away towards the hidden trail and start making my way down along the path.
Stealth check: 1d20 + 8 ⇒ (16) + 8 = 24
Perception check: 1d20 + 5 ⇒ (5) + 5 = 10
Survival check: 1d20 ⇒ 7

The Exchange

Stealthily, warily, Rowena and Grym creep down the hidden trail. The rest of you try to find a sheltered area to make camp away from prying eyes. As the two scouts make their way down the trail, you are conscious of every sound: birds screeching, insects cricking, the breeze blowing the top branches of the trees, and you are aware of just how loud the jungle is. You examine the trail closely, and you can see that the tracks are old. In fact, it looks like someone, perhaps with boots, took the trouble of trying to hide the trail, but that later several barefooted people, humans probably, went back and forth here. However all of the tracks seem old.

At the end of the trail, the overgrown jungle path leads to a small clearing where a partially collapsed hut stands on the banks of a gurgling stream. The hut itself seems to have been made from a combination of driftwood and tree trunks, with a roof of wide leaves and strips of rotten canvas sail. The front door to the hut hangs partially ajar. Dozens of bones and skulls - quite obviously of human origin - decorate the hut and the surrounding area, each bearing numerous nicks and scratches.

Happy New Year, sorry it's been a bit slow to get things moving again, have had the kids on school holiday and they like to stay up late!


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

Yekskya continues to hide in the jungle near the path, listening to a slightly different but similar chorus of birds, insects and breeze and hoping Rowena and Grym don't run into too much on their own.


CG Male Half-Orc Ranger (Trapper) 3 | HP: 27/27 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +3 | Init +2, Perc +8

Grym holds out his clenched fist as the hut comes into view, wary of the bones that decorate the area. Although the trail was old, that doesn't mean that the hut isn't lived in.

"We should search the area," Grym whispers, indicating towards the surrounding foliage, "If the area is safe, this could be a good camp for the night."

Perception: 1d20 + 6 ⇒ (14) + 6 = 20

The Exchange

Grym and Rowena scout the area around the secluded hut. Oddly enough, thouh the hut seems be quite old and not lived in for some time, the outside of the structure has been repaired more recently - you think several months ago, about the same time the last tracks on the trail were made. The skulls and bones seem to have been added over time, with the most recent by the door being added when the hut was last repaired.

Searching inside, you find few fragments left to mark it as a dwelling place - bits of an old chair carved from a tree stump, fragments of fabric, and rusted bits of metal. However, your search reveals a thin, leather-bound journal wedged into a sheltered niche. While the journal was quite well made, the years have not been kind to its contents, and you can only make out fragments of writing.

Fragmentary Journal Notes

Apart from that, it seems quiet here, and certainly secluded. It could indeed make a good site for a camp.


"Could be used as a camp site, but I think the others may have some objections to the decoration. To be honest, they even creep me out a little." After reading what's left of the journal, I put down the remnants and look up at Grym. "Looks like there was a power struggle between two surviving parties of a ship wreck. And from the looks of this cabin, the one that remained of the losers in the end really lost. Bigtime. Let's go get the others, and see what they think about staying here."


CG Male Half-Orc Ranger (Trapper) 3 | HP: 27/27 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +3 | Init +2, Perc +8

Grym quickly scans the journal after Cat finishes with it and nods slowly.

"Yes, I think you're right. 'Thrune', isn't that the Royal House of Cheliax? I remember some of the crew mentioning something of a Chelish expedition to these islands in the past. Sounds like they went crazy. Immortality? Madness," Grym discards the journal again.

"Regardless, this is the only structure that we've seen that seems remotely safe to spend a few hours in. I agree that we should put it to the group to see if they would prefer to stay there. After all, we can discard the skulls into the undergrowth if it puts anyone off," Grym says, preparing to move back towards the group. As they leave the hut, he'll keep his eyes peeled and an arrow on his bowstring.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23

The Exchange

Rowena and Grym retrace their steps, locating Aerys, Zaghigoth, and Yekskya where they find the others have begun setting up a camp for the night. As you slip through the jungle, Grym keeps eyes peeled for any danger, but you find none before you find the others. You explain what you've found, the hut, the journal remnants, the bones.

By now, having hiked all day, the sun has gone down and light is rapidly fading. The sounds of the jungle change, as creatures active during the day settle in for the night and nocturnal creatures rouse themselves.

Let me know if you are planning to camp in the jungle or at the hut, otherwise feel free to RP any conversations through the night and I'll pick up with the next day's events after the weekend. Otherwise, this ends your fifth day in game time - your characters have crammed a lot into five days!


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

"A hut you say. Sounds like interesting decorator. I think that would be a better place to spend the night than here in the jungle. Let's go."


CG Male Half-Orc Ranger (Trapper) 3 | HP: 27/27 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +3 | Init +2, Perc +8

"Agreed," Grym replies, waiting for the others to move towards the hut.


"Hmm, I will keep guard and sleep outside, I say. I much prefer the earth and plants and open air. Was there any sign of recent living?"


"From what we could estimate, the hut itself has not been lived in recently. But..., we did get the impression that the outside of the hut has seen recent repairs. Maybe a few months or so ago. No guarantees that whoever did the repairing wouldn't come back tonight, but even if so, with all of us together, I think we'd be kinda safe there for a while."


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

"Of course, whoever it was may have wound up in the cannibal's pot recently too."

The Exchange

Alright, everyone itching to move on? If you want to deal any more with your night at the hut, let me know. Also, I need to know if you intend on following the main trail in hopes of it reaching the inhabited area you saw with smoke, or if you plan to cut cross-country through the jungle. If that's the case I might need you to make Survival checks to make sure you're still headed the right direction. You might also want to make Survival checks for finding food.

With the return of Rowena and Grym, you move your makeshift camp over to the empty hut. Despite the eerie surroundings, the shelter means that you have gotten a pretty good rest, the best so far on the island. Even Zaghigoth, who has spent the night outside, wakes up feeling more refreshed, despite horrible nightmares of undead rising from the sea and strange flying creatures swooping down from the mountaintops.

