DM Berwick's Serpent's Skull Adventure

Game Master Lost Gamer

Continuing a great game with some great players.


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The Exchange

F Human Cleric/ 3

Yuuwa slows her pace to walk alongside Origen and speaks in a quiet conversational yet authoritviely, "Secure that scuttlebut Origen. We are between a Reef and Riptide right now. Dissension among the ranks will divide us further. We know nothing except who currently with us is alive."
Incidently DM Berwick, Who are our fellow marooned passengers?If it was in a spoiler, I must have failed my recognition check. I guess I failed at the Purser position ;)

Yuuwa, still pacing Origen, turns to the others but directs her questions to Torden, "What other bit of information do you have regarding Sea Scorpions? Do they prefer to lounge within the treeline or soak within the tidal pools? I ask because I will be looking for volunteers salvage the ship or setting camp. We'll need to post guards, to avoid another rude awakening. Those that are boarding the ship with me, I expect a certain proficiency with swimming, just in case."

Profession Nav/Sailor 1d20 + 8 ⇒ (10) + 8 = 18 Just in case Sea Scorps are common nautical encounters.


Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

"Well, concerning food, almost anything is edible, including these scorpion creatures I should think," Isandril offers before adding with a soft chuckle, "I cannot, however, vouch for their taste."

Origen Leanthris wrote:
"Perhaps we should scout for a camp close by? If we can recover something from the ship, it'd be more efficient to move it only a short distance. Also, we could better see if someone else tried to approach the ship."

"I agree. We could always split up of course, but I do not find it a particularly good idea considering our circumstances. So, a quick look for a camp site first before going to the ship?"

Origen Leanthris wrote:
Origen turns back to his companions. "By the way, have any of you seen Iseana? All the rest of us passengers are here, but not her." He mutters, "Very convenient for her."

"Ieana? That is the Varisian woman, yes? Do you think she might have something to do with this?"

"And since we are on the subject of passengers, why is a group of such variety traveling together to Sargava? Adventure perhaps?" He does not address someone in particular, but rather the group as a whole.


Male Dwarf Bard/3

Torden scourers at Yuuwa and her abrupt scolding of Origen. He feels, disinclined to share any other information about the sea scorpions--though to be sure he knows little else.
"I can't say that I know much more about the beasts. I can say," he changes the subject, though only slightly, "that I wonder at anyone who is not currently with us. Someone dragged us ashore, like I said, I couldn't have swum the distance meself. Seems whoever was able to drag us has more knowledge about our predicament than we do and therefore worthy of questioning. Had they helped us in fighting off those beasties, then they might be above reproach, but those that weren't here . . . well, like Origen, I'd like to have a word with 'em."


Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)
Isandril Velahrn wrote:
". . . So, a quick look for a camp site first before going to the ship?"

"That's what I'd say. But I'm not much good at woodcraft, so I'll defer to someone who's better at picking a site."

I will try to Aid Another, though I'd encourage more competent folks to do so as well.
Survival 1d20 - 1 ⇒ (12) - 1 = 11
So +2 to whomever makes the primary check. Bran, perhaps?

Yuuwa Majid wrote:
"Secure that scuttlebutt Origen . . . We know nothing except who currently with us is alive."
Isandril Velahrn wrote:
"Ieana? That is the Varisian woman, yes? Do you think she might have something to do with this?"
Torden Ironcask wrote:
. . . well, like Origen, I'd like to have a word with 'em."

Origen does not speak for a moment, his face mask-like. He continues in a deliberately casual tone, "Iseana will have a chance to explain what happened when we find her. But yes, I suspect her, both because of her absence and because of some peculiar behavior toward me during the voyage."

Isandril Velahrn wrote:
"And since we are on the subject of passengers, why is a group of such variety traveling together to Sargava? Adventure perhaps?" He does not address someone in particular, but rather the group as a whole.

"Precisely right. I am looking for my father and sister, who disappeared on a Pathfinder expedition several years ago. But that is not our only goal." Origen pauses to allow his companions to elaborate.


CG Male human (half-elf) rogue (thief) 2
Vitals:
AC 19 | HP: 17/24 | Fort: +4, Ref: +10, Will: +7 | Perception: +7
Origen Leanthris wrote:
"I think that I see some rocks over there. We may be able to cross to the ship without having to swim....Perhaps we should scout for a camp close by? If we can recover something from the ship, it'd be more efficient to move it only a short distance. Also, we could better see if someone else tried to approach the ship."

"Frik and I can take the others and scout for a campsite," Jonagher offers, "And maybe those more familiar with the ship...like Yuuwa and our elven friend here...could help you guys search the ship?"

Origen Leanthris wrote:
Origen turns back to his companions. "By the way, have any of you seen Iseana? All the rest of us passengers are here, but not her." He mutters, "Very convenient for her."

"You mean Ieana?" the half-elf offers, "I think she was a passenger, too. As much time as she spent with the captain, I think she probably chartered our voyage moreso than we did. And, unless she planned on coming here, I'd imagine she's just as vexed about being stranded on Smuggler's Shiv as anyone."

Jonagher gestures at the Jenivere. "Why don't you guys check the ship. If we crashed on the rocks, it's possible the impact might have thrown anyone on deck onto the reef. At the very least, maybe there'll be a sign of what happened to the rest of the crew and Ieana. Someone obviously rescued the rest of us. So at least one of them is still alive. Like the rest of us, maybe they went off to find shelter or help? After all, we couldn't wake anyone else until this...poison?...or whatever wore off. If I were in their shoes, I'd probably try and make myself useful by heading inland to find anything that might help us survive."

"So, while the rest of us are searching for a campsite," he offers, "We'll keep an eye out for other survivors. If we find Ieana or the captain or anyone else, we'll bring them back with us."


Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)
Origen Leanthris wrote:
"Precisely right. I am looking for my father and sister, who disappeared on a Pathfinder expedition several years ago. But that is not our only goal." Origen pauses to allow his companions to elaborate.

"The Pathfinder Society, is it? That is quite... interesting," the warrior remarks after Origen finishes. "So, a mission of rescue and perhaps exploration? A worthy enough goal." Hoping that someone would choose to elaborate, he looks to the others.

Jonagher Witt wrote:
"Frik and I can take the others and scout for a campsite," Jonagher offers, "And maybe those more familiar with the ship...like Yuuwa and our elven friend here...could help you guys search the ship?"

