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

What concerns me is that even though the cannibals can't see in the dark, any undead there can, and there may be some out as scouts.


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

Good point, Dragolan.

Joll can Detect Evil/Good/Chaos/Law at will. Theoretically, he should be able to do so as he walks. This would alert him if something evil/chaotic is nearby. However, skeletons and zombies probably would not. In the case of zombies, we can outrun them or draw them into an area where you could blast them with positive energy. That would work with skeletons too, but we would not have any speed advantage over them.

Overall, I think Alexite's plan is feasible. We should establish a set of signals for Jack, though. Perhaps, one whistle means 'I have found the prisoners' and two whistles means 'enter the camp'.

And if it fails we can always blame Alexite for it.


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

You can't really use Fascinate in combat effectively.

Hostile actions break the effect on creatures, and the bard cannot maintain the fascinate performance with any nearby combat taking place. Even if none of us took any hostile actions against the cannibals during the effect, we're clearly enemies to them and anyone who approaches thereafter. If even a single cannibal saves against the initial effect, it'll begin combat and that combat action will immediately interrupt Quinta's performance (thus freeing all fascinated cannibals simultaneously). All it would take is someone with a bow shooting at us from the village to ruin that whole plan. Talk about dangerous!

It's more useful in the situation I suggested in the gameplay thread. Fascinate is more for distracting a group of people who don't consider you an immediate threat (i.e. a disguised cannibal Quinta).

If you think that taking on the cannibals 4 vs. 25 is a safer plan, I would have to politely disagree. There isn't really a hands-down safe way to deal with this village. It's got the potential to get us killed no matter what we do. I just think we should try to be sneaky about it rather than brazen and ham-fisted.

If Alexite and Jack snuck in together while a disguised Quinta fascinated them (which gives them a -4 on all their perception checks!) we'd have a good chance of being able to sneak through the village without any problems and free the prisoners if they're still alive. Hell, if we found any sleeping cannibals in huts, the two of us working together could absolutely coup-de-grace assassinate virtually -anyone- who is isolated and unconscious.


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

That still runs up against the possible presence of undead in the village. I think we need more information about what's actually in the village (and we might want to talk to Aycenia, if it's not too late for 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

Joll Spellcraft: 1d20 + 5 ⇒ (14) + 5 = 19
Quinta Spellcraft: 1d20 + 6 ⇒ (14) + 6 = 20

Quinta knows from Aycenia's comments that the dryad has been using some ability that seems identical to the Commune with Nature spell. Its a bit blurry and might take a while to yield useful specifics. The dryad has also stated she can only use it once per day.


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

Undead are a risk that we just have to live with. We don't have time to fuss over every minor detail. We just need to try and sneak in while Quinta distracts everyone. If we get caught, we'll do our best to run away. Quinta will probably be safe because they'll still believe she's one of them. She just needs to pretend like she's attacking us with everyone else, and then get out during the confusion of the chase.

Like I said, there is no guaranteed safe way to do this. There just isn't. We have to risk our lives, and sneaking in seems like it could be effective. We don't have any bargaining chips and we don't know the motivations of the witch or the cannibals well enough to negotiate with them, nor do we have time to find out. We have two basic choices:

1. Cloak and dagger infiltration
2. Fight them

Technically we don't have to save them. We can let them die and we can just look for a way off the island on our own. That's not very heroic, but it's the safest option for all of us. I don't really support this method, but I'm just saying that we can technically do whatever we want and we don't actually have to engage in a potential suicide mission at all.

I would say that we're all heroes and that we should just do what heroes do -- take a chance and save the day.


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

AIUI, since Quinta is a first-level bard she can fascinate *one* target.

PRD wrote:
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

(Emphasis mine.)


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

Dang. So much for that plan. :-\


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

Alexite and I can shoot at them from a distance while Quinta, Joll, and Dragolan cast their buffs. By the time they get to us, we'll be ready to throw down. Alexite's scabbard can make him really, really strong for a few rounds. Joll and I have higher AC now, and my sneak attack is stronger than it used to be. Dragolan's channel energy is 2d6 now, too.

We know these guys are pretty easy to hit, especially when they're raging. If we're quick and focus our fire, we can possibly cut them down before they do too much damage to us.

Because some of them are asleep, they'll probably come out in staggered waves. As long as we're able to kill them at a steady pace, we might avoid getting too overwhelmed.

That's the best argument I can make for a combat resolution.