You quickly move on, following a ways on the main trail. As you move deeper into the interior of the island, you are careful, with Grym and Rowena looking out for traps as before. Still, Zaghigoth manages to step in a snare, and the half-orc is surprised as the woven vine cord tightens around his leg and whips him into the air. Sailing up 10 feet off the ground or so, the druid is impaled on a sharpened stick tied up in a tree. 4 points of damage to Zag, you can escape by making a DC 22 Strength or Escape Artist roll, or automatically with a slashing weapon (though you would fall 10feet). I'll assume you get out eventually and move the story on a bit, though do let me know if you are moving on trail or through jungle.

After that incident, you are more alert for hidden snares on the trail, and with Grym and Rowena's help you are able to spot two more and easily avoid them.

------

DM rolls:

1d100 ⇒ 33
1d100 ⇒ 42
1d100 ⇒ 66
1d100 ⇒ 24
Grym perception 1d20 + 7 ⇒ (12) + 7 = 19
Rowena perception 1d20 + 5 ⇒ (8) + 5 = 13
trap CMB 1d20 + 10 ⇒ (13) + 10 = 23
trap attack 1 1d20 + 8 ⇒ (9) + 8 = 17
damage 1d6 + 2 ⇒ (2) + 2 = 4
trap attack 2 1d20 + 8 ⇒ (2) + 8 = 10
1d4 ⇒ 4
Grym perception 1d20 + 7 ⇒ (9) + 7 = 16
Rowena perception 1d20 + 5 ⇒ (15) + 5 = 20
Grym perception 1d20 + 7 ⇒ (18) + 7 = 25
Rowena perception 1d20 + 5 ⇒ (8) + 5 = 13


Stats:
AC 19/15/14 HP 65/65 F+7 R+7 W+4 Init+5 Per+4

"With all of the protections they have on this trail sooner or later we're going to run into some guards. I think we should gt to within an hour or so of that smoke and then move into the jungle to go the rest of the way."
Survival to move toward smoke 1d20 + 7 ⇒ (15) + 7 = 22
Survival for hunting 1d20 + 7 ⇒ (6) + 7 = 13


CG Male Half-Orc Ranger (Trapper) 3 | HP: 27/27 | AC: 17, FF: 15, T: 12 | F +5, R +5, W +3 | Init +2, Perc +8

"Aye," Grym agrees, "I'm surprised we've not seen any yet. Even moving through the jungle we'll need to remain alert. We're on their hunting grounds so they'll have the edge on us."

Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Survival, hunting animals for food: 1d20 + 9 ⇒ (6) + 9 = 15

The Exchange

The Thrunefang Camp

You trek through the jungle, following the hunting trails that seem to lead southwest across the island. It's humid, and you are soon drenched with sweat as you pick your way along, attracting swarms of biting insects. After a few hours walking, stopping briefly at a few points to gather some food, you find that the path leads to the sea. By your reckoning, you must be on the western edge of Smuggler's Shiv, not far from where you saw the smoke rising. You move off the path and start bushwhacking through the jungle.

Before long, you come across signs of habitation, a cluster of several large wooden huts with palm-frond roofs arranged in a small clearing. They stand in the shadow of a large stone lighthouse, which doesn't look quite finished at the top. It seems fairly quiet, with a few men and women, dressed in similar fashion to the cannibals you've seen, going about their daily activities. They all seem heavily tattooed, and wear the same pendants as the others.

Map of the cannibals' camp

Updated map of Smuggler's Shiv [recent explorations marked in red.

------

DM rolls:

Rowena perception 1d20 + 5 ⇒ (6) + 5 = 11
Aerys stealth 1d20 + 1 ⇒ (9) + 1 = 10
Grym stealth 1d20 + 6 ⇒ (10) + 6 = 16
Rowena stealth 1d20 + 5 ⇒ (15) + 5 = 20
Yekskya stealth 1d20 + 3 ⇒ (3) + 3 = 6
Zaghigoth stealth 1d20 + 7 ⇒ (6) + 7 = 13
Shiv stealth 1d20 + 5 ⇒ (7) + 5 = 12
perception 1d20 + 5 ⇒ (17) + 5 = 22
1d20 + 2 ⇒ (18) + 2 = 20

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The Exchange

Hi there, looking to get some more experience DMing, and would like to run the Serpent’s Skull AP. Jungles, ruins, snakes! Any takers? I’d like to set the game up like so:

1. Any material from the core rulebook, Advanced Player’s Guide, Ultimate Combat, or Ultimate Magic allowed. Anything from other sources, check with me first.

2. High fantasy 20-point character builds.

3. Each character can start with two character traits, one should be selected from the Serpent’s Skull player’s guide, to help establish a reason for being onboard ship at the beginning of the game.

4. Alignment – any good or neutral characters. Sorry, no evil!

5. Characters start off with their maximum hit points at first level, and maximum starting gold for their character class. They’ll need it!

6. I’m posting from the UK, my expectation is to post and move the game forwards every 1-2 days, I usually check posts in the evenings.

If you’d be interested in playing Serpent’s Skull, I look forward to hearing from you! Probably looking at a 5-player group, if interested you can post your character concept on this thread along with a brief character background. Stat up your characters if you wish, though it doesn’t need to be done until we’re ready to start gameplay. I’ll close this thread in just over a week’s time, Tuesday 21st Feb, and hopefully gameplay can start the following weekend. If there’s more than five applicants, I’ll make a selection that Tuesday. Good luck everyone!


I'm interested, but i would need a list for the Serpent Skull's traits.

I'd like to play a Human Rogue with a "priestly" background: her
mother was a priest of Pharasma, and would have like her daughter to get into the priest path too, but the carefree (NG)young one is more a prankster and a mischief maker.
Her mother told her it was her destiny to become a priest, so she wanted to escape that destiny by getting on a boat.

I'll give my character some good wisdom and a decent charisma too, so she may become a dual classed priest/rogue later (you can't escape your destiny that easily), and the "Caretaker" trait

if the concept interest you, i'll work on the specifics


I have only played PBP in a short introductory game a while back, but have been playing D&D and Pathfinder for many years.

I played a LG monk in to that intro game and am eager to run him in a longer-term campaign.

Rondu (The Round Mound of Pound) is a homely dwarf about 4 feet tall with receeding red hair, a bushy beard, and prodigious gut. He is very light on his feet and quick for a beefy guy. Rondu is often seen with a hunk of food in one hand and a large mug of beer in the other. Roundu is Lawful Good, but his crude manner sometimes make people mistake him for a drunk ruffian.