"It is a good plan, although I think you should perhaps take Bran with you as well? His sword arm might prove useful if anything... unpleasant happens while you scout."

Turning to some of the others, he continues, "So, Yuuwa, Origen, the dwarf and myself go to the ship, while Jonagher, Bran and the cleric take the passengers and try to find a suitable camp site?"

Before the two parties separate, if that is indeed what they will be doing, Isandril moves a little closer to the half-elf, his voice soft. "I am not paranoid or even overly cautious by nature, but considering the circumstances and the fact that, one way or the other, foul play seems to be involved, perhaps you should not be immediately trustful of those that were not unconscious along with us on the beach?"


CG Male human (half-elf) rogue (thief) 2
Vitals:
AC 19 | HP: 17/24 | Fort: +4, Ref: +10, Will: +7 | Perception: +7
Isandril Velahrn wrote:
"So, a mission of rescue and perhaps exploration? A worthy enough goal." Hoping that someone would choose to elaborate, he looks to the others.

"Yes," Jonagher adds, "We all have our reasons for coming. They didn't include getting stranded on Smuggler's Shiv. And, if we find our way off this island, perhaps I'll share more about my own."

Isandril Velahrn wrote:
...Before the two parties separate...."It is a good plan, although I think you should perhaps take Bran with you as well? His sword arm might prove useful if anything... unpleasant happens while you scout."

"If you wish," Jonagher concedes, "Though with all these people now conscious, I'm sure we'll have a strong enough party to fend for ourselves. You might be better served by adding Bran's swordarm to your own party."

Mostly, I'm suggesting this because I may be out of pocket for the next few days. I'm working on another deadline. And, since Frik's player is already missing, I'm proposing Jonagher accompany him and the other NPCs to find a suitable camp for us to move him off stage while the rest of you explore the shipwreck.

Isandril Velahrn wrote:
Isandril moves a little closer to the half-elf, his voice soft. "I am not paranoid or even overly cautious by nature, but considering the circumstances and the fact that, one way or the other, foul play seems to be involved, perhaps you should not be immediately trustful of those that were not unconscious along with us on the beach?"

"Oh, I completely agree," Jonagher returns, "I've never shown myself to be the overly trusting sort."


Male Dwarf Bard/3

Torden looks at the ship and then to the tree line, then back again.

"Really, you think I'm best with you at the ship? I could probably be quite handy in setting up the camp." Uncharacteristic trepidation seasons Torden's words. He eyes the water and the rocks. Then he looks to Bran and Origen. "I trust your judgment," he nods at the sorcerer, "and your sword ," he nods at Bran. "If you think I'd best serve the group by going to the ship, then that's what I'll do."


Male Why's it always got to be that way? DM 14

Answered in order.

Origen:
If she wasn't drinking, she was already sloshed, and you could almost get drunk off her breath.[/ooc]

Origen brought up a good point. Most of your possessions are at least damp, nothing to wet, and nothing that would have caused damage really to anything.

As you all walk along the beach towards the wreck, you can tell that of the 7 other passengers, 6 are present as previously mentioned. You see: Leofrik Forthwind, a cleric of Cayden Cailean; Aerys Mavato, the drunk poet; Gelik Aberwhinge the gnome; Ishirou the Tian refugee; Jask Derindi the prisoner (still in chains); and Sasha Nevah the bubbly red-head with a love of life.

[spoiler=Yuuwa]You do remember that sea scorpions are favored by some captains to keep bilge-holds free of rats, though these captains also have a tendency to have crew who are missing fingers. The do not prefer land, but will stick to the water as much as possible barring food. And you do know that they are okay to eat as long as you remove the stinger and cook the rest well.

The others look about bleary eyed, slightly confused, and certainly not happy. They seem to be following on like golems, as if in a state of shock.

Origen:
What little you do know of woodcraft, you understand that it will take time to find a suitable campsite, around 8 hours in fact.

Okay, so actually from here on out, you are the ones driving the action in this little sand-box...forgive the pun. For those of you who are looking to go to the ship, please describe to me how you are going to get there (rocks, swimming, etc) what order, and so on, and give me a Perception check DC 15. As this is low-tide, the path you find leads up to a ledge above the decks of the wreck, and the path up there is considered difficult terrain. It is an 8 foot drop from the ledge to the deck.

Those going to look for a campsite, if someone other than Jonagher is going (as I understand he will be NPC'd for just a little...TYPE LIKE THE WIND MAN!), please start with a Survival check DC 12 to find a site and build. It will take 8 hours, and your lack of tools imposes a -5 penalty to this check. Though certainly the crew, and some of the passengers remember seeing some working tools aboard the ship, shovels, rope, and so on. This time (8 hours) is reduced by 1 hour for every 2 points by which the survival check exceeds DC 12 down to a minimum of 1 hour. Also, anyone with survival would also know that moving about in the heat of the day would be detrimental to your chances of survival, and already things are heating up. A survival check can be used to predict the weather.

Please let me know if I am not providing you with enough information, as I certainly detail things a little more if you want me to.


Male Why's it always got to be that way? DM 14

PLEASE DISREGARD THAT LAST POST!

Answered in order.

Origen:
If she wasn't drinking, she was already sloshed, and you could almost get drunk off her breath.

Origen brought up a good point. Most of your possessions are at least damp, nothing to wet, and nothing that would have caused damage really to anything.

As you all walk along the beach towards the wreck, you can tell that of the 7 other passengers, 6 are present as previously mentioned. You see: Leofrik Forthwind, a cleric of Cayden Cailean; Aerys Mavato, the drunk poet; Gelik Aberwhinge the gnome; Ishirou the Tian refugee; Jask Derindi the prisoner (still in chains); and Sasha Nevah the bubbly red-head with a love of life.

Yuuwa:
You do remember that sea scorpions are favored by some captains to keep bilge-holds free of rats, though these captains also have a tendency to have crew who are missing fingers. The do not prefer land, but will stick to the water as much as possible barring food. And you do know that they are okay to eat as long as you remove the stinger and cook the rest well.

The others look about bleary eyed, slightly confused, and certainly not happy. They seem to be following on like golems, as if in a state of shock.

Origen:

What little you do know of woodcraft, you understand that it will take time to find a suitable campsite, around 8 hours in fact.

