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

Woof, sorry for the slow down guys loooot of hours at work this weekend.


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

It happens. ^^


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

I'm moving to G8 on my next turn. The maximum damage Jack can do to these skeletons is 1, and he must roll max damage to do it. I will probably just fight defensively since I care more about not being hit than the 25% chance to do 1 damage. :P Feel free to slide Ishirou or whomever else into Jack's old spot so that more people can fight.


Why doesn't Jack go for the witch then? Tumbling past the skeletons maybe...


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

That seems excessively risky for very little payoff. I'm good here.


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

Alexite should take the falchion since he is the only one who can wield it. Quinta is the only one who can use the wand so she should take that. There are enough pearls that everyone can take three and there will be two left over. Perhaps we should make a gift of them to the dryad.

Since Dragolan is the main healer, I think he should take a least one potion of cure light wounds, a potion of restoration and an anti-venom potion. The tanglefoot bags should go to Jack, Sasha and Ishirou since they are the stealthy folks who can use them to disrupt pursuing enemies.

I never used a smokestick in a game but I think they are also things best used by stealthy characters. If Quinta is going to take any spells like Fog Cloud or Pyrotechnics then she should get one.

Joll will want to grab a potion of cure light wounds. He has a tendency to fall to negative HP once in a while.


I'm Ok with the loot split and also willing to give up my scabbard of vigor if someone wants to use it.

Is anyone keeping a good record of the loot? I ask because I'm not. I looked at my character sheet and only have the scabbard of vigor written down and I'm sure Jack gave Alexite some of the gold teeth to buy a composite longbow.

At one point, we should balance out everyone's loot to make sure it is fair.


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

I'm not too worried about the monetary split right now since we can't spend any coin yet anyway. We can worry about that later. All the items can go to whomever wants them. Jack doesn't really need any of them. We can just compare the value of gear once we get to a place where money is viable and the person who has the least valuable gear will get an appropriate share of the gold to make up for it. Easy.

I think that at least one person who is not able to heal themselves or others should have a healing potion, if not for themselves, then for a healer who drops and cannot be healed by any other means. What would we do if Dragolan and Quinta were incapacitated simultaneously? It's not that far-fetched. A potion could allow someone to survive, or administer healing to an incapacitated healer.


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

Dragolan is tough to incapacitate through damage; 14 CON, lots of ways to heal himself, and Diehard means that he can go to -13 HP and still function well enough to cast a CLW on himself or channel energy to heal (or drink a potion). Remember that you don't take the damage from a standard action until after the results of the action.


Good idea; we'll reconcile treasure later.

In the meantime, I am going to write down on Alexite's sheet the following: scabbard of vigor, falchion +1, potion of cure light wounds, and red pearl (1).


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

Joll is going to take a pearl as well and at least two javelins. We can justify taking all the curative potions for the party because we had to save the others from the cannibals and we do most of the fighting on a given day. The NPCs might feel otherwise, of course.


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

Let's just hope Dragolan never gets nauseated, panicked, paralyzed, pinned, or stunned. Panic and stun would be particularly nasty since he would drop all held items and his oracle curse would then teleport them away from him.

It sure would be nice if we had some potions to get us through the rounds in which he was unable to take standard actions. Just sayin'!


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

They don't teleport away, they just move ten feet away. Unless I've misread the nature of the curse all this time.

ETA: I think he can channel while paralyzed, too.


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

I only proposed having Dragolan carry one potion of CLW. We should spread them out among the non-healers as well in order to minimize our dependence on Dragolan and Jask. I think Dragolan should also carry a potion of restoration in case he gets hit with a negative level, since that would drop his healing potential in half until he regains the level. The antitoxins might come in handy for all of us, if the name of this AP is any indication.


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 wand of Vampiric Touch, huh? Interesting...
I don't have immediate plans for taking Fog Cloud or Pyrotechnics. For my next 1st-level spell, I feel more drawn to Magic Missile; I'll be getting Hypnotism as a bonus spell at next level-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

Given your fondness for tripping, and using your whip I would suggest considering True Strike. It takes a round to set up, sure but if you can get it off its a virtually guaranteed success against most foes. On the other hand it is just as good from a wand.


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

Regarding Jask going down its your decision, but he'll get a portion of XP and I may up the challenge a little. If he does go down I'd like one of you to run him.


DM Carpe wrote:
Regarding Jask going down its your decision, but he'll get a portion of XP and I may up the challenge a little. If he does go down I'd like one of you to run him.

What? What about my pep talk? Doesn't that account for anything? :)

I'm not running him so he can stay up as far as I'm concerned but remember what happened to the NPCs last time they were away from the PCs...


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

It might also be advisable for someone to remain up above just in case an enemy comes by and decides to cut the ropes we used to climb down.


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

I'll run him since Jack isn't going.


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

This is one of those things where I think I'm going to have to ask you to work with me a bit Jack. You have a number of reasons to go down, it's your only clue to where the woman who wrecked you here is, releasing a man whose only crime was to be dominated from a fate worse than death I've told you IC your opinion on this was wrong. It also looks like its going to take a week to fix the Lighthouse I would think Jack's pesemism would lead him to assume that the ghouls would attack in that time - afterall who says there is only one entrance to the caves? After all why was the Ligh house never completed in the first place...

Sometimes your character needs to fit the adventure a little or you need to make another one that does. I'll try to give you plenty of logical reasons, but there's only so many reasons I can give with the information available to you. I think it should be pretty easy to both stay in character and justify Jack going down.

I'm not sure why this is more of an issue than many other encounters so far? Because of Jack's brush with ghoul fever perhaps? I feel like the reasons for going down there ought to be pretty compelling.


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

Well, I don't want to fight about it because that's not very constructive. I'll be a team player.