If LG is a problem, I am willing to switvh to LN.

Full disclosure - I am an AP subscriber and read through the Serpent's Skull books as I recieved them. I don't remember much more than the general plot outline and promise not to refresh my memory while you are running the AP.

A question about stats - How low can I go?

Looking forward to playing.


Escharid Blackrose wrote:
I'm interested, but i would need a list for the Serpent Skull's

You can download the player's guide here for free.

Oh, and dotting for interest. I'll be back later with a concept; thinking of an arcanist who uses a bow.

Edit: The archaeologist bard is talking to me as well. My concept will involve an archaeology background and reason for being there regardless of the class I choose.

The Exchange

Bragol wrote:

I have only played PBP in a short introductory game a while back, but have been playing D&D and Pathfinder for many years.

I played a LG monk in to that intro game and am eager to run him in a longer-term campaign.

If LG is a problem, I am willing to switvh to LN.

A question about stats - How low can I go?

Bragol,

Stats - No problem with taking ability scores down to 7 as per the ability score cost table on p.16 of the core book. However, in terms of maximum score I'd say upper limit is 18 before adding racial bonuses. And with low scores, I'd be looking to see them emphasized in role-playing.

Alignment - LG is fine. Just wondering about the other game Rondo was in. I'd prefer to have all characters start from 0 experience, so that everyone more or less progresses evenly.

Interesting character concepts everyone!

The Exchange

Kratzee wrote:
Escharid Blackrose wrote:
I'm interested, but i would need a list for the Serpent Skull's

You can download the player's guide here for free.

Oh, and dotting for interest. I'll be back later with a concept; thinking of an arcanist who uses a bow.

Edit: The archaeologist bard is talking to me as well. My concept will involve an archaeology background and reason for being there regardless of the class I choose.

Thanks for posting the link to the player's guide, Kratzee. Forgot to mention, everyone should probably want to have a look at that first before posting, as it might impact on your character's background, how your character comes to be on a ship bound for Sargava at the beginning of the adventure.


I was planning on an aasimar cleric (dwarf race if the aasimar is too much) of Iomedae that can capably mix it up in melee. Might even dip a little in fighter to get tower shield and heavy armor.

RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'd like to stake a claim here. I've never played a beefy fighter-type before, so I think I'd like to give that a shot. I'll post more details later.


If you are not immediately disgusted by someone who has never done a PbP before and to whom the proverbial ropes can be shown, I am definitely interested. (I've been playing DnD for 10 years on both sides of the screen, but I have never ventured into the realm of forum playing [well, I've done PbPs before, just not ones based on legitimate rules/out of books]).

If my complete newness is not an issue (I understand if it is, no hard feelings), I'd love to play a world-weary lawful neutral half-orc druid who has always found better company in beasts and plants than in the self-styled "civilized" peoples of the world who would often look upon him with scorn or indifference, despite his attempts to fit in with society. Having picked up the druidric arts from a venerable gnome druid who showed him that sometimes the natural world is a much more accepting and nurturing place than the civilized, he travels to Sargava in order to fully embrace the wilds, armed with a strong sense of the laws of nature, but also harboring the desire for acceptance among his fellow humanoids.

Mechanically he would be a survivalist, most likely specializing in defense and healing spells and coordinated use of his animal companion.


Ooh Ooh! *raising hand*
I've been wanting to play in this AP for a while. Sounds very Indiana Jones-ish.

Looks like the group could use a ranger with great tracking, trapping and survival skills.

I'll build up a background and stats soon and post it.


He is Emilian, an escaped Gladiator from the fighting pits of Riddleport. He was originally made for a Serpent Skull game, then switched for a Legacy of Fire game, so I'll have a look at switching him back. Basically, he's a tough guy, not so bright, but flashy, and will make use of the Perorrmance Combat mechanics (there's a feat down the road that let's him treat any combat as a performance combat). He was on the ship to escape Riddleport as he had just killed his "owner" when he found out the man had lied to him. Emilian learned the value of loyalty living on the streets where those who acted selfishly always won in the short term but lost over the long haul.

RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

After consideration, I think I'd like to play a Fighter with the Polearm Master archetype. Character-wise, I think he'd be a dim-witted soldier who's only going on this trip because he boarded the wrong boat on his way to war, and doesn't realize it yet.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Hey there, I'm throwing my hat into the ring here.

Name: Balatsu
Race: Human (Garundi)
Class: Wizard (Diviner)
Alignment: LN

Balatsu is a scholar and worshiper of Pharasma who is researching clues to a prophecy (probably should be something relevant to the campaign with DM's approval). His familiar (a bat at 1st level) is really an imp in disguise (will take the necessary feats when level appropriate) who is trying to mislead him on his quest.


Everybody, try to take some points in Survival when you make the characters, and it would really help to have a druid or ranger.


where can i find an image for my character? (young woman, human, thief type)


Going to look at a Mwangi Fighter (Archer). Backstory to be posted later today, but general idea is that he is a freed slave that is now working as a mercenary.


I'll opt into the Ranger camp. Character up by the end of the weekend.


All right, backstory is done. If you'd like to see more, let me know.

Escharid:

Go to My Account, Login.

From there it depends on whether you are going to create a new alias or use Escharid Blackrose.

If a new alias look for a box in the center column that says "Messageboard Aliases", click Create New Messageboard Alias, then give it a name and click "Change" to pick an alias. With the new alias features it is pretty easy to find an image like you describe (if they have one that you like).

If Escharid Blackrose look for a box in the center column that says "Messageboard Settings", click "Edit", click "Change" where it says Avatar Image.

From there, go back to the My Account page. Click on whichever name you are using. Set up a profile and add all of your info there.

BTW, I would recommend a new alias rather than using your main one.


Here's a first draft at my human ranger.

He has the Boarded in Mwangi Expanse trait.
He's an explorer and treasure hunter out to make a name and some riches for himself. He prefers to work alone, as opposed the joining up with the Pathfinders or another organized group. The politics always get in the way, he believes.

Still need to add one more trait as well as gear.