Okay, so actually from here on out, you are the ones driving the action in this little sand-box...forgive the pun. For those of you who are looking to go to the ship, please describe to me how you are going to get there (rocks, swimming, etc) what order, and so on, and give me a Perception check DC 15. As this is low-tide, the path you find leads up to a ledge above the decks of the wreck, and the path up there is considered difficult terrain. It is an 8 foot drop from the ledge to the deck.

Those going to look for a campsite, if someone other than Jonagher is going (as I understand he will be NPC'd for just a little...TYPE LIKE THE WIND MAN!), please start with a Survival check DC 12 to find a site and build. It will take 8 hours, and your lack of tools imposes a -5 penalty to this check. Though certainly the crew, and some of the passengers remember seeing some working tools aboard the ship, shovels, rope, and so on. This time (8 hours) is reduced by 1 hour for every 2 points by which the survival check exceeds DC 12 down to a minimum of 1 hour. Also, anyone with survival would also know that moving about in the heat of the day would be detrimental to your chances of survival, and already things are heating up. A survival check can be used to predict the weather.

Please let me know if I am not providing you with enough information, as I certainly detail things a little more if you want me to.


Male Why's it always got to be that way? DM 14

Also, I will be checking the other passenger's morale every in-game morning, but you may influence them through diplomacy checks.


Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)
Torden Ironcask wrote:
"I trust your judgment," he nods at the sorcerer, "and your sword ," he nods at Bran. "If you think I'd best serve the group by going to the ship, then that's what I'll do."

"Come on with us, Torden. Jonagher and Frik can keep things well in hand here, and it'll make your first progress report to the Society better reading."

Origen says to Jonagher, "It may be worth waiting close by in the shade to see if we can find tools on the ship. Making a campsite will be much harder otherwise." He adds softly, "And you might try to raise everyone's morale a bit while you're at it."

No tools, -5 mod, and it's getting hot. What if we bring a few tools back quickly, then return to the ship for a more detailed exploration and salvage while Jonagher et al. prepare the campsite. Sounds good? Shall we try to take an NPC passenger with us?

Also, I suggest that we try to use Diplomacy to keep our companions in good spirits. How many people can one person try to cheer each day, DM Berwick?


CG Male human (half-elf) rogue (thief) 2
Vitals:
AC 19 | HP: 17/24 | Fort: +4, Ref: +10, Will: +7 | Perception: +7
Origen Leanthris wrote:
Origen says to Jonagher, "It may be worth waiting close by in the shade to see if we can find tools on the ship. Making a campsite will be much harder otherwise."

"Oh, I'm just planning on finding a good site for one. And maybe we'll clear a bit of space for it. But we're certainly going to wait for you guys before we start any heavy-lifting and construction of anything."

Origen Leanthris wrote:
He adds softly, "And you might try to raise everyone's morale a bit while you're at it."

"I am nothing if not effusively optimistic, my friend." The half-elf gives a spirited grin, putting on a braver face than he actually feels. He then wheels around and starts organizing the others.

"So, my bardic talents don't exactly rival Torden's back there, but what say we have a little sing-a-long while we walk? No? Oh, alright. Maybe we can just talk about something practical then. Anyone have experience surviving in the wild? If so, speak up and let's start sharing what you know. I'll go first..."

Jonagher then proceed to describe what he can of his own meager survival skills, making suggestions and commenting on the various plants and animals they can see. He stays upbeat as much as possible, trying to paint a picture that things will surely get better rather than worse as long as everyone applies themselves.

Diplomacy check... 1d20 + 5 ⇒ (10) + 5 = 15


Male Dwarf Bard/3

Torden is not nearly as optimistic as Origen and Jonagher sound, but he takes to heart the value of their words. He consciously checks his thoughts about spooks and cannibalism.

"Aye, I'll head with you to the ship. I plan on relaying this whole tale, or what I can remember of it to the Society in a roaring chronicle.

I think we'd do well to get some basic tools and salvage other supplies and come back to camp to assist in their efforts and then return to check the ship more thoroughly. As long as we have Isandril to direct us aboard ship we should be good."

Torden then begins to pass about the line of golem-like castaways, attempting to raise their spirits with witty anecdotes.

Diplomacy 1d20 + 7 ⇒ (13) + 7 = 20

The Exchange

F Human Cleric/ 3

Yuuwa begins her crossing of the rocks to the shipwreck, despite the difficult terrain (slippery footing, uneven rocks) she holds her shield and trident at the ready. She is obviously scanning the water alongside the rocks as she picks her path carefully. She comments in a carrying but matter-of-fact voice, "Keep an eye out for more Sea Scorps. They prefer to hunt underwater but as you experienced, they not shy about easy pickings on shore. And who knows, I might catch something more palatable than Glop."
Perception 1d20 + 3 ⇒ (1) + 3 = 4
and if needed for any balance/climb/acrobatic
Random 1d20 ⇒ 1
Swim1d20 + 2 ⇒ (11) + 2 = 13
[edited to curse the dice gods]

She turns and looks back with a smile, "With any luck, we can scavenge the small boat they used to drop us off to ferry back and forth instead of walking along this path at low tide."

Too bad "stabilize" spell doesn't apply to difficult terrain.

Yuuwa's actions upon boarding the wreck.

Spoiler:

1)Salvage the rowboat and lower it alongside or place on lowest part of deck and await for high tide.
2)Surviving crewmembers second.
3)Food/survival supplies/weapons third.
4)Personal effects and Ship's Log, Maps, minor useful treasures
5)Anything else salvagable will be removed as time allows.
As if we would get this far.


Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)

"So if we fall in, we may attract more scorpions. Right." Origen follows after Yuuwa, but holds his coil of rope in one hand in case that he needs to throw a line to someone. "Yuuwa, I'll sing out if I see any trouble coming."

Perception 1d20 + 6 ⇒ (16) + 6 = 22

Sweet! But I'll throw in Acrobatics and Swim just in case.

Acrobatics (untrained) 1d20 + 2 ⇒ (5) + 2 = 7
Swim (untrained) 1d20 ⇒ 11

For our marching order, how about Yuuwa, Isandril or Bran, Origen and Torden (in either order), and the second fighter bringing up the rear?

Yuuwa Majid wrote:
She turns and looks back with a smile, "With any luck, we can scavenge the small boat they used to drop us off to ferry back and forth instead of walking along this path at low tide."

"Let's hope so. I'm not looking forward to carrying a lot of equipment along that pathway, especially after the tide turns."

