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

Dragolan carefully packs away the gift. "Thank you, milady. When we have been rescued, I will treasure this reminder of your kindness."

He listens to the ensuing discussion, thinking. "Well, I am no soldier, but in my adventures here I have learned that fighting four or five is easier than fighting eleven, even with the aid of a militant but eccentric tengu and the redoubtable Ishirou. It would seem prudent to guess that fighting eleven would, in turn, be easier than fighting twenty-five. However, I suspect that they do not go everywhere together. Perhaps if Aycenia can tell us when they go their separate ways, we can find a smaller group and defeat it, recover from that effort, and then go on against the chupacabra while the rest are licking their wounds. Now, these rumors of monsters are troubling, as are our hostess' words regarding the caves beneath their camp, but I shall be honest: fighting is always dangerous, and if we can be rescued without having to fight every beast on this island I shall welcome that. I fear, though, that to obtain for ourselves the time to set up a beacon we shall have to pacify this place."


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

To Joll Aycenia replies,

"I do not know, but he had a hut," she leans over the groups map and points, "long since abandoned."

Island Map


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

"That's quite a bit out of our way, but we can check it out if you all think there might be something of importance there. We need to decide how we're going to approach this situation and then take a plan to action."


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

"Loath as I am to admit it, I agree with Jack," Quinta says. "Maybe the captain left a journal? Or something else that can tell us more about those flaming cannibals before we have to fight them."

Apparently without thinking about it, Quinta reaches up and scratches her neck while she speaks.


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

"I concur. The more that we know of the way the present situation came to be, the more effectively we can challenge it."


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

"I was thinking the same thing about the Captain's journal, should such exist."


Alexite nodded his head, "As I've stated before. I think Jack should do a little scouting to find out more about the layout of the camp. And if we can draw out a small group of them... maybe follow them when/if they go out to hunt or something, then the situation will be much better."


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

"Alexite, these sailors degenerated into savage cannibals in less than two generations. Something must have had a hand in that beyond the absence of civilization and the restraint of its laws. We have to know what moved them to their pitiful state. If the captain of the Thrunefang was a responsible officer then he would have cataloged the cause of the degeneracy, assuming he identified it. His journal or log might well provide vital to know what it is before we confront them. We might even learn something that we can use against them."


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

"Alright. Let's go to the captain's hut and see if we can find something out. Afterwards, I'll try to scout around the camp. I think it would be best to do that after dark to avoid being seen, but we can discuss that more once we're ready to actually 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

The group spend the day recovering and enjoying the relaxing and comfortable atmosphere about the banyan tree while Dragolan periodically checks on their progress. A comfortable night passes with stories told, mostly by Gerik, and Sasha acting petulant about missing out on the groups treasure hunt - for which she clearly blames Ishirou.

"You helped everyone else, but you won't even help get me a teeny little lizard!" She snaps at Joll, "well here's a secret of The Red Mantis I'll teach you for free - you are a ginger git!" Then she stalks off into the trees muttering.

"Goodness," says Aycenia, raising her eyebrows.

Otherwise the night passes peacefully and the group awaken the next morning with Dragolan moving to check upon Jack and Quinta.


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

"Sasha," Quinta calls after the petulant 'assassin', "take it from me: none of the wildlife here is worth taking home. Er, no offence intended, lady Aycenia, but as beautiful as your island is, it's bloody dangerous here."


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

Sasha calls back a most unlady-like suggestion and returns to the camp later that night in sullen silence.

The group offer to lend Aycenia the pearl of power, but she tells them she cannot use it and instead they offer it to Jask for the time being. Jask offers to accompany the group to speed their journey saying that he can accompany them with Ishirou and Sasha until the heat of the day and then use his pearl to recall an endure elements so they can all continue on while he Ishirou and Sasha wait out the heat and return to Aycenia. That way the group ought to be able to make the journey there and back before nightfall, so long as they don't dawdle.

In the morning Dragolan checks out Jack and Quinta, both of whom seem markedly better. Dragolan concludes that Quinta has thrown off the disease, but Jack might still be at risk of a relapse.

Aycenia once again uses her restorative magics and both are restored to full health. After a breakfast of exotic fruit, the group set out. Just before mid day they pass a familiar type of trip wire trap, though this one has been sprung and a bloody monitor Shiv Dragon, a great monitor lizard nearly six feet long hangs dead from the trap.