Johann Holborn:
JOHANN HOLBORN CR 1/2
Male Human (Varisian) Ranger 1
CG Medium Humanoid (Human)
Init +3; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10. . (+3 Dex)
hp 12 (1d10+2)
Fort +6, Ref +5, Will +0
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +3 (1d3+2/20/x2)
Ranger Spells Known (CL 0, 3 melee touch, 4 ranged touch):
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 14, Int 12, Wis 11, Cha 12
Base Atk +1; CMB +3; CMD 16
Feats Great Fortitude
Traits Boarded In the Mwangi Expanse
Skills Acrobatics +4, Climb +6, Handle Animal +5, Knowledge (Geography) +5, Knowledge (Nature) +5, Perception +4, Sense Motive +2, Survival +4, Swim +6
Languages Common, Elven, Polyglot, Varisian
SQ Enemies: Animals (+2 bonus) (Ex), Heart of the Wilderness +0, Track +1, Wild Empathy +2 (Ex)

--------------------
SPECIAL ABILITIES
--------------------
Boarded In the Mwangi Expanse +1 Knowledge (Nature) regarding the Mwangi Jungle.
Enemies: Animals (+2 bonus) (Ex) +2 to rolls vs Animals.
Heart of the Wilderness +0 +5 on CON checks to stabilize, +1/2 level to negative HP level for death, +1/2 level Survival.
Track +1 +1 to survival checks to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Kratzee posting as Dr. Delgado, archaeologist explorer of far away and remote places. I am recycling an avatar from a game that has never made it to the first encounter in order to keep the number my aliases down.

I'm building the crunch first because I don't have time for a detailed history right now, but he has ties to the Pathfinder Society, is a post-graduate student at a university in Absolom and has a thirst for adventure that gets him into trouble often.

Edit: How are you doing languages, Core or Inner Sea World Guide?


Slicingsong is Shoanti Bard. Has tragic past but looking to grow as person. Talking like caveman is possible but am undecided...


I'm interested. Was originally thinking of an archaeologist halfling I had in a pervious game, but it looks like someone else was looking into running an archy. So instead I'll apply with my alchemist. I still need to go through and readjust her to your character creation rules, but looking at her profile should give you an idea of what she is. For personality I'm thinking something akin to Temprance Brennan from the series Bones.


Suppose I'll offer my draft up as well:

Zaghigoth 'Zag' Stormbile:

Zaghigoth Stormbile
Male Half-Orc Druid 1
Lawful Neutral

Init: +1 : Senses Perception +3, Darkvision 60 ft.

DEFENSES:

AC: 17 (+4 armor, +2 shield, +1 dex), flat-footed 16, touch 11
HP: 14 (8 +2 con +1 favored class +3 toughness)
Fort:+4, Ref:+1, Will:+5

OFFENSE:

Speed:20 ft. (30 ft. unarmored).
Melee:
Shortspear +2 : 1d6+2/x2 : Piercing
Club +2 : 1d6+2/x2 : Bludgeoning
Falchion +2 : 2d4+3/18-20x2 : Slashing

Ranged:
Shortspear +1 : 1d6+2/x2 : Piercing : 20 ft.
Club +1 : 1d6+2/x2 : Bludgeoning : 10 ft.

STATISTICS:

Str 14 Dex 12 Con 15 Int 10 Wis 16 Cha 11
Base Atk: +0 : CMB:+2 : CMD: 13
Feats: Toughness
Traits: Boarded in Mwangi Expanse, Outcast
Skills: Handle Animal +6, Heal +7, Knowledge (Nature) +6, Survival + 10
Languages: Common, Orc, Polyglot
SQ: Wild Empathy +1, Nature Sense, Nature Bond

RACIAL, CLASS, TRAIT:

+2 to one ability score (Wis)
Darkvision 60 ft.
Intimidating: +2 on Intimidate
Orc Blood
Weapon Familiarity: Prof. with Greataxe and Falchion, Treat "orc" weapons as martial.
Beastmaster (replaces Orc Ferocity): +2 on Handle Animal, treat whip and net as martial.

Nature Bond: Animal Companion
Nature Sense: +2 Survival and Knowledge (Nature)
Wild Empathy: +1

Boarded in Mwangi Expanse: Polyglot as a bonus language and +1 Knowledge (Nature) within the jungle.
Outcast: +1 Survival

SPELLS:
0 - 3/day DC 13
1 - 2/day DC 14

EQUIPMENT:

Traveler's Outfit 5 lbs
Hide Armor 25 lbs
Heavy Wooden Shield 10 lbs
Club 3 lbs
Shortspear 3 lbs
Falchion 8 lbs
Backpack 2 lbs
Trail Rations x2 2 lbs
Waterskin 4 lbs
Silk Rope, 50 ft. 5 lbs
Holly and Mistletoe
Spell Components Pouch 2 lbs

68 lbs total (Medium load)

3 GP


I would like to pose to you a Fighter with the Lore Warden archetype, who focuses on using the whip.

Samuel Hightower
Samuel has always had a passion for the Mwangi Expanse. He grew up in a fairly well-off family in Cheliax, but found everyday life there to be very dull. He had only two things in his life that he routinely looked forward to: his studies about the Mwangi Expance and practicing with his whip. He loved to impress his friends with both stories he had heard from the savage jungles of the south as well as with his ability to perform interesting and sometimes dangerous stunts with his whip.

Samuel finally decided to do something with his life as his studies were nearing an end. Leaving everything he knew behind, except for his knowledge and passion for the Mwangi Expanse and his trust whip, Samuel boarded the Jenivere to head south to Eleder. There he would make his own way into the jungle to live on his own and experience the wonders he knew only from books.

Combat Info:
I don't have a character sheet made up yet, but I will soon if you would like to see it. Like I mentioned, his focus will be on using the whip. As such, most of my feats will be geared in that direction. As a Lore Warden, he has access to Combat Expertise at lvl 2, so I'll likely be taking some Trip and/or Disarm feats. I am also considering taking Enforcer which allows him to attempt to demoralize as a free action when dealing nonlethal damage. This could affect how I picture my character.

I haven't decided on whether he'll be more Dex or Str based, though currently leaning Str. I have no idea how effective he'll turn out, but I'll be sure to pick up a more powerful weapon to round him out. I don't forsee him multi-classing either. And note that he is not a tank (he loses medium and heavy armor and shield proficiencies as a Lore Warden).

