DM Alexander Kilcoynes Serpents Skull PbP- Chapter 1, Souls for the Smugglers Shiv (Inactive)

Game Master Alexander Kilcoyne

"What I am doing here eclipses your pathetic lives. I am on the cusp of a discovery your fragile race has not been able to solve since the sky fell so long ago..."

Yarzoth, before being slain by the castaways


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Male Human Invulnerable Barbarian 2

"Move up into the jungle and establish a proper camp, but before that, do you mind telling us what your two potions are for?"


James Carmichael wrote:
"Move up into the jungle and establish a proper camp, but before that, do you mind telling us what your two potions are for?"

Emergency healing. he grunts, stretching his arms now that they are finally free of the manacles.


Female Human Oracle 4

Gwen finds a high place from which to address the gathered castaways.

Everyone, listen! It's time to start organizing. We need to figure out how we're going to survive here. I'm sure there will be fresh water up in the jungle. I'll take a group in to find out shortly. If you don't want to come, then find another way to contribute! Yesterday, most of us were strangers. But we're all here now, and the Gods know how long we're going to be here. But if we can't live together... we're going to die alone. /jackshepard

She steps off the rock, and begins talking to those assembled, attempting to influence their morale/attitude.

Jask:
Gwen attempts to boost Jask's morale by affirming her conviction that he was wrongly charged, and that she is glad to see him free.

Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26

Aerys:
Gwen tries to boost Aery's spirits by explaining the physical changes going on within her, and how they will abate with time... and water.

Diplomacy: 1d20 + 7 ⇒ (4) + 7 = 11

Sasha:
Gwen talks with Sasha about previous adventures she's had, and how surely the current predicament must pale in comparison with other situations she's found herself in before.

Diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12

Gelik:
Gwen speaks with Gelik about the fortune he will make selling the Lay Of The Castaways to a rich patron someday.

Diplomacy: 1d20 + 7 ⇒ (10) + 7 = 17

Ishirou:
Gwen challanges Isirou to help the group with the Survival skills he must surely possess, coming from a harsh (but beautiful) a place as Tian Xia.

Diplomacy: 1d20 + 7 ⇒ (8) + 7 = 15

Did I miss anybody?


Male Mwangi (Caldaru) Human Ranger 3 (Shapeshifter) / Barbarian 2

"Agreed, let's set up a proper camp. If there is still daylight remaining after that we should scout out the area for any signs of who or whatever did this to us."


Male Human Invulnerable Barbarian 2

Shepard.
/Wrex

James begins organising the equipment the group has into categories, and assigning people to the transportation of different things, before finding a crate of some kind and to spread out the charts and maps atop and asking Ambroze if the group might see them.

"What do you all make of these? Can anything here help us?"


Male Mwangi (Caldaru) Human Ranger 3 (Shapeshifter) / Barbarian 2

Tun'ada glances over James's shoulder, looking at the items spread across the crate...

Knowledge (Geography):1d20 + 4 ⇒ (20) + 4 = 24


Female Human Oracle 4
James Carmichael wrote:
"What do you all make of these? Can anything here help us?"

Ambroze took those, don't forget.


Male Human Invulnerable Barbarian 2

Curses, so he did, I thought that was just the log. Well I'll edit my post to reflect us asking to see them, I'm sure he won't mind and we can wait for him to next post.


Your Humble Narrator
Gwenyth wrote:

Gwen finds a high place from which to address the gathered castaways.

Everyone, listen! It's time to start organizing. We need to figure out how we're going to survive here. I'm sure there will be fresh water up in the jungle. I'll take a group in to find out shortly. If you don't want to come, then find another way to contribute! Yesterday, most of us were strangers. But we're all here now, and the Gods know how long we're going to be here. But if we can't live together... we're going to die alone. /jackshepard

She steps off the rock, and begins talking to those assembled, attempting to influence their morale/attitude.

You won't be able to influence their morale directly, but you are influencing their attitude towards the party.

Jask- Jask beams and thanks you sincerely for your faith in him. His attitude to the party shifts to Friendly!

25XP each for Jask's attitude shift to Friendly.

Aerys- Aerys does not seem receptive to your efforts and remains at her attitude of Indifferent, shrugging off your efforts to help her. Smelling the alcohol on Flute with the senses of a true alcoholic, she pesters him continually for some...