When they reach the ship, Origen follows Yuuwa and Isandril's lead.


Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

Keeping his eyes open, Isandril walks behind Yuuwa, letting Bran cover the rear if the man has no objections.

"Except for the small boat, priorities should be any survivors first and supplies and useful equipment second. We should also check for anything that might provide some insight as to how or why things have turned out the way they have."

The elf taps the woman on the shoulder as they make their way towards the ship to get her attention. "As navigator you were a bit closer to the Captain and his intentions than I was Yuuwa. Anything that might shed some light to all this?"

As soon as they reach the shipwreck, Isandril attempts to navigate any slippery or uneven rocks leading to it carefully, trusting his reflexes and natural grace to see him through. Although quite capable of swimming, he finds the idea of falling into the water fully clothed and equipped with his armor and weapons not particularly welcome.

Just in case they are needed:

Perception 1d20 + 5 ⇒ (11) + 5 = 16
Acrobatics 1d20 + 9 ⇒ (18) + 9 = 27
Swim 1d20 + 6 ⇒ (7) + 6 = 13


Male Why's it always got to be that way? DM 14

Everyone concerning Diplomacy Checks:
Origen asked how many people can one person try to cheer each day. My response: An attempt can be made once per day per NPC.

Jonagher and Torden, who were those checks directed at?

As the group approaches the wreck of the Jenivere they notice that the ship is precariously wedged between some rocks, at a slant, almost as if it was listing to port.

Yuuwa:
You are too busy looking for Sea Scorps to notice much, you see some movement in the water....but that could just be seaweed just under the surface. You do notice that the Jenivere is missing much of her bow.

Yuuwa:
Thank you for the prioity list. It will come in handy.

Origen & Isandril:
As you approach the Jenivere, you notice that the ship is missing much of her bow, and although it’s only noticeable up close, she’s also missing much of her lower deck. Although the Jenivere’s only lifeboat at first seems to be missing, as you approach the ship, the fate of this smaller boat becomes clear—it was washed up between the ship and the cliff and was crushed by the action of the waves smashing the Jenivere against the cliff side. Part of the lifeboat’s bow still lolls about in the surf, attached to a protruding timber by a thick rope, as if someone had moored the boat to the wreck.

Yuuwa catches her trailing foot on a rock as she jumps down, and lands sprawled out on the deck. Failed Acrobatics check, no damage, just prone

Origen, watching Yuuwa pitch over the ledge onto the decks below, stumbles and follows after, landing next to her. Failed Acrobatics check, no damage, just prone

Watching the others fall before him, Isandril hops down, and lands gently on the deck transfering his weight so masterfully, that no sound is produced as he is suddenly on the decks of the ship like he sprouted there.

QUICK! BEFORE YOU DO ANYTHING ELSE! MAKE ME ANOTHER PERCEPTION CHECK, AND ROLL ME THAT BEAUTIFULL INITIATIVE!

Note: I would normally roll it myself, but I do not have time at the moment, and won't be home until much later tonight. I will push things along then. Also, Jonagher, if you can, drop me a Survival check to search for a spot, though if you are busy, I can quasi-npc you if you so choose.


CG Male human (half-elf) rogue (thief) 2
Vitals:
AC 19 | HP: 17/24 | Fort: +4, Ref: +10, Will: +7 | Perception: +7
DM Berwick wrote:
Jonagher and Torden, who were those checks directed at?

At the moment, Jonagher feels more drawn to Sasha. A gorgeous, bubbly redhead with a zeal for life not only makes for an attractive distraction, but also someone who can hopefully help him improve everyone else's spirits.

DM Berwick wrote:
...Jonagher, if you can, drop me a Survival check to search for a spot....

Untrained Survival check... 1d20 + 1 ⇒ (18) + 1 = 19

And to all my friends on the wreck of the Jenivere, we'll miss you... ;-)


Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)

"Oof!" Origen lands hard, knocking the wind out of him.

Perception 1d20 + 6 ⇒ (10) + 6 = 16
Initiative 1d20 + 2 ⇒ (11) + 2 = 13

The Exchange

F Human Cleric/ 3

Bang! Clank! Yuuwa shudders to herself, shield underneath her and trident alongside gripped in scraped knuckles. "[cursing like a sailor and VERY unladylike]*^5&$$ &$&%*%($)3 &$743**#...[/curse] Ouch. That hurt and was subtle as waking up next to the sea scorp... Grrr."
Perception 1d20 + 3 ⇒ (12) + 3 = 15
Initiative 1d20 ⇒ 5

Dear Jon, Please allow me to express my regrets you did not make this party. We miss you too.


Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)

Origen spits the sand out of his mouth. "You all right?"

Are Torden and Bran with us?

Jonagher Witt wrote:
And to all my friends on the wreck of the Jenivere, we'll miss you... ;-)

Good luck with your deadline--and with cheering up Sasha. I suspect that Jonagher is up to the challenge.


Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)
Yuuwa Majid wrote:
Bang! Clank! Yuuwa shudders to herself, shield underneath her and trident alongside gripped in scraped knuckles. "[cursing like a sailor and VERY unladylike]*^5&$$ &$&%*%($)3 &$743**#...[/curse] Ouch. That hurt and was subtle as waking up next to the sea scorp... Grrr."

"Such language dear lady! For shame," Isandril quips teasingly as he reaches the deck of the ship and offers a hand to help the woman up.

Perception 1d20 + 5 ⇒ (11) + 5 = 16

Initiative 1d20 + 3 ⇒ (2) + 3 = 5


Male Dwarf Bard/3

Torden would probably have selected Aerys--probably some commonality there.

Perception 1d20 + 3 ⇒ (18) + 3 = 21
Initiative 1d20 + 1 ⇒ (3) + 1 = 4

Torden keeps his head down, picking his way slowly along and constantly aware of the water about him. As such he finds himself unaware of other events going on around him.


Male Why's it always got to be that way? DM 14

I will not be available to post until at least 1630.

Also, Isandril, you may choose to help up Yuuwa, but you are in combat rounds at the moment. Give me a moment and I will explain more.


Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

"Regrettably, it seems that you will be getting up without my help after all, Yuuwa," Isandril says as he withdraws his hand and instead reaches for his swords, his eyes scanning the deck. "Do forgive my rudeness, yes?"

"Well, things are certainly more interesting than my last voyage already," the elf remarks off-handedly as he stands ready to defend his companions.