Personality:
Samuel is neutral good and I picture him as being fun to hang around with. He is very passionate about the Mwangi Expanse and about all the things he hopes to see. The unknown is exciting for him, but he is very new at the whole adventuring thing and thus a little bit naive (I see wisdom as his lowest stat).

Let me know if you would like more information! Thanks for considering him!


I volunteered to put together an aasimar cleric of iomedea (sun and glory/heroism domains). This is my magus staff wielder archetype named after a Roger Zelazny book. I would prefer to do the cleric and be the diplomat/healer for the group. But the Madwand is submitting too if arcane casting and fighting are needed.


Yekskya wrote:

All right, backstory is done. If you'd like to see more, let me know.

** spoiler omitted **

thank you for this helpful tip. I have much to learn here it seems!^^


Denison Delgado

Background:
Denison grew up an urchin in the Cheliaxian city of Westcrown. As a member of the lower class, he had zero possibility for a good, or at least tolerable life, so he stole aboard a ship heading out of port. It turns out that the ship was heading to The Shackles, and over the next couple of years, Denison learned about travel and hard work. The vessel was a merchant vessel, and Denison was exposed to a milieu of cultures, races, and traditions. Every single one fascinated him.

One day during his teenage years, his ship was providing transport to a group of adventures aligned with the Pathfinder Society, and he impressed upon them his intellect and curiosity. One of them took a liking to him, in a motherly sort of way, and bought his tenure from the shipmaster and brought him to Absolom to be schooled in the type of education a proper explorer should have. Denison took to his studies with extreme relish, but really wanted to get out and explore on his own so he took a sabbatical and stowed away aboard a vessel to Mediagalti and booked passage on the Jenivere for the Mwangi Expanse in order to find historical artifacts and possible an exciting adventure (which is really what he is hoping for).


nearly finished character sheet:
Denison Delgagdo

Male human archaeologist
CG Medium humanoid 

Init +3; Perception +3

DEFENSE
AC 13, touch 13, flat-footed 10

hp 9 (1d10+2)

Fort +1, Ref +5, Will +1
OFFENSE

Spd 30 ft.

Melee
Ranged shortbow +3 (1d6+1)
Special Attacks arcane strike +1 dmg, PBS +1 atk&dmg w/in 30ft
Spells known (caster lvl 1 conc. +3)
1st (2/day) 2 Grease,
0th (at will) Dancing Lights, Detect Magic, Prestidigitation, Read Magic,
STATISTICS
Str 14, Dex 16, Con 12, Int 14, Wis 8, Cha 14

Base Atk +0; CMB + 2; CMD 15
SD
Feats Point Blank Shot, Extra Performance
Traits Mwangi Scholar, Maestro of the society
Skills
1 Acrobatics +7
1 Bluff +6
1 Climb +6
1 K. geography +7
1 K. history +7(+8 Mwangi)
1 K. local +7
1 K. nature +7
1 K. religion +7
1 Perception +3
1 Swim +6
Languages Common, Polyglot

SQ Archaeologist's Luck 15/day, Bardic Knowledge

Combat Gear

I am using Drake from Uncharted as my inspiration.

The Exchange

Chainmail wrote:
I was planning on an aasimar cleric (dwarf race if the aasimar is too much) of Iomedae that can capably mix it up in melee. Might even dip a little in fighter to get tower shield and heavy armor.

I think for now I would prefer to keep the races to the standard races presented in the core book, or the variants presented in Advanced Player's Guide. However, a dwarf cleric of Iomedae is a fine idea.

BTW, which book does info about aasimars as a player race come from? I don't have many of the Pathfinder books apart from the "core" books.

The Exchange

Woodsmoke wrote:

If you are not immediately disgusted by someone who has never done a PbP before and to whom the proverbial ropes can be shown, I am definitely interested. (I've been playing DnD for 10 years on both sides of the screen, but I have never ventured into the realm of forum playing [well, I've done PbPs before, just not ones based on legitimate rules/out of books]).

No worries, new PbPers welcome! After all, it's been a while since I've run any games online, and this will be a first time on the Paizo site.

The Exchange

Denison Delgado wrote:

Edit: How are you doing languages, Core or Inner Sea World Guide?

I'll probably play languages closer along the lines of the core book, primarily as I don't (yet) have the Inner Sea world guide, so I'm not quite sure how the mechanics would work there. Is there much difference with languages from the PF campaign setting guide?


CrazyHedgehog wrote:
Denison Delgado wrote:

Edit: How are you doing languages, Core or Inner Sea World Guide?

I'll probably play languages closer along the lines of the core book, primarily as I don't (yet) have the Inner Sea world guide, so I'm not quite sure how the mechanics would work there. Is there much difference with languages from the PF campaign setting guide?

No difference other than humans start with both common and the regional language for their ethnicity.


Aasimar from PRD:
Aasimar Characters
Aasimars are defined by class levels—they do not possess racial Hit Dice. Aasimars have the following racial traits.

+2 Charisma, +2 Wisdom: Aasimars are insightful, confident, and personable.

Normal Speed: Aasimars have a base speed of 30 feet.

Darkvision: Aasimars can see in the dark up to 60 feet.

Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.

Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equals the aasimar's class level).

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

The penalty to charisma definitely hurts dwarfs for clerics. May do a human cleric instead. Plus the staff magus may mix better.


OK, here's my submission, Pierre Montblanc. He's a fighter (Polearm Master archetype) who uses the Lucerne Hammer. He has been making a living guarding shipments of food and medicine for orphanages (they sure have a lot of orphans in the Shackles, don't they? Quite tragic). Currently he's wandering the deck of the Jenivere, wondering why he can't find the captain that hired him for this latest job, and why they seems to be sailing in the wrong direction...

Stats:

Pierre Montblanc
Male Human Fighter (Polearm Master)
Speed: 20 feet
Perception: +1

AC 19
Touch 12
Flat-Footed 17
HP 13
Fort +5, Ref +2, Will +1

STR 19
DEX 13
CON 16
INT 7
WIS 12
CHA 7

Attack (Lucerne Hammer): +6
Damage: 1d12+6

Attack (Chakram): +2
Damage: 1d8+4
Range: 30 feet

Trained Skills:
Knowledge (Dungeoneering): +2
Knowledge (Engineering) +2
Survival +5

Feats:
Power Attack
Dodge
Weapon Focus (Polearms)

Traits:
Birthmark (+2 vs. charm and compulsion effects)
Boarded in the Shackles (+1 Reflex)

Gear:
Lucerne Hammer
Banded Mail
Backpack
Alchemist's Fire
Rope
Bedroll
Waterskin
2x Bear Trap
Caltrops
9 sp


The Madwand wrote:
The penalty to charisma definitely hurts dwarfs for clerics.