Close call there.

Sasha- Sasha smiles politely at your efforts to cheer her up, but remains Indifferent and somewhat aloof.

Close call there too.

Gelik- Your efforts manage to cheer Gelik up, mostly due to your efforts to entice his greed. His attitude towards the party is now friendly!

25XP each for this difficult feat (was a DC19, passed due to the right tactic).

Ishorou- Ishorou nods solemnly to your words. It is my duty to use my skills to aid our survival. You have my thanks for reminding me of this, young lady.

25XP each for making Ishorou friendly (DC15 lol)

Give me survival checks to find a suitable base camp, those trained in survival. More to come from me in response to the maps etc. later, girlfriend wants me on msn for a while.


Male Human Invulnerable Barbarian 2

Survival: 1d20 + 5 ⇒ (10) + 5 = 15


Female Elf Witch 3 (favoured) / Rogue 2 HPs 19/27

Chi and a ginger cat seem to fade into the background, but spend their time on watch, looking out for any untoward animals or worse.


Male Mwangi (Caldaru) Human Ranger 3 (Shapeshifter) / Barbarian 2

Survival:1d20 + 5 ⇒ (12) + 5 = 17

I'm going to go ahead and equip the MW studded leather unless someone tells me differently. The is now a set of leather armor in the party loot that is available to anyone. (sleeping attire for more heavily armored types?)


Female Human Oracle 4

Gwen sidles up to Ambrose when she's done chatting up the other castaways.

Well, my friend, I will leave it to you to try your luck with the Ladies tomorrow. I've managed to get absolutely nowhere with them, although I think I cheered the men up a bit. Always been a talent of mine, heh!

She winks, grins, and stands, prepared to head off into the jungle.

Diplomacy: 1d20 + 5 ⇒ (14) + 5 = 19


Ambroze blushes a bit at Gwenyth's words. "Me? The ladies? Tomorrow?...Umm... yes... okay? he stammers.

"Oh, by the way," he calls after Gwenyth, his voice becoming calmer. "I'd be happy to discuss the various religions with you later. I'd love to learn that language you speak when you get stressed. I believe it may be the Celestial tongue - the language of angels."


Flute wrote:
Someone wanna clue tha dwarf in on Nethys? Only thing I saw was tha symbol with two faces. What kinda person worships someone with two-faces.?I'd trust an elf with me gold before I trust someone with two faces.

"The god Nethys is a true neutral deity whose mastery of magic allowed him to gain unparalled power." Ambroze explains to Flute. "However, this same power drove the deity mad. He remains neutral for the most part, unless his powers of omnipresent knowledge reveal he is being betrayed or threatened. He particularly allies with those requiring the use of magic, regardless of nefarious or benevolent cause."


James Carmichael wrote:
James begins organising the equipment the group has into categories, and assigning people to the transportation of different things, before finding a crate of some kind and to spread out the charts and maps atop and asking Ambroze if the group might see them.

"Yes, let's take a look at these maps and charts," Ambroze says as he lays out the various documents (after the group finds a safe campsite and gets a makeshift shelter constructed, of course). "And let's see what the Captain's log has to say as well," he adds, opening said book and laying it next to the charts and maps.


Male Dwarf Druid 1

Talking to Gwen
Strangely enuff lady Gwen, but I can understand a pull to seeing a balance between things meself.. I try teh be a good dwarf, follow tha laws and such but I understand everything has limits, intentions, and there is much ta say aboot the natural cycle. Sometimes ya gotta be the water that flows over tha stones and like tha water... ye gotta find your own way down.

Talking to Aerys
Calm down, lass. First, I know. I'd drink a lot if one of me own parents were a treacherous elf too.. but 'ear me out. Ye drink more than most dwarves ye know... notta good habit...ye ever hear of the story of Blockston tha miner? Of course ye haven't and even if ye did its message obviously didn't sink in tha ferst time.
A long time ago tha best dwarven miner, Blockston, son of Coalbeard tha ferst, and actually a distant relative of me own blood but I digress...
anywho, he loved to mine. All day n' nights. Even after warnings of the Gugenthorpe.. he still mined. One day he broke threw tha earth and found 'imself face to face with Gugenthorpe which prompty ate the poor lad. The moral of the story and what i'm tryin' to say to ye lass is not only to take warnings before mining into the lair of the most dangerous, hellspawned toad with bloody EYES WITH NO DAMN LIDS TEH SHIELD THEM.. ONLY STARIN'. STARIN' INTO YOUR BLOODY SOUL..... excuse me...
Look- just take it slow lass. Calm down. Thar is much te do around 'ere and we could really use yer help and that requires ye to be a little less focused on drinkin'... I'm sorry. I'm not really one fer explain' things. Now excuse me as I help setup camp.