A bit of a retcon there, though I hope I managed to do it in a graceful enough manner. :-)


Male Human Fighter/5

Sorry fellers for my lack of posting - our neighborhood has had cable/internet issues for the past 2-3 days.

Bran has been fairly quite (obviously) since the battle. He gathered his gear and as many of the dead critters as he could carry saying, "They are food, good or no - better than eatin' dirt."

Bran lets the others explain their reason for being on the ship, nodding to Jonagher and saying, "Be safe and don't take any chances. If you get in trouble, start running and yelling and I'll come to you."

Watching the others board the ship, Bran stands with the confused and weary passengers, looking for a place of shelter should a storm arise.

Survival check: 1d20 + 5 ⇒ (9) + 5 = 14

Hearing some commotion on the ship, Bran listens carefully and begins to move forward slowly.

Perception check: 1d20 ⇒ 17
Initiative: 1d20 + 2 ⇒ (20) + 2 = 22


Male Why's it always got to be that way? DM 14

Torden's check on Aerys:
You talk with her for several moments, trying to cheer her up, and she seems to pout and be sullen regardless. She does make comment about the lack of booze on the island. Attempt was unsuccessful.

Jonagher's check on Sasha:
With general chit-chat, you seem to be cheering her up, until you inquire where she is from, and she suddenly gets angry and moves away from you. Attempt was unsuccessful.

Sorry Bran, I had assumed you went with the group. I will be putting you there if you don't mind. Using your rolls. You will be behind Torden on the ledge.

Initiative results:
  • Origen: 13
  • Yuuwa: 5
  • Isandril: 5
  • Torden: 4
  • Bran: 22
  • Sea Scorpion: 1d20 + 4 ⇒ (15) + 4 = 19

Initiative Order:
  • Bran
  • Sea Scorpion
  • Origen
  • Isandril
  • Yuuwa
  • Torden

As you were walking up to the wreck, over the noise of the surf, you all could hear that the wreck is not completely abandoned, something on the lower deck is making a terrible racket.

After Isandril lands on the deck, the doors to the lower cabin burst open, and a larger and darker scaled sea scorpion bursts up onto the deck. It chitters in the doorway, waving its bloodied claws!

No surprise round! Y'all are too perceptive!

Bran is up first! I will create a map. Be aware, due to the slant of the deck, and the movement from the water amongst the rocks, the entire deck is considered difficult terrain. Among other things, we all get to take a -2 penalty to all attacks.


Male Why's it always got to be that way? DM 14

Map

The Sea Scorpion is 30' away from Origen.

Bran, an Acrobatics check DC 10 will get you onto the deck without falling prone or taking damage.


Male Human Fighter/5

Untrained Acrobatics check: 1d20 ⇒ 4

Bran runs on deck, slips, and falls on his arse, cursing loudly.

The Exchange

F Human Cleric/ 3

Yuuwa struggles to stand and flinches away when Bran tumbles alongside her,"Smooth move Bran. Except for Isandril, we all probably have Lemmings in our family tree somewhere." Grimacing in frustration, she stands up and scans the deck for other threats and instability as she readies her trident and shield for attack. Trusting Isandril to cover what ever threats appear from the bow, she moves to cover Origen.

Round 1
Standard action: Standing up, readying for attack
Move Action: 5'move to K14, keeping side by side with Origen

As needed for future actions:

Spoiler:

Round 2
Melee Attack 1d20 + 2 ⇒ (13) + 2 = 15
MW Trident +1,BAB +1
Confirm crit1d20 + 2 ⇒ (16) + 2 = 18
Dmg1d8 ⇒ 3 (x2 if crit)
Round 3
Melee Attack 1d20 + 2 ⇒ (15) + 2 = 17
MW Trident +1,BAB +1
Confirm crit1d20 + 2 ⇒ (5) + 2 = 7
Dmg1d8 ⇒ 5 (x2 if crit)
Round 4
If healing is needed, Channeling Positive Energy with Selective Feat
Channel 1d6 ⇒ 3 #2 of 6 for the day


Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)

Origen struggles to regain his footing as the sea scorpion scuttles across the deck.

Origen's actions will be dependant on the scorpion's. If Origen is its primary target, he'll try full defense as his standard action (+4 dodge bonus to AC) and then stand up as his move action (i.e., to cancel out the -4 AC penalty for the prone condition). If it attacks another PC, he'll stand up as his move action and then cast grease (Reflex DC 14) on the deck underneath it.


Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

Isandril immediately starts closing the distance between himself and the sea scorpion, unsheathing his short swords as he moves to engage the creature in melee.

Round 1

Isandril moves towards the sea scorpion (drawing his weapons as part of the move). If he can reach the creature when his turn comes and still has a standard action, he will attack with his main hand weapon; otherwise, he will use his entire turn to move as much as needed to reach the creature and at least provide a target so that the others have time to get up.

Main hand:
Melee attack (masterwork short sword) 1d20 + 4 - 2 ⇒ (1) + 4 - 2 = 3
Damage (piercing) 1d6 + 2 ⇒ (6) + 2 = 8


Male Why's it always got to be that way? DM 14

Round 1

In an impresive display, Bran leaps from the ledge, and slams into the deck infront of Origen, tripping on the lip of the ledge, falling on his rear. Prone! 1 Move action to stand which provokes an AoO (depending)

The Sea Scorpion charges forward, attacking the new prone target! The sea scorpion's stinger flashes forward as it closes with Bran. It slams into the deck between Bran's feet. Attack fails!

Origen stands behind Bran, takes a step back, and casts a familar spell on the ground. The deck around the the sea scorpion. The sea scorpion stumbles about, its eight legs dancing chaotically, it finally manages to maintain its footing.

Isandril closes, stopping short of the greasy section of the deck. He slashes across with his short sword, and just misses the sea scorpion as the deck heaves from the pounding surf below.

Yuuwa stands, and moves next to Origen, to provide coverage.

Torden you are up.

Rolls:
  • Sea Scorpion's attack vs. Bran, Sting: 1d20 + 1 ⇒ (7) + 1 = 8
  • Damage: 1d3 ⇒ 1+ Posion [DC 12 Fort save]
  • Sea Scoprion's Ref save vs. Origen's Spell: 1d20 + 0 ⇒ (16) + 0 = 16 DC 14

EDIT: Just looked up the difficult terrain stuff. It costs 10 ft. per square to move. So, a 5ft. step is actually not possible here. My mistake, but I will allow what has happened thus far, and we shall move forward now once Torden posts.