@Carpe: If we TPK, is the campaign over? Since almost all the NPCs we could assume control of have either been captured or killed, that doesn't leave us many options for resuming unless some new people were written into the story, right?


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

We can string a couple of ropes up across the easy access lanes to where we'll shoot from, which should at least slow down anyone charging 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

Right so what do you want to do immediately? Move forward towards the camp stealthily to x distance/when you are spotted/something happens?

Jack I think if we TPKed we could discuss it and decide what we wanted to do, if you wished to continue I'd be happy to do that, but we'd probably skip to the beginning of the next module and have you begin with new characters since that would make more sense and allow you to have a freer reign. If it left a bad taste in your mouths to continue for some reason I'd be happy enough to pick another AP to run, maybe the new Reign of Winter?


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

We should at least go to a certain point, then let the stealthy folks scout ahead.

Maybe a better plan will then occur to us?

If we're spotted and the cannibals come to us... we have to try attrition.


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

Let's play this out and go from there.

Carpe: Either of those suggestions works for me.


Joll wrote:

Let's play this out and go from there.

Carpe: Either of those suggestions works for me.

Agreed, plenty of time to figure out what to do if something undesired occurs.

Game on!


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

"We who are about to die salute...um...ourselves?"


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 that you found the cannibals you spoke with spoke a crude pidgin form of infernal.


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

Come on guys, let's get stuck in here. Sometimes you just have to pick something and go with it.


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

I haven't posted because I'm just going to go along with whatever everyone does. I'm ready to move on at any cost. Live, die, success, failure.. as long as we just do something. I'm not going to complicate it with further discussion or padding. Go!


I'm been itching to go for a while. I think the latest 'plan' is for Quinta to try and distract/fascinate one guard while Jack and I pepper him with arrows. After it falls, we turn on the other one.

Let's give Quinta another 24 hours to write something. If she doesn't post then I'll do it.


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

FYI that will require a pretty substantial linguistics check Quinta does not speak infernal, and Joll does not speak pidgin infernal. It the equivalent to a "normal" English speaker trying to teach a French only speaker to convincingly replicate a barely understandable Scottish accent he has only heard 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

Well, given the language barrier... I've thought of something else. I may never live it down. :p


If you're thinking: bat an eyelash, nod your head, swivel your hips, make suggestive faces and body poses, etc., then go for 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

Well, I didn't write outright that 'Quinta starts to do a pole-dance', but it's basically what the bodacious demonic body-disguise was for, so... yeah. ^^; Knowing the default male response to 'scantily-clad woman dancing seductively', combined with the cannibals Chelish background, the diabolic stripper-act should get me a moment's delay, at least. :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

Heads up, people! I think the midden just hit the windmill!


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

Lol, well I'm pretty sure I've not read about anyone using that method to assail the camp on the Serpent's Skull boards!


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

Of course not.

The cannibals don't have a windmill. ;)
Or did you mean the 'exotic dancing'?


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

They have a Lighthouse, that's kinda like a windmill :)


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

Have you ever seen a real, working windmill? :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

As for the 'Joy, chosen Halak!' - I have a theory.

Maybe the guy who killed Halak thinks a demon/devil came to claim Halak's soul, and that is why he stopped reacting. Killing his physical body speeds up the process...


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

Nicely done you Rolls on the 'prostitute' chart in the first edition DMGSaucy Tart, you.

You were hoping for "Brazen Strumpet", weren't you? No? "Expensive Doxy" then.


DM Carpe wrote:
They have a Lighthouse, that's kinda like a windmill :)

Did you mention this before and I just missed it?

Do you mean a 'lighthouse' like a 'ship-signaling-get-me-off-this-island' kind of lighthouse?


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 did indeed, mentioned it a few times, I know Pezock did at least twice.


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

It's dark at the moment . BTW, I am in meetings all morning, and will be unable to post.


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

@ Joll: I'll settle for 'gal who actually managed to maze one of the cannibals, as planned'. :p


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

Nicely done you Rolls on the 'prostitute' chart in the first edition DMGSaucy Tart, you.

You were hoping for "Brazen Strumpet", weren't you? No? "Expensive Doxy" then.

Looking back at that table, it was entirely TMI about EGG, IYKWIM (AITYD).


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 have never once seen that table, and your abbreviations confuse me. o_o; The only thing I got was 'TMI'.


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

EGG: E. Gary Gygax, who should need no introduction ;-).