Survival: 1d20 + 10 ⇒ (13) + 10 = 23
Diplomacy: 1d20 - 1 ⇒ (19) - 1 = 18

Hell yes at my diplomacy roll!


Female Human Oracle 4

hearing Ambrose's last thoughts, Gwen pauses.

Chi tells me that the language is indeed called Celestial, although she would be much more able to teach you than I. It seems that, as you mention, only undue stress enables me to speak it, and indeed it is all I can understand in such moments. It would be helpful, though, to have another ally capable of understanding what in the hells I'm saying. Language of angels, indeed... She shakes her head in wonderment, and wanders away looking at the sky.

My last roll was meant to be survival, not diplomacy. My bad.


Your Humble Narrator
Flute wrote:


[/b]Look- just take it slow lass. Calm down. Thar is much te do around 'ere and we could really use yer help and that requires ye to be a little less focused on drinkin'... I'm sorry. I'm not really one fer explain' things. Now excuse me as I help setup camp.

Survival: 1d20+10
Diplomacy: 1d20-1

Hell yes at my diplomacy roll!

I'm afraid the check to improve Aery's attitude to the party has already been attempted for today, but after listening intently to your story and staring at you for a moment she seems to stop sobbiing and go into a quiet depression instead...

Stepping into the jungle a little, the group manage to find a large enough open area to make a camp- using the canvas sheets, lumber, shovels and various other tools found on the ship. The work is extremely hard going, and various insects plague the party. James and Tun'ada quickly realise that disease could be a deadly problem here, best combated by using the shelter you have built to sleep and minimised by keeping a fire constantly burning,which will help drive the insects away.

The work is tough, but even the depressed castaways help out. Jask is a whirlwind of energy, grinning like a young man again as he goes to and fro. The heat becomes more and more oppressive as the midday sun approaches, and James and Tun'ada think that the midday to early evening sun is likely to be so hot that the best thing to do is stay put for a few hours each day, or risk severe heat fatigue.

The group settle down for their first lunch on Smuggler's Shiv, and Ambroze begins to study the maps and the logs found on the ship- mark off ten rations please for the whole group's meal please.

Approximate time, 11:30AM, Day 1


I have a few things to share... Jask's voice cuts through the quiet chatter around the camp.

I have already told you that I was innocent. That I was framed Gelik snorts in disbelief in the background, but Jask ignores him. One of the incriminating papers that I found so long ago indicated that one of my superior’s contacts in the Shackles was a man named Avret Kinkarian. Kinkarian’s ship, the Brine Demon, reputedly wrecked here on Smuggler’s Shiv. I... know it’s a long shot, but I would love to track the ship down and explore the wreck on the off chance there could be more evidence somewhere aboard to prove my innocence...


Well, I have a task far more likely to come to fruition than chasing after a sunken ship, my dear Jask. Gelik says, standing up onto a nearby tree stump to orate properly.

I knows of an old story about a Pathfinder Society ship called the "Nightvoice" that went missing in these waters, and the most popular theory as to what happened is that the ship ran aground on Smuggler’s Shiv or sank near the island. I admit i'm, er... currently “on probation” with the Pathfinders, heh... and that finding out what happened to the Nightvoice could go a long way toward restoring my good name you see...

Gelik draws himself up to his full height, his aristocratic clothes somehow still immaculate despite the labours of the morning.

Now, I have been thinking about this camp that I supervised the setting up of. Obviously any exploration of the camp should be left to you lot, he says, gesturing at the PC's but to ensure our survival we at the camp will have to take on roles. This island is bound to be hostile, and having a safe haven is critical Sir, I say again, CRITICAL!