We got through Howl of the Carrion King with a low charisma cleric. Even with no bonus, you can still channel 3/day.

The Exchange

Kratzee wrote:
CrazyHedgehog wrote:
Denison Delgado wrote:

Edit: How are you doing languages, Core or Inner Sea World Guide?

I'll probably play languages closer along the lines of the core book, primarily as I don't (yet) have the Inner Sea world guide, so I'm not quite sure how the mechanics would work there. Is there much difference with languages from the PF campaign setting guide?
No difference other than humans start with both common and the regional language for their ethnicity.

Ah, okay then. I think that would work, if anyone wants to use that rule from the Inner Sea guide, then that's fine.


Rondu is a homely dwarf about 4 feet tall with receding red hair, an unkempt bushy beard, a bad complexion and prodigious gut. He is very light on his feet and quick for a beefy guy. Rondu is often seen with a hunk of food in one hand and a large mug of beer in the other. His clothes are typically stained with remnants from his previous meals. Rondu seems to have little control (and takes little notice) of his more odiferous bodily functions. The minor aura of stench that surrounds him seems to make him the a favorite landing spot for flies and other small vermin.

Rondu hastily boarded the Jenivere in Cheliax after having offended a minor noble with a poorly worded remark, his persistent body odor, and remarkably a sonorous (and ill-timed) fart. Having experienced this problem often in the past, he decided that trying to explain would just make things worse and hopped the first ship leaving port. Rondu didn’t care where he was going because surely anyplace was better than Cheliax at that moment. Fortunately his coin counted more than his personality to the captain and Rondu was granted passage.

Here are Rondu's Stats:

Char Sheet:

Rondu (The Round Mound of Pound)
Male Dwarf Monk (Drunken Master Archtype)
Speed: 20 Feet
Perception: +8
Initiative: +5

AC 16
Touch 15
Flat-Footed 12
HP 10
Fort +4, Ref +4, Will +5

STR 16
DEX 12
CON 12
INT 10
WIS 18
CHA 5

Attack (Unarmed Strike): +3
Damage: 1d6+3

Attack (Unarmed Strike Flurry of Blows): +2/+2
Damage: 1d6+3

Attack (Javlin): +1
Damage: 1d6+3
Range: 30 feet

Attack (Cold Iron Handaxe): +3
Damage: 1d6+3

Attack (Alchemical Silver Handaxe): +3
Damage: 1d6+2

Trained Skills:
Acrobatics: +5
Climb: +7
Perception: +8
Stealth: +5

Feats:
Dodge
Improved Initiative
Stunning Fist (1/day DC 14)

Traits:
Acelerated Drinker: (Drink potion as move action)
Iron Liver: +2 Fort save v poison and drugs, +4 vs affects of alcohol

Gear:
Javelins (6)
Alchemical Silver handaxe
Cold Iron Handaxe
Backpack
Rope 50 ft
Grappling Hook
Bedroll
Waterskin
Flint and Steel
Clay Tankard
3 flasks of oil

6 gp
1 sp


I would like to submit Basil Kettering, a N Half-Orc Barbarian 1 for consideration.

Appearance:

At 7’3”, with broad shoulders and a heavily muscled frame, Basil is an imposing gorilla of a half-orc. He has dark, coppery skin, and long brown hair which he usually wears in a series of bead-adorned braids. He rarely smiles, typically remaining aloof from those around him. His most distinguishing feature, however, is a large tattoo in crimson and black ink of a snarling ape, which adorns the left side of his face. When expecting trouble (which is essentially all of the time), he wears a hide shirt constructed from the skin of the first ape that he defeated in single combat, and wields his skull-crunching nodachi with deadly efficiency.

Background:

Basil was born the son of a Bekyar warrior, 'blessed' by the deity his tribe worshipped (although in truth he was probably just a throw-back to a distant orcish ancestor). Because of his mixed heritage, he developed more rapidly than his peers, and so from an early age, he was used to getting his own way amongst the full-blooded Bekyar children. This instilled him with the understanding that might was the only thing that mattered – those too weak to defend themselves should be abandoned to their fate.

However, as the years passed, he continued to grow, slowly but surely, until he reached truly massive proportions, even by Bekyar standards. This forced his previous tormentors to grudgingly accept him, and even caught the eye of the tribe’s shaman, who decreed that he had been touched by the spirit of the Ravener King. As a consequence, he was indoctrinated by the shaman into the ranks of the tribe’s holy warriors, stalking the jungle to eliminate threats to the tribe, whether they came from beast or man – and there were plenty of those, as the tribe’s policy of preying upon all of its neighbours for slaves had not earned it any allies…

…as Basil learnt to his cost, when, whilst leading a party of warriors on a search for an Ekujae hunting party, they were ambushed by a mixed coalition of humans and elves. Although they fought bravely, and ultimately prevailed despite the ambushers’ superior numbers, it was a pyrrhic victory, for when the dust settled, besides Basil only one other warrior survived.

The battered warriors returned to their village, only to discover to their horror that it had been destroyed, the village itself serving as the tribe’s funeral pyre. Basil’s companion committed suicide out of shame, at not having been their to defend his home, but Basil remained resolute – he saw taking his own life as not being a worthy end to his existence; after all, the strong always survive…

…Grimly, he sorted through the ash, trying to reclaim what he could, before turning his back on the pyre of the life that he had known, determined to make a fresh start somewhere else…

Motivations/Philosophy:

Basil boarded the Jenivere at Bloodcove in the Mwangi Expanse, seeking to travel to Sargava in the hopes of leaving behind all who might know him, and at the same time hoping to find new tools, whether in the form of allies or equipment, that could help him cement his personal security, by boosting his already formidable prowess-at-arms.