CG Male human (half-elf) rogue (thief) 2
Vitals:
AC 19 | HP: 17/24 | Fort: +4, Ref: +10, Will: +7 | Perception: +7

While continuing along with the rest of the castaways, Jonagher keeps up his banter, adopting an aura of optimistic leadership for the time being. As time permits, he also maneuvers their searching so that he gets to spend at least a little time along with most of the others, hoping to learn a bit more about them. After all, stranded on a cut-throat island like Smuggler's Shiv, it's probably a good idea to start determining who you can trust. And, for starter's, Jonagher makes sure to have a conversation with the man in chains.


Male Dwarf Bard/3

apologies:
I had a local Con this weekend in which I was GMing nearly every slot and didn't get a chance to post, and leading up to the con I was so busy I didn't even get to warn y'all. I'm sorry. Hope your holiday weekend was good.

Torden curses above the thunder of the waves. "Shipwrecks and Sea Scorpions . . . not what I signed on for."
He moves awkwardly to the listing ship and drops down next to Isandril.
Acrobatics if needed 1d20 + 1 ⇒ (20) + 1 = 21

Hammer in hand he then looks towards the other holes in the deck, concerned the beastie has friends about. Perception 1d20 + 3 ⇒ (17) + 3 = 20


Male Why's it always got to be that way? DM 14

Torden lands smoothly on the deck, and notices that there is only the one combatant after a thorough scan of the deck.

At work, so posting will be light until a little later. Bran is up next, and I will tend to Jonagher in moments.


Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)

To avoid delay later . . . .

Origen frowns at the sea scorpion's agility. Adopting a more direct tactic, he sends a ray of acid toward it.

Ranged touch attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage, if applicable: 1d6 + 2 ⇒ (3) + 2 = 5
If needed, Origen will move slightly to the side to get a clear shot past his friends.


Male Human Fighter/5

With a grunt, Bran stands and (if he can) swings his longsword at the scorpion.

Longsword attack: 1d20 + 7 ⇒ (19) + 7 = 261d8 + 3 ⇒ (7) + 3 = 10

If Bran cannot attack, he will try to keep the scorpion from stinging him.

Critical threat: 1d20 + 7 ⇒ (15) + 7 = 22 If successful, damage is doubled


Male Why's it always got to be that way? DM 14

Okay, was gonna hold off due to muscle relaxers, but let me post real quick.

Bran moves forward with a heavy overhand chop and severs the beast in half. Combat is over before it starts! Wow! Go Bran!

There is a rope lashed to the side of the ship nearest the cliff. It runs over the railing, and down to what is left of the prow of the lifeboat. It appears to have been lashed there, and crushed between the rocks and the ship.

Perception check DC 5: Regarding the lifeboat:
Part of the lifeboat’s bow still lolls about in the surf, attached to a protruding timber by a thick rope, as if someone had moored the boat to the wreck.

As you search the rest of the ship, you realize that the lower decks are just plain gone. What you see above the water is all that is left of the once great Jenivere. Searching the mid-decks, you note that the Captain's Cabin, the Larder, Brig, Galley, and the Supply Room are all that are left.

Searching the Brig and/or Galley:
A search of the Brig, and the Galley find both empty.

Captain's Cabin:
The captain’s cabin is a wreck—a jagged hole in the side has allowed most of the room’s contents to spill out into the surf and wash away. Yet even a cursory search reveals some useful supplies, most of which are found in an overturned desk (fortunately, the desk was too large to fit through the hole in the wall). One upper drawer contains several keys. Another drawer contains several sea charts and maps, along with the captain’s log. The maps include one of the west coast of Garund that plots the Jenivere’s route to and from Sargava, and another map is of Desperation Bay. A lower desk drawer is locked. Break DC 23, Disable Device DC 25 Finally, a large footlocker leaning against the desk contains a masterwork dagger, a suit of leather armor, two potions of cure light wounds, a holy symbol of Nethys, and a spell component pouch.

Larder:
Although the majority of the Jenivere’s food stores were kept in the now-missing cargo below, enough preserved rations are stored here to supply a single person with food for 24 days. There is a body stuffed under one of the shelves, with black rotting skin. It is the body of the cook, but with small holes in the neck.

Heal Check DC 16: Regarding the body:
You can identify two bites on his neck and shoulders as serpentine in origin, although from a rather large snake. This is most likely the cause of death. Also, this body has been here for awhile.

Supply Room:
This is the room the sea scorpion was so eager to get into. Trickles of blood run under the door to the supply room, as if something inside has recently been bleeding. The door is stuck, but already damaged the deep claw marks betrays the sea scorpion's activities before it came to attack you on deck. The door needs to be broken down, or ripped open.(hardness 5, hp 3, Break DC 21). First Mate Alton’s body lies slumped against the wall, quite dead. An examination of his body reveals two sets of wounds, an older set of deep angry slashes, and a few puckered holes around his arms and exposed flesh. Alton still wears his studded leather armor and clutches his short sword in one hand. A search of the rest of the supply room turns up several tools and lumber that could come in handy in building a secure campsite: a block and tackle, three large canvas sheets, two fishing nets, a grappling hook, two bullseye lanterns, 12 flasks of lantern oil, 150 feet of hemp rope, and five shovels.

Heal check DC 16: regarding the body:
The slashes seem to be a bit older and are consistent with wounds created by a rapier, while the others are inflamed stings, something that looks more familiar as the sting of a sea scorpion. Also, you can surmise that it was the Sea scorpion's poison that finished him off.

Just check the tags for what you are searching, there are some things in each that may require a second check. The Captain's Cabin has a drawer that is locked, and the Supply room door needs to be dealt with to get the rest of that information.

Also, as you guys are taking this stuff back to the beach and then onto the camp, please make me a Fortitude check, DC 15 or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be
able to apply this bonus to other characters as well, making a Survival Check DC 15, you will receive a +2 bonus on all Fortitude saves against severe weather while moving up to half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15.


Male Why's it always got to be that way? DM 14

Meanwhile, back with Jonagher, Frik, and the other passengers.

Keeping to the shadows in the rising heat, the group moves inland a little bit, and between Jonagher's keen eyes, and the groups collective search for a good spot, one is found soon enough. It is in the middle of a clearing, up from the beach, and near some game trails. Fresh water sources are nearby, but no too close. The group rests in this area through the heat of the day. From high noon to a few hours after. The team that went for the ship will return after then.