Gelik continues his lecture and intelligently suggests five major roles you can assign the NPC's. In order to get the bonus, the NPC must devote the entire day to them, so these roles are best given to the NPC's unless you plan to just sit at the base camp for the whole Chapter. They are as follows-

Defender: A defender works to set traps, shore up a shelter’s walls, and see to the safety of the campsite. The first time in a day that a wandering monster or hostile creature attacks the campsite, the defender’s traps inflict 2d6 points of damage—divide the damage done as equally as possible among all attackers. Each additional defender assigned to a campsite increases this damage by 2d6. Sasha and Ishorou can serve as defenders.

Entertainer: An entertainer helps to raise hopes for rescue—each entertainer grants NPCs a +2 bonus on Will saves to increase morale. Gelik and Aerys can serve as Entertainers.

Guard: Each guard reduces the chance of a wandering monster attacking the camp during the day or night by 5% (minimum chance of 5%). Aerys and Ishorou can serve as guards.

Hunter: Each hunter provides enough food and water for eight Medium creatures per day. Jask and Sasha can serve as hunters.

Medic: Each medic reduces the chance of being exposed to disease by 5% and increases the number of hit points healed naturally during a night’s rest in the camp by 2. Gelik and Jask can serve as medics (note, with shelter and a fire the chance for disease is down to 10%, and cannot be lowered beyond 5%).


Your Humble Narrator

The group also gather around AMbroze and Tun'ada as they study the various maps. The main map is a map of western Garund that shows the plotted route of the Jenivere. Smugglers Shiv is not marked on this map, but it is marked on a second, more focused map of Desperation Bay. These maps confirm your suspicions that you are on Smugglers Shiv.

The map of Desperation Bay has clear warning symbols pointing to Smugglers Shiv. Although the island has not been mapped in detail, a general outline of the island has been provided, and it appears the island covers an area of approximately 20 or 30 square miles. Tun'ada predicts that you are somewhere on the northern shore, roughly in the middle on a left-right scale.

Be nice, this map took me FOREVER to draw yesterday... Tun'ada thinks you are just south of the tiny inlet on the northernmost shore- the tiny natural harbour. The Jenivere is north-west of you.

MAP OF SMUGGLERS SHIV

Ambroze then reads the Captain's Log aloud... the Jenivere’s captain seemed to be suffering from some sort of madness that grew over the course of the ship’s final voyage. Earlier entries from previous voyages are precise in recording progress and events along the way, as are entries from the first two-thirds of this last trip. Yet as one reads further, the more recent the entries get, the less common they become—in some cases, several days are missing entries. What entries do appear are strangely short, focusing more and more on one of the passengers—the Varisian scholar Ieana, with whom the captain seems to have become obsessed.

Several entries are nothing more than poorly written love poems to Ieana, while others bemoan Captain Kovack’s inability to please her or catch her attention. Near the end, the entries begin to take on a more ominous tone with the captain starting to complain that other members of the crew are eyeing “his Ieana.” In particular, he suspects his first mate Alton is in love with her, and writes several times about how he wishes Alton would just “have an accident.” The final entry is perhaps the most disturbing, for in it the captain writes of how he’s changed course for Smuggler’s Shiv at Ieana’s request. He hopes that the two of them can make a home on the remote island, but also notes that the crew are growing increasingly agitated at the ship’s new course. The captain muses that “something may need to be done about the crew” if their suspicions get any worse.

The sun has now reached its zenith, and even in the tree cover from the jungle it is incredibly hot and draining...

Current time- approximately Midday, Day 1...


Male Human Invulnerable Barbarian 2

I have marked off the rations, I assume people bought their own to start, but as long as we're in camp I'll mark off 'party rations'. I'll let you know if you need to use your own.

"I for one would love to help you out Jask," James answers with a smile, "we should explore more of this island anyway to find supplies, fresh water, better shelter. I'm sure we can have a look for your ship at the same time."

James rolls his eyes as Gelik draws attention to himself yet again, but he does listen to what the Gnome has to say, and grudgingly finds himself agreeing. "For once Gelik is right, however little help he was in building the camp, we will need to organise its defence." He pauses for a moment seemingly deep in thought. "Gelik would make a good entertainer, he is trained as a bard after all. Ishorou you seem pretty skilled with your blade and such, you would make a good defender for the camp. Aerys should then take guard duty, leaving Jask to take care of the group's health - you are a cleric after all - and Sasha to hunt. An ideal fit for a lone wolf like yourself." James stops for a minute, looking quite pleased with himself. "Oh, and if we're looking for one ship we may as well look for two..." He adds as an afterthought.