IYKWIM (AITYD): If you know what I mean (and I think you do)

The table in question appeared in the 1e Dungeon Master's Guide, as a supplement to an urban encounter table. If the DM rolled that the party encountered a prostitute (assumed female), the DM would then roll on the table in question to determine what sort of prostitute the party had encountered. (The terms Joll used are taken directly from the table, btw.) The table amused the teenaged me when I first read it (in 1979! Where did the time go?), but looking back, it...let's say it didn't age well. About the only thing I can say about it is that it's not as bad as F.A.T.A.L.. Oh, and it's better than a thesaurus--if you're looking for synonyms for prostitute.

ETA: In case it wasn't obvious, I'm thinking that the presence of a table like that in AD&D says far more about Gygax's particular quirks than it does about good game design.


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

Jack, would you mind taking point? What with you being the one with the keen Roguish trapfinding skills and all? ^^


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

Carpe:

Would you please let me know if Joll can use his domain ability on himself. I read a guide to inquisitors that stated that this power can only be used on others.

Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


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

Nothing about that text indicates you cannot use it on yourself in my book, and I've always understood that and similar abilities could be used upon yourself - similar text certainly means that in other abilities and spells. So yes Joll can use it on himself.


Sorry guys, I wasn't aware that you wanted Alexite to do something else (which was never discussed). In hindsight, I don't think Alexite would have agreed to 'calm' a large lizard obviously meant to be a watch dog. Alexite was hoping to kill this lizard as quickly as we did the other watchmen.

Carpe: let me know if you need further information from me.


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

I think they figured that you'd be able to use your Wild Empathy class feature to placate the beast. Here's why that's likely to fail:

The class feature functions exactly like Diplomacy to improve an animal's attitude. This creature is probably hostile when initially encountered. The DC is somewhat high to improve its attitude (25 + creature's CHA mod) when you consider Alexite only has a +3 on this check (ranger level + cha mod). It might be possible if the Shiv Dragon has a negative charisma modifier of -2 or more, but beating the DC by 5 to improve its attitude to indifferent in a single check is impossible. A second successful check would be required against the adjusted unfriendly attitude DC (20 + creature's CHA mod).

The chances are slim to none. He's just not that kind of ranger!


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 too tired to update properly tonight, it is going to attack, there's a decent chance you might kill it before it gets to do so though so I'll roll the init and let you crack on.


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

Jack:

The lizard is tethered. This might deny it any dexterity bonus and make it ripe for sneak attack damage. If not, it should not be too hard for the rest of us to flank it with you.


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

Either way, it's flat-footed because it hasn't acted yet, so I still get my sneak attack against it. I don't know how many hit points it has, but it might very well be dead now! We'll find out in the 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

It's kinda creepy to think I may have been dreaming through the witch's eyes. o_o


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

Hmmm. I was leafing through the sourcebooks and found the Dispelling Strike-feat. It looks tasty, but it seems counterintuitive since my Base Atk. is fairly low, and I don't have a Str. bonus to damage.

I think that once (if) I hit level 7, I might take Lingering Performance. Though by that time, shouldn't I be eligible to have taken the spell Haste already? That could be more useful than burning the feat slot for my Inspire Courage-ability's sake...

Any thoughts?


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

Well, personally I think you should just level Bard. It seems like that's really what you want to play. Your build choices seem to revolve around buffs, performances, and melee attacks (all of which the bard does better than a sorc). Right now Quinta's abilities are a bit meandering. You've only got one level of Bard, but it seems like that's the class we see the most of out of Quinta.

What's your ultimate goal for her?


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

To be able to buff my allies, control my enemies, be able to kick ass with magic and muscle when I need to, and look fabulous while doing it. ;) I'm thinking about three levels of Bard, at least, and Serpentine Sorceress for the rest.

Bard has given me the opportunity to use a lot of skills, and Sorceress gives me the potential for some nice, brute power. I like to play the advantages of both. ^^


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

Gosh.

Now I feel sorry for the man. o_o Charm- and Dominate-effects can be right nasty. I'm going to have to take extra care to use them ethically hereafter...

*EDIT* I'd almost like to suggest Jack coup de grace's the ex-captain with a thrown knife, while he's in a position to do so, but that guard -- an elder ghoul or a ghast? -- might raise the alarm if he does.

My apologies for flaking on the interpretation of the dream. *humble bow* I didn't recognize Kovack from the description. ... And now I think I might have been dreaming through the eyes of Ieana, rather than the cannibals' witch. o_o;

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