Jasks casts endure elements on all of the group, before he Ishirou and Sasha seek a shady spot to wait out the heat. For the first time the group feel truly comfortable traversing the island their bodies staying a perfect temperature and even the humidity seemingly held at bay.

Eventually as the rains begin the group come across an over grown jungle path inf the vicinity Aycenia indicated and follow it to where a partially collapsed hut stands upon the banks of a burbling stream. the hut itself seems to be made form a combination of driftwood and tree trunks, with a roof of wide leaves and strips of rotted canvas sail. The front door to the hut stands partially ajar. Dozens of bones and skulls - quite obviously human in origin - decorate the hut and the surrounding area each bearing numerous nicks and scratches.

Inside the hut the group find bits of a an old chair carved from a tree stump, fragments of fabric, and rusted bits of metal.

Joll:
You spot a leather bound journal tucked in a sheltered niche in the wall. The journal is well made, but the years have not been kind to it and you can only read a small fraction of its contents. Captain Beliker's JournalPlease repost the journal link if you decide to show it to the others.

Quinta Fort: 1d20 + 7 ⇒ (10) + 7 = 17
Jack needs to succeed on tomorrows save to be cured.

Quinta I note you have not noted Jask's +2 to concentration checks on your sheet, its a useful ability so wanted to remind you and anyone else who casts spells about it.

Perception Jack Sand: 1d20 + 7 ⇒ (2) + 7 = 9
Perception Quinta Wist: 1d20 + 4 ⇒ (4) + 4 = 8
Perception Joll Beliver: 1d20 + 7 ⇒ (6) + 7 = 13
Perception Alexite Krupt: 1d20 + 7 ⇒ (1) + 7 = 8
Perception Dragolan Canario: 1d20 + 1 ⇒ (1) + 1 = 2


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

Dragolan is obviously taking an interest in a butterfly pollinating a flower at the moment.


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

Quinta blushes a bit at the butterfly pollination.

DM:
I have added it, actually. ^^ I think it's somewhere around the Skills-section.


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

For long moments Joll stands silently reading and re-reading the legible parts of the journal. His eyes are narrowed and his jaw is set forward in a scowl as he turns the book over several times. While still looking at the pages, Joll says to the others "The witch that Aycenia spoke of must have been aboard the Thrunefange. She corrupted the crew and turned them against the captain and toward their pitiful state." He then holds the journal out for the anothers to read it.

"She must be wiley enough that confronting her directly would be disastrous. Picking off groups of her cohort would alert her and move her to fortify her defenses. I think that stealth would be our best course of action. If we kill her then the rest might lose their cohesion."


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

The oracle reads over the intelligible fragments, muttering to himself, before passing it on to anyone else who wants to look at it. "Cannibalism, immortality and ferality? Perhaps now we know the origin of the ghouls in the treasure pit. But all of the tribe we fought thus far have apparently been fully human...the stock from which the ghouls are drawn? Certainly the witch we faced a few days ago had lesser undead with her; do you think that was Beliker's Nylithati? Still alive after this long?"


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

"If she could cause the dead to walk, I don't see why she could not live past a normal lifespan. Or perhaps this Nylithati is the daughter of the elder one. In any event, she is a threat to us as long as she lives."

Joll looks at the others and appears to be engaged in some mental calculations. His gaze lingers longest on Jack and then on Quinta. "A frontal assault would be suicide against their numbers. That much we all agree on. The suggestion that we ambush them as they foray out in groups has merit, but when a patrol fails to return then it will give warning to this witch, Nylithati."

"I think deception is a better approach. If we can draw the patrols away from their home it will diminish the witch's defenses. That would give us time to assault the camp and kill her before making our escape. It would not finish all the cannibals but it should throw them into disarray and make them easier targets later."

"I have no skill at ruses, though. Do any of you?"


Alexite nodded, "Those are all good suggestions but they would be even better once we know more information about these people. It makes a big difference if we're up against 20 cannibals or 50. Do the 'patrols' go out for a few hours or do they go out for days at a time? I know we all want to leave the island as quickly as possible but information here is key."

He sighed, "Maybe you don't want to hear this but I think we should scout these people out at least for a couple of days, maybe even a week and then make plans based on better information."

I know it sounds like this would kill the PBP time wise but perhaps scouting them out for a week means a few stealth and perception rolls and then the GM can provide more info. Thoughts?


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

"No, I think you are right. It sounds like your experience as a soldier is of value here."


Joll wrote:
"No, I think you are right. It sounds like your experience as a soldier is of value here."