"Well I think we've found the culprit," James says quietly, when the captain's log has finished being read, "even used a rapier too. He must be somewhere on the island with Ieana, we have to find him. Who would have thought the captain was capable of such things?"


Female Elf Witch 3 (favoured) / Rogue 2 HPs 19/27

Chi returns from lookout duty to have lunch with the group. "You know even we shall have to help with the guard during the night. When a girl in the expanse, it was the most dangerous part of the day." Chi moves across to Gwenyth and speaks, "enjouth du de dag? ij enjoue dis plore dan un date visseil."

Celestial:
Are you enjoying today? I'm enjoying his more than being in that ship.

Chi looks puzzled when Gwenyth doesn't respond in kind. She continues in common. "I thought you could speak Celestial? This is so hot, I'm gonna climb a tree close by and get a good vantage point. Hopefully under the shade of the leaves, there will be a breeze to cool me down. I could get a chance to see more of what's around. Me and cat can have a sleep maybe."

Climb tree 1d20 + 1 ⇒ (3) + 1 = 4
Knowledge (Nature) to a) find a normal tree to climb, b) look to see fruit trees in the near vicinity. 1d20 + 8 ⇒ (16) + 8 = 24
Perception looking for any evidence of fresh water and particularly a waterfall or some other running water which might be in a pool. 1d20 + 3 ⇒ (7) + 3 = 10

Once at the top of the tree, Chi uses her rope to tie to the bough of the tree, so it will stop her from falling, and can be used in future to climb the tree.

Before leaving she hears the one they call James speak of the treachery. Building her courage she speaks, "Sir, I have heard tell that some women have the power to instruct men, once they are enchanted in the aspects of love with that woman. Sometimes you men can be so gullible." she laughs quietly as she runs off to find her tree.


Your Humble Narrator

Chi you find a suitable tree and with the aid of the rope and a few bumps and bruises (i'm going to assume a take 10 after your roll), you can see a southern shore a couple of miles south of your position. To the west, both shorelines extend as far as you can see, and to your east, much the same. Remembering what you saw on the map, you have a fairly accurate idea of where you are, but jungle extends all over the place it seems. Your exertions in the midday sun take their toll on you though, and you take 1d4 ⇒ 4 points of non-lethal damage unless you can make a DC15 Fort Save.

Tried to make it obvious with the descriptions,but I suppose I should give you the mechanics.- Noon to 3pm: Any movement: Fort saves for heat exposure (DC15; +1 for each previous; and +4 for heavy clothing or armor;); If a fight occurs, PCs must save vs. heat; Damage: 1d4 non-lethal (cannot be recovered until cooled off);

I'm now going to keep a 'group map' linked in my DM profile too. You may have to zoom in to the pic somewhat to see what I marked on the map, but the campfire represents your base camp and the mini-ship wreck represents the Jenivere. With the extreme heat of the 12-3PM, you may simply want to seek shelter or stay in camp for those hours.

Group map link- (will change each time I update it from now on, see DM profile for the current one)LINK


Your Humble Narrator
James Carmichael wrote:

I have marked off the rations, I assume people bought their own to start, but as long as we're in camp I'll mark off 'party rations'. I'll let you know if you need to use your own.

Add 8 rations from Sasha's hunting trip she will be doing today.


Female Elf Witch 3 (favoured) / Rogue 2 HPs 19/27

Fort Save 1d20 + 1 ⇒ (11) + 1 = 12 and take the non-lethal damage

Climbing the tree takes more out of Chi than she imagined, she slumps against the bough and surveys the surrounding jungle. She places her bow ready, sweat on her brow. A ginger cat lays out slightly further along the branch, his eyes close, those his ears remain pricked. Chi feels almost a sense of belonging, of returning home, though she knows this is a long way from the jungle areas she was used to. With these thoughts she drifts into sleep.

AK:
Do the hours asleep at midday count towards the 8 hours required to replenish spells etc.


