DM Carpe's Serpents Skull

Game Master Byden

The merchant ship Jenivere has embarked upon a voyage from Magnimar to distant Eleder, in a land of jungles and ancient ruins. Our heroes have been picked up at one of the many ports along the way, and now head for the myth shrouded Mwangi expanse.


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Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Yes I realized that Quinta had never actually seen Kovack having been a stowaway, so there's really no reason you would have. I don't think you flaked, perfectly reasonable interpretation, given the information you had I just wanted to give you a bit more of a chance to get it, basically wanted to indicate it was not a cannibal or anybody you knew and possibly hint at the Captain.

But bear in mind coup de grace requires you to be adjacent to the target and cannot be done with a thrown weapon, only with melee weapons bows and crossbows - a dagger could be used, but you could not throw it, which I think makes sense.


Just making sure... Jack is the only person down in the hole while the rest of us are keeping watch 'upstairs' making sure nothing surprises us, right?


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Yeah, for all you guys know, Jack is dead. There hasn't been a peep from the darkness below, and his light isn't visible from up there anymore.

I'll give you guys some time today to post what you're all doing before I have Jack take another action.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

He's clearly both badly injured and very close to succumbing to ghoul fever, at his worst Jack was never snarling.


Well I think I speak for everyone in saying that we're not doing anything other than 'keeping watch' unless we have more info to act on (either from Jack or the DM).


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Yeah, I edited my post to remove the metagame stuff. I'll post something.


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

So... Do we just take our guys and run...

... or are we resolved to murder as many cannibals in their sleep as we can? o_o;


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

The cannibals control the lighthouse, and that's probably our best bet to escaping the island currently. We could save our friends and run, but then we'd still be stranded here. I guess we could spend a few weeks trying to build our own boat (or a fleet of rafts), but that probably wouldn't end well. :P


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

If we're going to shed blood, then I would recommend we try to be make certain to take out the witch. And/or her monkey. She'll be less of a threat without her familiar to replenish her spells.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

I say we form a hit squad. The stealthiest people in the group can triple coup-de-grace the huts in a systematic fashion while we look for the others and the rest of the group trails us and keeps watch. If we run into trouble, we'll be able to quickly regroup. This sort of depends on the shape our friends in the cage are in, though. If they're rendered non-combative, we'll need to revise the plan to ensure their safety.


I hope I'm not overstepping but I'm really excited about this new world being developed called Thunderscape, The World of Aden. It's got magic, technology, horror, post-apoc, and really interesting places.

The game is set to be released in August of this year and $15 gets you the PDF of the setting book. I'm really excited about hitting the $18,000 stretch goal which will give everyone who pledged $40 and above electronic copies and print copies of the setting book AND a six part adventure path (a real deal if I ever saw one).

Anyhow, check it out because this is probably where my next PBEM will be in.

Game on!


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

I back kickstarter stuff a lot, and this looks pretty awesome. I'm surprised I hadn't heard of it before. I'm also excited for 13th Age and Numenera.

Btw, I think I'd like to make a wizard once we TPK. :)


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

No quitter's talk! Just grab the prisoners and run as fast as we can!


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

@Quinta - The 1 round we have is before they enter, so you have enough time to cast dancing lights and take a move action (draw your whip as you move into position to use it) and then the surprise round happens in which you make your trip attack. I think that's a pretty solid set up.


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

No intimidate checks, then.

Next!


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Blah, sorry guys realize I need to prod things along here, but I've just run my first run twenty two miles - practicing for a marathon - and I'm broken. I should be able to get things moving tomorrow morning.


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

Oooh, ouch... Yeah, it's probably best if you wait until your muscles stop screaming at you.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Not sure if Quinta has anything but her whip in hand, so Ishirou either did 7 or 14 damage, neither drops the cannibal - though the later would put him at 0hp.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2
PFSRD wrote:
When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.
PFSRD wrote:
A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Whips don't seem like they're worth the hassle.


M Human Inquisitor 1 HP 14/14 | AC 14 FF 13 Touch 11 | Saves +4/+1/+5 | Init + 1 | Percep +6

Mechanically they are probably not. But they are flavorful weapons. And, in my opinion, playing for fun is far more enjoyable than focusing on the optimal build for combat. Otherwise, I would have built Joll and all my other characters very differently.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Eh, I mean they are pretty neat and that problem can be got around simply by holding another weapon - though generally there are a number of reasons that is problematic. Pretty nice for a caster when combined with True Strike.....

"I try to trip the Stone Giant."
"Really? What's your CMB?"
"+25."
"Ummm, you wrench the three ton Stonegiant off his feet..."


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Well, knowing my luck, Jack would then be crushed by a falling stone giant. Haha.


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

Well, I am aiming for Whip Mastery, so I'll eventually be able to bring some hurt with a whip if I want to. ^^ For now, I'm enjoying the trip attacks -- and getting True Strike at a later date could be a lot of fun... Muhaha.


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

A Serpentine Sorceress is never unarmed!


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Natural weapons are considered secondary weapons (-5 penalty) when employed while wielding a manufactured weapon during a full-round attack action. That being said, he has taken 17 damage, so he might actually be dead already. xD I don't know how many HP he gains from rage.


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

But... the natural attack was an attack of opportunity. I should have said, but forgot. >_<;

Does it still count as a full-round attack, then?


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Oh, you did say that actually. In that case, no. You attack without penalty. My bad! Jack stabs him anyway, just for good measure. xD

You actually could bite twice -- once as an attack of opportunity, and once after you trip him (which would mitigate some of the -5 penalty that you'd get that round). It wouldn't affect your trip roll at all. Good to know for future melee encounters!


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Is the lighthouse the big circular building to the north of us?