Whilst he does follow the teachings of a Demon Lord, and by no means attempts to keep it a secret, he focuses on the Ravener King’s interest in protecting the jungle, and celebrating strength, more than his inherently evil nature. He does, however, tend to view himself as ‘top dog’ in most situations, although he respects strength in others, typically valuing force of arms the most, although he also acknowledges, and respects, the power of magic as well.

In line with his belief that the strong must survive, Basil’s overwhelming goal is to ensure his own continued survival, by whatever means necessary. After that, he values the lives of his allies, as valuable assets, and finally the protection of the jungle as a whole from external forces, as having allies, and a secure base of operations, are both important prerequisites to a stable existence.

Let me know what you think :-)


Question...what are your thoughts on non evil necromancy? Going with the themes of basing the character off Bones, what would you think of making Faey a reanimator alchemist?


I'm game if you still want me to play. You used to know me as Ju'lindra Amraphen, Pyrius' lover on PBW.


I’d love to play, if you’ll take me.

The concept: Lucien Cintolli, a young ranger out of Cheliax, of the trophy hunter variety (though not the archetype, just the concept) whose heading to the Mwangi to prove himself.

I like backgrounds written out in prose, so I’ve posted his below. Spoiler tagged due to length (sorry about that already)

Lucien Cintolli:

A bastard child born of a lowly tavern wench in Corentyn, Lucien spent most of his childhood busing tables and helping in kitchens while trying to keep his head low. It was a meager existence, one fraught with uncertainty, where the divide between the powerful and poor was clearly demarcated. There wasn’t much for a poor boy, in a poor circumstance to do in Cheliax except dream. And Lucien dreamt a great deal.

As a small boy Lucien’s mother had regaled him with tales of his father as they huddled together on the sleeping pallet they shared. Burosi the Brave she’d whisper, his father, was the finest hunter in all of Avistan. Paid by wealthy nobles to eliminate problems on their lands others were unable to overcome and respected by all for the monsters he’d defeated and the trophies he bore to prove his accomplishments, Burosi was a legend.

Long nights Lucien had lain awake, dreaming of he and his father, of leaving the inn and the city, leaving the stink of the alleyways and traveling across the world together in search of adventure. As a young man he would slip away from the city, and with a simple bow he had lifted from a merchant guard staying at the Inn, practiced day and night. For years he practiced, learning of the wilds from travelers staying at the Inn and stalking rabbits and smaller game through the woods to hone his skills.

Although on the day his father returned, things did not unfold as he had dreamt.

Returning from a rare afternoon hunting in the woods, Lucien came upon his mother, speaking in earnest with a tall, broad shouldered man in the stables. She appeared to be begging the man for some favour, while he ignored her, packing his things into saddlebags.
Lucien and approached and greeted his mother. Turning, the man looked Lucien up and down, “so this is whelp is it? He doesn’t look like much of Hunter.”
Lucien opened his mouth, trying to form some semblance of a word, of anything audible, but the man cut in again.
“Your mother tells me you want to be a Hunter, like myself. She tells me that you dream of fame and fortune, that I should take you along and show you the way of the world. She says that I have some responsible to you. You, a boy I’ve never met, that I’ve had no knowledge of all these years. Well here’s what you’ll get from me boy, a piece of advice: I don’t owe you a thing, and neither does the world. You think someone’s going to come along and hand you fame and fortune? Respect is earned. You have go out into the world and grab it, wrestle it to the ground, and show the world you mean business. Who’s respect have you earned boy? A few squirrels, maybe a handful of rabbits? I’m heading into the Mwangi. You know the Mwangi? The Mwangi would eat you alive and spit you out. No, I’m not taking you anywhere.”

Lucien stood, stunned and speechless while the man continued packing his things. Minutes seemed to pass as he stood mute, his mother beside him. Finally, finishing with his pack the man swung up into the saddle. He spoke again, looking down at Lucien, his eyes seemed to soften slightly.
“I should be back in a years time. That’s a nice bow you’ve got there. Go do something with it. You want to escape the city? Then do it. Prove to me you’re more than just the meager product of my seed and maybe I’ll find a place for you. Otherwise, curl up in the basement of this Inn and forget your dreams.” Then he turned and rode away, into the city.

Crushed by the encounter, Lucien put up his bow. He stopped dreaming, as the man had insisted. He existed, and nothing more.
But his father’s words continued to echo in his head. Months passed, and he could not shake the feeling that he was missing something greater, something he was destined to do, someone he was destined to be.
With renewed vigor he set to training harder. He began hunting larger game, and once took down an old grey wolf that had gotten separated from its pack. He took a tooth, his first trophy, and wore it proudly around his neck.

A year passed, and his father did not return.

Months continued to slide by and still, he heard no word. He began spending time by the docks, listening to sailor’s tales and searching for some word of his father.

And then one day he heard and old sailor from Sargava talking about an expedition that had gone into the Mwangi. A researcher, his team, and hardened hunter had disappeared into the jungle and never returned. The old sailor presumed them dead, though he said rumour held that the hunter had gone native and joined one of the many jungle tribes, that a Chelish man had been spotted walking through the fringes in the jungle, clothed in animal skins and painted in with mud and blood. Regardless, the men around the table all agreed that it was madness for any to enter the Mwangi.

It was that very day that Lucien left Corentyn behind, his mind racing, his bow on his back, and the deck of the Jenivere rolling beneath his feet. He had told his mother that it was time for him to leave, and he believed that it was. Destiny called him. He would find his fame in the Mwangi. He would find his father.

I haven’t stated him up, but I’ll do so if you think I’ll be a good fit in your campaign.

The Exchange

Faey Vallidorn wrote:
Question...what are your thoughts on non evil necromancy? Going with the themes of basing the character off Bones, what would you think of making Faey a reanimator alchemist?

Hmm, interesting idea!

Great characters everyone. Wasn't expecting this much interest in the game, will make it very difficult to select a group for play, would be great to take everyone!

The Exchange

A'vandira Silvermane wrote:
I'm game if you still want me to play. You used to know me as Ju'lindra Amraphen, Pyrius' lover on PBW.

Hey there, I remember Ju'lindra well. Do you have a character concept in mind? The free player's guide can be downloaded here. The adventure starts with your characters on a ship sailing to the colony of Sargava in exotic southern lands. The guide gives some suggestions for how characters come to be on the Jenivere. But the adventure doesn't stop there!


Okay, the madwand has been rejected for every adventure he has applied for. Consider him as an option and how about a 'snake shaman' druid?