Male Dwarf Druid 1

Bah I thought it was 1 roll per person... not in general per day! D:

Lets stick in camp until it cools off?


Male Human Invulnerable Barbarian 2

All present and correct, looks like if anyone has to run around in the middle of the day it had better be me. I'm good to chill in the camp and have a siesta.

"Heh, yes I'm well aware of the effect a woman can have on a man," James answers Chi with a chuckle, "but this would seem more like the work of magic than simple devotion. Otherwise the Captain is mad, or simply evil - possible both. It might be best for you to come down from there Chi," he adds with a note of concern, "the midday heat is no time to be climbing about."

Sooo, time passes?


Ambroze studies the map of Smuggler's Shiv, tapping his finger to his chin as he remembers what he read previously about the island. "You know, Chelish engineers reportedly erected a lighthouse on the island's southwest shore when Sargava was first settled. The light was intended to warn approaching ships of the dangerous waters. Maybe if we could find that old lighthouse, we could use it to signal a passing ship to come rescue us?"


Male Mwangi (Caldaru) Human Ranger 3 (Shapeshifter) / Barbarian 2

"Once this heat lets up a bit, which of the two ships are we going to search for first?"

Alex - I know we are resting until at least 3pm, approximately what time does the sun go down this time of year?


Female Human Oracle 4

With the camp constructed, Gwen strips off her armor and sits in quiet contemplation.

By all the god's codpieces, it is entirely too hot here.

A few OOC things: 1) I don't have any personal rations, sorry - they didn't fit into the backstory at all. 2) AK, what's our fresh water situation? Are we in danger of running out at any point? I would assume we'll drink copious amounts of water in this environment. 3) The map looks great AK, thanks for putting in the effort!


Male Mwangi (Caldaru) Human Ranger 3 (Shapeshifter) / Barbarian 2
Ambroze wrote:
Ambroze studies the map of Smuggler's Shiv, tapping his finger to his chin as he remembers what he read previously about the island. "You know, Chelish engineers reportedly erected a lighthouse on the island's southwest shore when Sargava was first settled. The light was intended to warn approaching ships of the dangerous waters. Maybe if we could find that old lighthouse, we could use it to signal a passing ship to come rescue us?"

"That's not a bad idea at all, Ambroze, though it may take us a while just to make it to the southwest shore."

Alex, another question: How large is the Shiv, or more importantly how long would it take us to cross the island?


Male Human Invulnerable Barbarian 2

James nods in agreement with Ambroze.

"That's not a bad idea. As far as the ship's go Tun'ada, since we don't know where either are I think we should just generally scout the area. If we are here," he begins, pointing at the camp site on the map, "why don't we scout this area to the west first so we know what we have our backs against?"

No worries Gwen, we'll all be working together on this anyway, James will gladly share rations if it becomes an issue. I think the size of the Shiv was listed above Tun. As far as water goes, I think we're going to have to look for a source. James' has a waterskin, but I imagine we don't have much.


Female Human Oracle 4
James Carmichael wrote:
Scout to the West

Gwen nods her agreement at this plan. That seems sensible.

As for water, I'd have to imagine that any character trained in survival would know that water runs downhill, so that's where we should probably head. So, head West, look for downhill slopes seems to be the plan. Edit: After moving doesn't cause death, that is.


Male Dwarf Druid 1

I figured finding a relatively safe and clean water source be part of the building the camp survival roll.. after all, proximity to a water source is the number one critera for a campsite. Alternatively, I could always just prepare create water...

Flute doesn't have rations either.. but he was taught quite a bit about the jungle and foraging.


Male Human Invulnerable Barbarian 2

Lol, yeah, we do have our infinite druid fountain.

Once the heat has passed, James will begin organising a scouting party with Tun and Chi who seem the most obviously wilderness savvy. He invites his new found friends Gwen and Flute to come along, and asks Ambroze if he is interested in exploring more of the jungle.

Chi, remember that non-lethal heals one per hour once you're out of the heat. You're currently half way to dropping unconscious, I'm not sure how much healing we have amongst us, but it might be worth dropping a renewable resource (a spell as opposed to a potion) to make sure you're okay.


Female Human Oracle 4
Flute wrote:

I could always just prepare create water...