Alexite was pleased that his thoughts found an echo in the group. "And what about the camp itself. Is it some straw huts or are we talking fortifications like maybe a palisade?"

He then read over the journal. "It sounds like these people are a superstitious lot. I don't know how yet but maybe we can use that to our advantage. Do we all agree that this Nilithati seems to be the witch we saw a few days ago?"


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

"I do not think we know enough to say yes or no to that; the witch we met earlier was not forthcoming with introductions, and Captain Beliker was likewise not forthcoming with descriptions."


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

"The witch - whoever she is - knows we are here already, though," Quinta says. "And we have already killed some of her underlings. The longer we wait, the more time she has to prepare for the final battle./b]

[b]Me, I'd suggest picking off the cannibals' patrols; it'd be a war of attrition. I have a trick that can keep those whose will is weak standing still and fixed on me, which may come in handy." (Bardic Fascinate.)

"As for their being superstitious, I think my new headgear can help with that."

The hat on Quinta's head goes from straw to tricorn, just as Quinta herself seems to change into a radiant Aasimar. "See what I mean?"


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

Finding nothing more of note in the hut the group head back to Aycenia's tree, but as they make use of the trails to avoid the thick jungle they come across blood splattered liberally across the ground, the path churned as if by large numbers.

As they examine the site Tito shrieks excitedly attempting to drag something from the bushes and drawing Alexite and Quinta's attention to a terribly familiar holy symbol of Nethys....

Perception Jack Sand: 1d20 + 7 ⇒ (4) + 7 = 11
Perception Quinta Wist: 1d20 + 4 ⇒ (11) + 4 = 15
Perception Joll Beliver: 1d20 + 7 ⇒ (5) + 7 = 12
Perception Alexite Krupt: 1d20 + 7 ⇒ (8) + 7 = 15
Perception Dragolan Canario: 1d20 + 1 ⇒ (9) + 1 = 10
Perception Tito: 1d20 + 10 ⇒ (8) + 10 = 18


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

"Oh, no...!"

Quinta draws her blade and slices away the bushes, freeing up the holy symbol and checking for anyone trying to hide in the bushes.

"Jask? Sasha? Ishirou?" she hisses, glancing left and right for possible traps.


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

"The savages have made their move before we could. I see no alternative than to proceed against them now."

Joll squats and examines the ground around the area for tracks that the captors might have left. After only a brief moment he stands, closes his eyes and bows his head. In the Infernal tongue he mutters "Asmodeus"

spoiler for the rest:

Spoiler:
"Impose order on this scene and on my efforts."

Then he squats again and begins checking for signs that the assailants might have left.

Joll uses 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. to give himself a 20 on his Survival check to track the assailants.


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

Perception for all useful tracks: 1d20 + 4 ⇒ (9) + 4 = 13


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

Holy crapppp. None of my campaigns have been showing any new posts, so I thought everyone had just up and disappeared. On a whim, I checked the gameplay thread just to make sure, and UGH I missed so much stuff! Sorry about that.

By the way, Jack's perception is +11 now, not +7!

Jack, who had been strangely quiet for most of the trip suddenly sucked in a loud and dramatic gasp as he realized the implications of this gruesome scene.

"If the cannibals took them, they might still be alive. But.. who knows for how long. We have to make sure that they haven't been... eaten. We should make haste to the cannibal's village! At the very least, we might be able to scout it out and see if they're being held captive there."


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

Whoops, I'd forgotten to update the perception checks at level up, adjusted now. Did anyone's init increase?

Joll easily determines that something like a dozen cannibals must have come upon their friends and headed back to the south west. There are signs that a single body was dragged for a few dozen feet, and it looks like their friends must have been surrounded.

You are about a half hour from Aycenia's tree, Jack still has to make his second successful save vs. his disease in the morning to be cured. Do you wish to head for the camp now, or back to Aycenia's first?


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 vote for going to the cannibal encampment immediately. Jack will be okay for the rest of the day, and recent events have added a serious urgency to our next move. Besides, there's a chance I could fail the save even if we do wait. If we waste time, our friends could die. There's no other option but to save them right now.


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'll be happy to loan you the save-boosting items. If Dragolan told Quinta she was all clear, she would've done that anyway to save Jack's life. She'll want them back after, though. ;)

"That's it, then," Quinta says. She gulps, but the look in her dark eyes is determined. "Gentlemen, we are going to war."


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

Dragolan holds out a hand to the monkey for Jask's holy symbol, which he puts away in a belt pouch. "He may need this."