The garundi man, Jask sits under a palm tree, and relaxes, rubbing the spots where his manacles are digging in. He looks uncomfortable as his arms are secured behind his back. He looks up as Jonagher approaches him, and smiles.

Nethys' blessings upon you. My name is Jask Derindi, I am a cleric of Nethys. Is there something I can help you with?

Post a few questions, and I will answer them.

Please make a Diplomacy check also, with a -4 penalty.

Yuuwa and Isandril:
You remember Jask coming aboard at Corentyn, which was early on in the voyage, and has been aboard for at least the last 6 stops and 2/3rds of the voyage. You each would have had a chance to hear him proclaim his innocence, and that he was a cleric.


Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)

"Bran, that was impressive. But you're not giving me much time to work on my aim."

Origen dismisses the grease before any of his companions can slip on it.

Perception 1d20 + 6 ⇒ (4) + 6 = 10

"Hmmm. Yuuwa, do you think that lifeboat was moored here after the shipwreck? Could someone still be on board?"

Origen stays with his companions while checking the ship's chambers. He defers to Yuuwa and Isandril's opinion, but he suggests picking up everything salvageable, especially the ship's charts and other supplies.

Heal 1d20 - 1 ⇒ (2) - 1 = 1
Heal 1d20 - 1 ⇒ (6) - 1 = 5

Despite the day's oppressive heat, Origen defers activating his hat's magic, hoping to save it in case any of his companions need it more.

Survival 1d20 - 1 ⇒ (8) - 1 = 7
Fortitude 1d20 + 2 ⇒ (2) + 2 = 4 (assuming that Origen's clothes don't count as heavy)
Non-lethal damage 1d4 ⇒ 3

Perhaps because of this, he begins to look fairly wan during the hike to the new campsite.


Male Human Fighter/5
Origen Leanthris wrote:
"Bran, that was impressive. But you're not giving me much time to work on my aim."

Bran grins and wipes the gore from his blade. "Don't worry, my friend. I'm sure there are plenty of critters in this hellhole for you to practice on."

Perception: 1d20 ⇒ 14

Break check on desk drawer using crowbar: 1d20 + 5 ⇒ (8) + 5 = 13

Break check on door using crowbar: 1d20 + 5 ⇒ (13) + 5 = 18

Survival: 1d20 + 5 ⇒ (12) + 5 = 17 Would Bran also add +4 for Endurance?

Heal check on the first body: 1d20 ⇒ 10
Heal check on the second body: 1d20 ⇒ 14

Bran grunts with effort on both the drawer and the door, but can't seem to pry them open with the crowbar. Frustrated, he says, "I say we take the stuff we can carry and leave! Before whatever killed these men return and find us here. Grab what you can and we'll take it slow until we find the camp the others have set up for us. If we have to, we can come back for the heavier stuff."

Bran grabs the as much stuff from the Supply room as he can carry in one trip.


Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

"That was quite an impressive strike Bran," Isandril remarks as he sheathes his swords, "and it made for a very brief fight indeed. Let us see what secrets and clues this ship holds then, shall we?"

"The lifeboat is of no use, but see this rope here? It would seem that someone had moored it to the ship," the elf points out as he looks over the ship and notices the boat, or rather what is left of it.

Leaving the brig and galley behind them, after a search shows both rooms to be empty, he enters the Captain's cabin along with the rest of his companions. "This is more like it. We could use these things," the elf notes as he checks the supplies, "while Yuuwa could certainly examine these sea charts and map here. And I am fairly certain these could come in handy as well, although I think they might belong to the prisoner. He did tell us he is a cleric when he came aboard at Corentyn." This last comment is directed at the various items found in the footlocker. The last thing he checks is the locked lower desk drawer, trying to see if any of the keys found fits.

Reaching the larder next, Isandril takes note of the dead body, but cannot offer any information after a brief examination. "The only wounds I can see are these tiny holes and he certainly does not look particularly fresh, but other than that, I do not know. Best to take the rations and move on, yes?"

The last stop seems to be the supply room. Once again, the elven warrior approaches the body to take a closer look. "This is, or rather was, the First Mate, Alton. He looks like there was a fight judging from these slashes and the fact he is holding his sword, but I cannot say what these holes around his arms are." Leaving the dead man alone, he helps the others gather up the various supplies and then goes to stand before the door after Bran has attempted to pry it open. "If forcing it open does not work, perhaps we could simply break it down? Your longsword seems quite capable of doing just that after a few strikes."

Once they are all done with the shipwreck, Isandril makes his way to the campsite carrying his share of the load, the heat seemingly not bothering him all that much.

Captain's Cabin:
Trying the keys to see if any of them fits and unlocks the locked lower desk drawer.

Supply Room:
Asking Bran to chop down the wooden door. Seeing as how it is already damaged, it should only take two or three hits to break it down. If offered the sword (since a slashing or blunt weapon is needed and Isandril's short swords are piercing), Isandril will be too happy to do it himself.

Perception 1d20 + 5 ⇒ (11) + 5 = 16

Heal 1d20 + 1 ⇒ (13) + 1 = 14
Heal 1d20 + 1 ⇒ (14) + 1 = 15

Survival 1d20 + 6 ⇒ (6) + 6 = 12
Fortitude 1d20 + 4 ⇒ (19) + 4 = 23, -4 for wearing light armor


Male Dwarf Bard/3

"It's always good to have Bran around in a scrape," he says, clapping the man on the shoulder.

"I'll head to the larder." It's a place he familiarized himself with during the ocean journey. "A warm meal around the fire tonight would surely lift the spirits of those back on land."
Though he grins as the amount of food still in tact, his spirits darken at the sight of the body.

Heal 1d20 ⇒ 6

"Mayhaps one o' them scorps did this. Or could have been some foul assassin on board the ship--whoever beached us here.

He gathers what he can in a sack, flips it over his shoulder and heads back with the others.

Fortitude Save 1d20 + 1 ⇒ (3) + 1 = 4
Nonleathal damage 1d4 ⇒ 3

"Starstone! this heat is oppressive."