Oh...right. LOL, we would be way worse off if you didn't know that spell, because I certainly cannot cast it. Endure Elements would be totally helpful, if anyone has a way of casting that. I think the Gods are going to grant me that sucker at second level XD


Male Human Invulnerable Barbarian 2

I think druids get that... also, one of the lovely little features from the 'invulnerable barbarian' type I'm using, is that I get this:

Spoiler:
Extreme Endurance (Ex): At 3rd level, the invulnerable
rager is inured to either hot or cold climate effects (choose
one) as if using endure elements. In addition, the barbarian
gains 1 point of fire or cold resistance for every three levels
beyond 3rd.


Female Elf Witch 3 (favoured) / Rogue 2 HPs 19/27

Adding to the list of back stories that doesn't include having rations. Chi may know a bit about nature, but doesn't have any really good use for survival, except in gathering food. When she comes down from the tree, Chi will ask if Jask can help remove the non-lethal, as he is her friend from the ship. She will also tell the party what she saw from atop the tree. She will suggest scouting the west portion, to get that over and done with and we might find places to hide or withdraw to if required.

She didn't see any rising mountains when up the tree, should she?


Male Dwarf Druid 1

I can prepare endure elements as well as create water but I don't have the memorized for the day.

Flute memorized Calm animals and Cure light wounds after a rather interesting fishing incident involving a manta ray and a bottle of rum near the shackles. Tomorrow I'll learn spells that will actually be useful. Lol!

Of course I wanna come with ye to see the island. Rumors or no o' tha place.. we may as well since we're stuck until we get rescued or finda ship or somethin'.

Like my Uncle Pinkus always used to say- better ta delve deeply than never delve at all.


1d100 ⇒ 31 Random Encounter Roll chance. You lucky people get four of these a day...

Tun'ada wrote:


Alex - I know we are resting until at least 3pm, approximately what time does the sun go down this time of year?

Daylight hours are 6AM-9PM. Dusk is at 6PM, Sundown is 9PM.

Gwyneth wrote:


A few OOC things: 1) I don't have any personal rations, sorry - they didn't fit into the backstory at all. 2) AK, what's our fresh water situation? Are we in danger of running out at any point? I would assume we'll drink copious amounts of water in this environment. 3) The map looks great AK, thanks for putting in the effort!

I kind of assumed one of you guys would have Create Water prepared on that front- Jask does even if you don't so water is not an issue- food is. Apart from having Sasha as a dedicated hunter, any character can spend 4 hours attempting to forage for food with a Survival check.

Chi wrote:


Do the hours asleep at midday count towards the 8 hours required to replenish spells etc.

Afraid not. They are an ideal time to chat to NPC's etc. though.

Tun'ada wrote:


Alex, another question: How large is the Shiv, or more importantly how long would it take us to cross the island?

About 30-35 miles of walking, possibly more as the route is hardly as the crow flies. Your not sure how long it would take- but you expect the pace of travel will be slow in the jungle-like terrain.

Chi wrote:


Adding to the list of back stories that doesn't include having rations. Chi may know a bit about nature, but doesn't have any really good use for survival, except in gathering food. When she comes down from the tree, Chi will ask if Jask can help remove the non-lethal, as he is her friend from the ship. She will also tell the party what she saw from atop the tree. She will suggest scouting the west portion, to get that over and done with and we might find places to hide or withdraw to if required.

Jask uses two channels (anyone else with non-lethal or lethal damage may heal too)- 1d6 ⇒ 2, 1d6 ⇒ 3.

Oh, and no mountains in sight from here.

Phew, I take a nap and I have 15 replies to react to.

The sun passes over its zenith as the exhausted castaways try and stay out of the sun and strip off their armour. Gelik provides comedy entertainment, re-enacting several classical performances from Taldor and Cheliax.

Just as the group start to discuss an expedition to the west, Ishorou suddenly speaks up.

It... May not matter in the long run, but I own several 'treasure maps' i've collected while working for the Aspis Consortium. One of them shows the location of an old pirate's stash, and as we're here anyway... The map indicates it will take several people to uncover it. Keep an eye out for the top of a hill with no jungle- such a place should be rare- and reputedly somewhere on the eastern shores.