Do you all want to go to the lighthouse to try and make a stand, or do you want to wait for more to arrive at our current location? We've only killed 5 since we got here, so there are quite a few left to deal with. The witch hasn't shown herself yet, and we know there are probably at least two ghouls and possibly more undead that could become a factor at virtually any point during the "siege".


Jack Sand wrote:
Is the lighthouse the big circular building to the north of us?

It seems so to me.

Jack Sand wrote:
Do you all want to go to the lighthouse to try and make a stand, or do you want to wait for more to arrive at our current location? We've only killed 5 since we got here, so there are quite a few left to deal with. The witch hasn't shown herself yet, and we know there are probably at least two ghouls and possibly more undead that could become a factor at virtually any point during the "siege".

Well, we probably will have to 'take' the lighthouse but if we do that, it looks like a pretty defensible position.

I vote for yes.

The other option is to go from building to building but the alarm has been raised so we are risking savages coming from everywhere at once.


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

I'd prefer to run back to the Dryad and take down the cannibals through a process of attrition, if we can. Or at least from a defensible position that they haven't been able to set booby-traps in over the years.


M Human Inquisitor 1 HP 14/14 | AC 14 FF 13 Touch 11 | Saves +4/+1/+5 | Init + 1 | Percep +6

If we hold up the head of the witch then it might demoralize the savages and take the fight out of them.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

I don't want to spend a bunch of out-of-character time debating this (it took forever just to decide how to GET here). What I'd like to do is just go with the flow and see where it takes us. I think that's more fun than stalling the game for an extended period of time. Our characters really don't have that much time to decide what to do. It's a do or die situation.

Going back to the tree and coming back to the camp repeatedly might seem like the "logical" thing to do, but it's not very exciting, heroic, or fun. I like the tension of the fact that our characters are in real danger here, and the stakes are huge. We're taking big risks, and it's thrilling! If we die, at least we died doing something truly worthwhile.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

I'm going to withdraw to the room Quinta and Ishirou are in on my next turn. There's not enough space in here! That means if you're planning on doing anything involving the cannibals on your turn, you should wait until I'm out of your way. Obviously this doesn't apply to Joll's current turn, but to the round right after that.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Anyone interested in a slow paced Age of Worms game? We just lost a player its much slower than this, been really fun so far. We're 2nd level exploring an ancient trapped tomb and just about to return to town to sell our loot. Probably 2 to 3 posts a week per player pace.


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

Red alert! My network is being extra crappy, so I may not be able to get online - reliably - at home for the foreseeable future. o_o Please NPC me if needed…


M Human Inquisitor 1 HP 14/14 | AC 14 FF 13 Touch 11 | Saves +4/+1/+5 | Init + 1 | Percep +6

I am thinking in metagame terms here. If Joll and Sasha let go of the door and back up 5' each then the savages would enter and try to swarm them. Provided that Joll and Sasha are positioned correctly they could flank any enemy that enters and Sasha would gain sneak attack damage on her attacks. Anyone moving through the square that he and she jointly threaten would provoke attacks of opportunity as well, correct?

Of course, they are unlikely to take out a savage every round. So this would probably result in the room being flooded with irritated cannibals.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

All them winning the Str check would do is open the door. They would need to bulrushes or tumble their way in to. Of course they could just attack to.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Jack do you want to run Ishirou while you are out of it?


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Sure, I can do that. Just tell me when he's up. :)


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

He's right after Quinta. Current stats AC 12, hp 14, MWk Katanan +5, so +7 with bardic music and bless, doing 1d10+3 damage +4 for bardic music. Saves +1, +5, -1. 1d6 sneak attack, acrobatics +5, and he has combat expertise and quick draw.


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

So... How are we doing, guys?


HP 10/10, 0 NL, AC Chelaxian Human ***INACTIVE*** Life Oracle/1

Not dead yet.


We need help! :)

Someone flanking would be nice. :)


Joll... it's your time to shine here!

I figure you kill the chief, lop off his head, and intimidate the cannibals by speaking infernal to them.

They had 'Klorak the Red' but never counted on our very own Asmodeus-loving, Infernal-talking redhead! :)


M Human Inquisitor 1 HP 14/14 | AC 14 FF 13 Touch 11 | Saves +4/+1/+5 | Init + 1 | Percep +6

Blush. You flatterer, you!

I had been thinking the same thing when I considered our situation. Thankfully, Alexite proved to be the better man with a blade than Klorak. Now, if this works, you will get a shiny new magical Falcata!


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

To Do List:

  • Kill the lemure.
  • Get out of witch line of sight.
  • Heal the injured.
  • Clear out the remaining cannibals. (My kingdom for a fireball)
  • Investigate the rest of the lighthouse.
  • Activate the lighthouse or figure out how.
  • Deal with witch, possible cannibal stragglers/undead minions.
  • Win.


  • Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

    Whoo! Go, Alexite, go! ^^

    You the man - except for blaming me for that missed crit.
    Just like an alpha male to blame a girl when he fails to perform. :p


    HP 10/10, 0 NL, AC Chelaxian Human ***INACTIVE*** Life Oracle/1
    Jack Sand wrote:

    To Do List:

  • Kill the lemure.
  • Get out of witch line of sight.
  • Heal the injured.
  • Clear out the remaining cannibals. (My kingdom for a fireball)
  • Investigate the rest of the lighthouse.
  • Activate the lighthouse or figure out how.
  • Deal with witch, possible cannibal stragglers/undead minions.
  • Win.

  • ???
  • Profit!


  • Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

    Advance warning: I will be going on holiday the 27th, and will remain away until the 5th. I should be able to get online during that time, but there are no guarantees.

    The internet at home continues to be worse than spotty...

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