CG Male human (half-elf) rogue (thief) 2
Vitals:
AC 19 | HP: 17/24 | Fort: +4, Ref: +10, Will: +7 | Perception: +7
DM Berwick wrote:
The Garundi man, Jask sits under a palm tree, and relaxes, rubbing the spots where his manacles are digging in. He looks uncomfortable as his arms are secured behind his back. He looks up as Jonagher approaches him, and smiles. "Nethys' blessings upon you. My name is Jask Derindi, I am a cleric of Nethys. Is there something I can help you with?"

"Perhaps it is I who can help you?" Jonagher offers with a smile. He circles around the priest to examine his manacles. "The way I figure it, you're as much a captive of this island as the rest of us, regardless of what you may or may not have done to have these chains put on you."

"Also, given the honor my mother held for Nethys, I don't recall the god of magic favoring any particularly murderous philosophy," he goes on, fishing in his pockets for the lockpicks he routinely carries with him. "By Desna's luck, I happen to still have these..." He sets about picking the lock on Jask's manacles. "Let's see if I've still got the skill as well."

Disable Device check... 1d20 + 7 ⇒ (18) + 7 = 25

As he works, Jonagher continues making small-talk to hopefully put the man at ease. "You look like a stout fellow. Hopefully, you can help look after the rest of us, too, being a priest and all. My friend, Frik, over there's also a clergyman, though he favors a different god. Maybe the two of you can compare notes on theology to pass the time?"

"I'm Jonagher, by the way. An adventurous soul all the way from Kyonin, land of the elves...though my mother was human, of course.

DM Berwick wrote:
Please make a Diplomacy check also, with a -4 penalty.

Diplomacy check... 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11

The Exchange

F Human Cleric/ 3

Perception 1d20 + 3 ⇒ (7) + 3 = 10
Heal#1 1d20 + 7 ⇒ (10) + 7 = 17
Heal#2 1d20 + 7 ⇒ (17) + 7 = 24
Fortitude 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 1
Nonlethal dmg 1d4 ⇒ 4
Yuuwa has Endurance feat: So not sure if Fortitude check applies

Yuuwa keeps pace with the others and spends a bit of time in the Captains cabin. [b]"Bran, please take your time and pry or break open the locked drawer. I am sure the Captain won't mind. I'll just stand over here and if something happens, I'll keep your damage to a minimum."[b] She says this with a sly grin but serious tone. She grasps her holy symbol of Gozreh and readies a Cure Light wounds spell if needed.

After this is done, she assists the others with returning the goods back to shore.


Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)

Origen eyes the gaping hole where the cargo hold used to be. So much for salvaging the ship. We may be on this wretched island for a while. He stands still for a moment, muscles tensed in frustration, before mastering his disappointment.

Yuuwa Majid wrote:
Yuuwa keeps pace with the others and spends a bit of time in the Captains cabin.

"Yuuwa, do we have a chart of this island? I'd like to see a picture of where we are."

"Also, do you know if any charts are missing?"

As Yuuwa suggested, let's take 20 to break open the locked drawer if none of the keys work. It's only 2 min, and we may need whatever is inside.

Isandril Velahrn wrote:

Leaving the dead man alone, he helps the others gather up the various supplies and then goes to stand before the door after Bran has attempted to pry it open. "If forcing it open does not work, perhaps we could simply break it down? Your longsword seems quite capable of doing just that after a few strikes."

"No need to spoil the blade's edge if Bran brought his axes. But I agree that we should get through the door now, before anyone else comes back for salvage. It's very likely that at least some other crew members are on the island."

"Say, we may want to have a lookout keep watch on the deck in case another one of those scorpions gets curious. I've had enough vermin-related surprises for the day."


Male Human Fighter/5
Origen Leanthris wrote:
Isandril Velahrn wrote:

"If forcing it open does not work, perhaps we could simply break it down? Your longsword seems quite capable of doing just that after a few strikes."

"No need to spoil the blade's edge if Bran brought his axes. But I agree that we should get through the door now, before anyone else comes back for salvage. It's very likely that at least some other crew members are on the island."

"Say, we may want to have a lookout keep watch on the deck in case another one of those scorpions gets curious. I've had enough vermin-related surprises for the day."

Bran nods and grins at the comments from Isandril and Torden, and at Origen's suggestion, puts his crowbar away and pulls a hand axe from his belt. He squares off and gives the door a few good chops with the axe, hoping to weaken it enough to at least kick it in.

Hand axe to door: 1d20 + 5 ⇒ (12) + 5 = 171d4 + 3 ⇒ (1) + 3 = 4

If the door refuses to yield, Bran will put his weapons away, take his shield, and run into the door, attempting to bash it open.


Male Why's it always got to be that way? DM 14

  • Origen, you clothes do not count against you for that Fortitude check, you were correct.
  • Both Bran and Yuuwa, who have Endurance, get a +4 to the save vs. nonlethal damage caused by a hot environment (temp above 90 I think, don't quote me though.)

    Bran forces the door to the supply room open, revealing the scene with the First Mate's body, and the supplies still in the room.

    After trying all the keys, Isandril steps aside, and Bran forces the drawer open after much effort with his crowbar. Inside, you find a bottle of fine brandy, a darkwood model of the Jenivere in a glass bottle, and a small coffer containing containing roughly 7 pounds of coin. Also in this lower drawer is a long leather satchel that holds a dozen potions for emergency use that are clearly labeled: four potions of cure light wounds, a potion of cure moderate wounds, four potions of lesser restoration, a potion of remove disease, a potion of water breathing, and a potion of water walking.

    Yuuwa:
    There is such a jumble in the Captain's Cabin, and there are several maps missing, but none of Desperation bay, or the general course map. The ones that are missing seem to be of the shipping lanes far to the north. Also, there was no detailed map of the Shiv aboard the ship.

    Bran's Fortitude Roll:

  • Bran's Fortitude check: 1d20 + 5 + 4 + 2 ⇒ (14) + 5 + 4 + 2 = 25 vs. DC 15 [passed]
  • Bran's nonlethal damage if check failed: 1d4 ⇒ 1
  • Later
    The ship boarding crew makes it back to the beach, and follows the trail left by the others into the trees. You make it back to the others with no issues or encounters of strange beasts...though there is some simian hooting in the background.

    DM's eyes only!:
  • Noon Encounter check: 15% 1d100 ⇒ 79
  • Evening encounter check: 15% 1d100 ⇒ 50
  • Dusk encounter check: 15%: 1d100 ⇒ 89
  • Day 1 disease check: 25%: 1d100 ⇒ 61
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