The map indicates that to find the spot where the treasure is buried, one must to climb to the top of the hill and wait for sunrise. At dawn, one must simply walk to a point atop the hill where the sun seems to be rising directly between the two spike-shaped rocks protruding from the sea to the east. You find it, you give Ishorou a cut, alright?

Current time, approximately 3PM, Day 1.


Male Dwarf Druid 1

I'm always one fer diggin' Mister Ishorou. Ye got yerself a deal in my books... as long as we got tools teh dig with too.


Female Elf Witch 3 (favoured) / Rogue 2 HPs 19/27

"For this our first day, we shouldn't get too ambitious, as we should return to camp well before dark, probably around dusk or a little after. It may be very easy to get lost in this jungle, so we either should walk near the waters edge, but keep a lookout for those scorpions. Otherwise we might have to mark our paths through the jungle, probably not to difficult, but that will alert anyone else travelling through, be they friend or foe." Chi says, beginning to feel more comfortable with the surroundings. "As for treasure, I think that's for another day, when are more settled. I have no objection, but it does seem the least of our worries."

Chi continues, "We have to remember to that some of us need to sleep and be refreshed for the next day, we are going to have to schedule a watch through the night."


Female Human Oracle 4

Gwen nods her head briskly. Right - let's not stray further from camp than we have to tonight. I think these folks may need our aid, as least as long as we can provide it. Nothing prevents us from rising early tomorrow and heading out. But, out where?

To summarize our "hooks":
1. The ship's captain and the academic: These two (and possibly other crew members, although that seems increasingly unlikely) are somewhere around the island, and are certainly responsible for our being stranded here.

2. The Lighthouse: Ambroze mentioned a lighthouse in the South part of the island, which we might be able to use to signal a ship for assistance.

3. The Treasure: Ishorou mentioned a pirate treasure map which leads to a location on the Eastern side of the island.

I think we should explore this penninsula to the Northwest, to ensure that, as was mentioned earlier, we know what our backs are up against. It shouldn't take more than a day or two (?) to make ourselves familiar with the lay of the land in that direction. Those are only my thoughts, I think we should certainly run this group as a Democracy, though.


Male Mwangi (Caldaru) Human Ranger 3 (Shapeshifter) / Barbarian 2

"Exploring the northwest area first makes sense to me."


Male Dwarf Druid 1

I'll go along with going northwest and exploring and everything.. just the possibly for Flute to get his hands dirty a little and dig a bit.
Flute's number one motivation is a tie. He wants to see who is responsible for the shipwreck brought to justice as well as get off this rock. Then digging, then whatever.

I guess yins be right.. just tha thought of gettin me hands on a shovel or somethin and tickles me innards ya know? Hey takin it easy and explorin for who is responsible for our shale-like situation I'm for it lads.


Gwenyth wrote:

To summarize our "hooks":

1. The ship's captain and the academic: These two (and possibly other crew members, although that seems increasingly unlikely) are somewhere around the island, and are certainly responsible for our being stranded here.

2. The Lighthouse: Ambroze mentioned a lighthouse in the South part of the island, which we might be able to use to signal a ship for assistance.

3. The Treasure: Ishorou mentioned a pirate treasure map which leads to a location on the Eastern side of the island.

Additional Hooks:

4. Jask: Looking for incriminating papers indicating his innocence - reportedly aboard a wrecked ship called the Brine Demon.

5. Gelik: Looking for a missing Pathfinder Society ship called the Nightvoice to determine why it went missing.


Female Elf Witch 3 (favoured) / Rogue 2 HPs 19/27

"If we can see justice come to those who left us here, that is what we should do. I am sure we will look for wrecks as we go round the coast, surely that won't be too difficult. I'd surely like to help Jask clear his name, but really I want to get back to the mainland, I have places I want to go and people to meet. I will do what I can to help us, together we may survive, divided we would surely succumb to the dangers of this island."


Female Human Oracle 4

So, we're headed Northwest. The idea will be to throughly explore the penninsula there, allowing ourselves enough time to return to camp by nightfall. Tomorrow morning at sunrise, we'll head out again, passing through the area we've already explored, and explore as much additional area as we can, allowing ourselves to return to camp by noon.

Thanks for picking me up, there Ambrose.

Gwen is composing a journal. Not sure when it will be up, but it will be sooner rather than later.

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