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

Booyakasha! Cantrip FTW! ^^


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

Sorry folks not got the time for a proper update tonight, be up tomorrow.


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

Rats. I missed. :(


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

2,000 game posts! Nice job, all!


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

Nice! I would estimate we are about 4/5 of the way through the module, and I've say for the most part you guys have had it far tougher than by the book so kudos!


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

Yay, us. ^^


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

Out of character I'll point out that we've arrived at one of the more frequently mentioned encounters in The Serpent's Skull Obituaries thread. Get ready to bring it!


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 this really is a coven of vampires, then I can see why it's considered such a lethal encounter. o_o

And me without a magic weapon...


Vampire coven?

Surely not!

At least three of the four 'creatures' were weaker so that's good... :)


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

Vampire spawn. o_o

I realize the rules for vampires have changed somewhat, but that's still what I thought of.

In any case, it seems we're fighting another spellcaster. 'Cause that's just fun. ^^; Maybe I should take a ready action to counterspell, if she's packing Charm magic.


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

I'll point out I gave her a healthy bonus on her sense motive there because of the rather implausible nature of Quinta's story.


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

I think we're boned.

Can we take an inventory of the abilities we have left for the day so that we can determine what we're working with?

I've got a magic dagger but risk vs. reward dictates I shouldn't attempt using it here. I'm down for letting Joll or Dragolan borrow it if the two of you are getting into melee. I can't sneak attack any of the undead creatures we're about to fight anyway. I have a bow, but once the fight gets to the melee phase, I probably won't hit with it much, if at all. Jack is kind of a skill oriented rogue, so encounters like this are difficult for him. He's essentially going to be a below-average fighter with no combat feats for this battle. xD


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

Undead aren't immune to sneak attack anymore, so we just need to position them the right way. ^^;


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
DM Carpe wrote:
I'll point out I gave her a healthy bonus on her sense motive there because of the rather implausible nature of Quinta's story.

And I still managed it! :D Hooray!

... But now I pretty much have to start taking ranks in Bluff, don't I? ^^;


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

I think we're boned.

Can we take an inventory of the abilities we have left for the day so that we can determine what we're working with?

I've got a magic dagger but risk vs. reward dictates I shouldn't attempt using it here. I'm down for letting Joll or Dragolan borrow it if the two of you are getting into melee. I can't sneak attack any of the undead creatures we're about to fight anyway. I have a bow, but once the fight gets to the melee phase, I probably won't hit with it much, if at all. Jack is kind of a skill oriented rogue, so encounters like this are difficult for him. He's essentially going to be a below-average fighter with no combat feats for this battle. xD

If Joll can hit them with a mundane weapon he is better off using his morningstar. If not, then he has an ability to let his weapons bypass damage reduction. So, I think Jack is better off with the dagger and flanking opportunities.

But I agree, we are likely boned.


We are not boned! (says the guy who was frozen in the last fight).

C'mon, keep that chin up.

Being ready the minute anyone comes in through that door will go a long ways in winning this thing!


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

I thought we were boned in the fight against the cannibals in the lighthouse. So what do I know?

The spokeswoman (spokesdead?) is likely a spellcaster. I think that readied actions to disrupt spells should be on the menu for us.

Whatever the outcome, I have been having a lot of fun in this game.


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

Don't forget I'll be sponsoring you guys with Inspire Courage +1 from the start of this fight.

Hit fast, hit hard, and we'll see what we can achieve.

If worse comes to worst, just try to make it out of the caves and back into the light; Plan B (running away) may be a novelty for us, but it might just work. ;)
If we survive to level again, I think I'll take Good Hope if I can, just to stop all the pessimism. :p


I just want to congratulate DM Carpe because he is running a game where the players actually care about what's going on and are fully invested in their PCs.

DM, you're doing a good job!


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

Ah, I didn't know that Pathfinder changed those rules about sneak attack. I still can't do it, because I've got 11 health lol.


I suggested IC in the Gameplay thread that Jack, Joll, and Alexite (in that order) should receive healing spells so I'm hoping Dragolan and/or Quinta take the hint...

Dragolan hasn't posted since I posted that so I'm sure he'll see the logic of heal now and not waste an action to do so later.


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 only have two healing spells / day and I was talking to the creepy undead. ^^; If I could somehow sneak in a healing spell for Jack when I wasn't talking to her - 1d8 + 1 ⇒ (6) + 1 = 7.


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

I'm fine with that Quinta she's given some pretty long diatribes.

If it helps any this is pretty much as written, and I'll point out I've said you can all have three rounds for buffing healing. Its very nasty for its CR, but you guys have faced much higher CR encounters.

PF is still loosely based upon a 4 encounter per day expectation, and you've only had two CR 3 encounters thus far, so suck it 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

Hey, I like chatty villains.

It's the efficient ones who bump you off and then monologue to their loyal minions that you've got to watch out for. ;p


Just let Dragolan have his say on the healing request and then... we're ready! :)


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 guess Yappy the Ghast was asking whether I'm actually Serpentfolk or not... Maybe I should have taken Aklo as a bonus language. ^^;


Carpe, don't make us wait until tonight!

I'm assuming all four things came in but what sort of undead came in with the lacedons?

What is Nylithati? Can we even tell?

A vampire (little one hopefully)? :)

We don't need to know hp but what about AC?


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

Unto the breach!

Joll drank his healing potion already and it at about 3/4 HP. He has buffed himself for AC and attack/damage rolls. His judgment ability will last for the duration of the fight.

If we can confine them in a tight space then Quinta and Joll can fire Disrupt Undead at them. It only causes 1-6 damage but it helps avoid melee. However, Joll can inflict more damage in melee.

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