It would seem appropriate for the Serpent's Skull to have a druid who can summon and change into a snake. Would you be able to come up with the templates for snakes of different sizes? Would the mobility of the snakes be a problem or would I have to have a massive snake wrapped around my body, which, seems kind of cool now that I think about it?


Posting interest. Not sure on class yet, but the character concept is a treasure hunter/mercenary always looking for the next big score. He was in the Mwangi Expanse, having been hired as a guard for an archeological expedition. At first, he was merely a mercenary, but he learned a bit about the ancient history from overhearing the eggheads, and he eventually realized the value of the information and relics that could be found in the jungles. A couple successful "expeditions" later, and he'd made a tidy sum on stolen relics. His fence passed on a tip that there was a bounty on him and suggested that he get passage on the first ship leaving port, which happened to be the Jenivere.

As far as party role, he's going to be a combat/survival expert character. He'll have a small bit of knowledge history, maybe a bit of geography/local. I plan on using a fire-arm of some sort, either pistols a la Lara Croft or a musket.


Submitting Pikrak Ancrym, a human Inquisitor (Preacher) of Gozreh, native to the Shackles.

Appearance:

Pikrak is a bearded man with bronze skin and fair hair. His eyes are a mixed blue-green tint. He prefers to leave his hands, chest and face open to the winds, as long as it doesn't reduce his defences in combat.

Personality:

Pikrak is a man of few words and few, but decisive actions. He says and does what he feels is natural, paying little attention to the etiquette or eloquency. He may hesitate when put into unfamiliar obstacles, but once he comes to a decision, he carries it out with relentless fervor. He is quite self-righteous and usually does not let the intentions of others interfere with his actions.

Background:

Pikrak was native to the Shackles and came from a family of the priest of Gozreh. His father wanted him to be a priest as well, but while Pikrak has wholeheartedly supported Gozreh's doctrine, he found little patience to study the religious texts and engage in theological disputes, preferring a more practical take on the faith. Eventually he refused to bind himself to the church with the formal ties, calling himself 'Gozreh's freelancer'. When he learned that the natives of Sagrava venerate a twisted, crossbred form of Gozreh and Desna, he was suddenly engulfed by the religious zeal and decided that he must travel to the Mwangi and elighten the locals on the true meaning of Gozreh's faith. To that end, he has secured himself a passage on board of the Jenivere.


As there is a great deal of ranger intrest I will throw my hat into the which camp.

Would you like full crunch and profile for submission or a background and idea of the character?

Tactics, will use debuffs to incapacitate enimies, as well as usign the healing hex to help out my comrades.

My idea for arya is an elf which, focusing on her heritage as an elf, think of her as the elderly woman in a village that the children all love and think of as a grand mother.. She came to the village in her long travels over her life for an adventure, not listening to the words of her people that she would be hated, and scorned. She along with her pet " chompy" are now bound for parts unknown as their village chased her out, out of thier superstitious fears. Despite this she keeps a positive outlook on life. Helping whome ever she can.


CrazyHedgehog wrote:
A'vandira Silvermane wrote:
I'm game if you still want me to play. You used to know me as Ju'lindra Amraphen, Pyrius' lover on PBW.
Hey there, I remember Ju'lindra well. Do you have a character concept in mind? The free player's guide can be downloaded here. The adventure starts with your characters on a ship sailing to the colony of Sargava in exotic southern lands. The guide gives some suggestions for how characters come to be on the Jenivere. But the adventure doesn't stop there!

Cool. I'd like to play something like a half-elven female ranger/roguish character. If there is need of another character class though, I'm willing to consider otherwise.


I wish to submit a Halfling Paladin, who will take 2 levels of Zen Archer on CL 2 and 4.

Edam Lightfoot:
Male halfling (Swift as Shadows/Underfoot) paladin (Warrior of the Holy Light/Divine Hunter) 1
LG Medium humanoid (halfling)
Init +4 Senses Perception +3

Defense
AC 16, touch 15, flat-footed 12 (+1 armor, +4 Dex, +1 size; +1 dodge to medium or larger)
hp 10
Fort +3, Ref +4, Will +5, +1 against trample, +2 against fear, +1 against spells and effects from evil outsiders
DR 3/- to small piercing

Offense
Speed 20 ft.
Melee lucerne hammer +3 (1d10+1)
Ranged composite longbow +6 (1d6+1/x3)
Special Attacks Detect Evil, Smite Evil

Statistics
Str 12, Dex 18, Con 10, Int 8, Wis 14, Cha 14
Base Atk +1; CMB +1; CMD 15
Feats Precise Shot, Point-Blank Shot
Traits Get the Cargo Through, Purity of Faith
Skills Diplomacy +6, Perception +3, Stealth +4
Languages Common, Halfling
SQ Aura of Good 1, Swift as Shadows
Gear quilted cloth armor, composite longbow +1str, 20 arrows, lucerne hammer, mwk backpack, 4 rations, silver holy symbol, ioun torch, silk rope, grappling hook, 2 potions of cure light wounds, 26 gp


Background:
Edam Lightfoot is not your usual servant of Iomedae. Although he takes virtue and sanctity seriously and proudly, the halfling enjoys the company of more free-spirited folk, including the privateers and corsairs of Port Peril. The pirates there enjoy him as well for he is not the type to flaunt the church of Iomedae, but only talks of it when his ideals of valor and justice are well dishonored, or if someone is in need for spiritual healing. Edam is one who understands that law and freedom are not necessarily against each other and has gathered friends with the same ideals throughout the years.

Being someone popular for having a varied skillset and an uncanny set of ideals, Edam was hired as both merchant and mercenary by a few friends to deliver a mysterious cargo to Eleder via the Jenivere. He is not sure what is inside the crate, however he made a vow with some trusted friends and that is all he needs to know.


Augh. Can't edit it anymore. Anyways, I'm thinking of making his archetypes Oath of Vengeance and Warrior of the Holy Light if you'll allow that. The only part that they mix is that WotHL gets no spells but OoV grants bonus spells known, which I will gladly give up and would act as "I know it, but can't use it" kinda thing.


OK, Slicing Song has a cleaned up character sheet and expanded background section. I'd appreciate any feedback, GM Hedgehog. Thanks!

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