"And there go our plans. Thee is nothing left to do but follow he trail back to the cannibal camp. Once there we may be ale to discern their defenses to better prepare our attack but make no mistake we must hurry!"

Alexite adjusted his weapons and called Tito to his shoulder, "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

Quinta sheaths her rapier, loosens her whip and coils it around her lower arm; ready for battle, but not loose so it will get in the way when she runs.

"Let's move. Maybe we can still catch them before they kill our comrades. Or have them animated."


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

"Or cook them. The story Beliker related was...disturbing, to say the least."


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

The group hurry in the waning light, but soon find themselves struggling on in the darkness, virtually requiring them to produce light if they wish to keep moving forward at any speed.

They follow the trails until they reach an open space where the trail leads along a cliffside in a small inlet with the jungle upon its southern side. From here they can make out the flickering orange glow of a distant fire, and see the tall silhouette of the lighthouse - though no light glows from within it.

At a rough guesstimate the cannibal camp appears to be a mile and a half away.


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

This is going to sound crazy, but I think it could work.

I think one of our best options is Quinta using the Hat of Disguise to emulate a cannibal and get inside the camp. She speaks polyglot and she's got a high enough Charisma that she might be able to pull it off convincingly. We've seen the faces of cannibals we've killed, and she could assume one of their identities. None of the ones we fought at the beach escaped, and we disposed of all the bodies.. the cannibals here at camp don't know for sure that they're all dead. We can use that.

If she could infiltrate the camp, we could at least find out if our friends are still alive, and what the layout of the place is. It's a bit optimistic to think that she could rescue them without getting caught, but she does have a decent stealth mod and she might be able to free one of them (such as Ishirou) if she was discrete about it and if they're actually still alive. She might be able to delay or distract them from eating anyone tonight, also.

Downsides: We can't get anywhere near the camp to support her without giving ourselves away due to the shining beacon that is our light sources. It's too risky to approach without a light source because of the likelihood of traps -- so we really can't stealthily infiltrate or scout the perimeter at night. We can't afford to wait til tomorrow, either.

Direct confrontation isn't an option. Our magical options are limited mostly to self-buffs and single-target debuffs. That's not so great against a group of 25 angry cannibals and a witch that can raise skeletal armies. We've got only a handful of things that we could even remotely consider "safe" here, and approaching the camp as a group just isn't one of them. I don't think we have the means without extreme risk to all of us. Not to sound morbid, but if Quinta fails, the rest of us won't die. The worst case scenario is that she gets eaten (sorry, Quinta!) Great risks come with great rewards. If there were ever a time that we needed someone to be a hero, this is it.

For the sake of simplicity, let's assume that Jack is actually bringing this up while we're traveling. Does anyone else have any ideas?


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

She could lend Jack her hat ;)


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

Yeah, that could also work in theory. Jack does have a +6 bluff modifier, and he's pretty sneaky. I guess I didn't consider it because Quinta seems to be the more socially inclined among us. I wasn't sure anyone wanted to put the lives of our friends in the hands of Jack Sand, resident ham and illustrious ne'er-do-well. He'll do it, though. He's always game for hairbrained schemes. He might not be able to communicate with them, though. He doesn't speak polyglot. Didn't you say they spoke some sort of bastardized demon tongue? I can't remember, but I thought that came up once. Jack does speak Abyssal, so he might be able to work with that if that's the case.

I guess the person we decide to send depends on whom you all like (or hate) more! Group vote!


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

These people are supposed to be very superstitious, right? The hat can also lend a person a fiendish appearance... Joll, how's your Intimidate modifier looking these days?


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

Pros and cons of infiltration candidates (at a glance) seem to be thus:
|
|
|

Pros/Cons wrote:

Jack

Pros:

  • Passable bluff skill (+6)
  • Good stealth and perception skills; high mobility while sneaking
  • Disable Device, Sleight of Hand, and Escape Artist skills (for helping others escape or escaping if he is caught)
  • Can potentially assassinate sleeping targets.
  • Cunning?
  • Easier to replace if he dies (it's just the truth - there are two other rogues I could play)

    Cons:

  • Base Charisma is 10.
  • Not known for his social competence or consistency.
  • Has no bonuses to disguise checks other than what the hat provides (+10)
  • Cannot speak polyglot, and may have an issue communicating if none of his other spoken languages are applicable to their tongue.
  • Is really useful to the group in a lot of skill-oriented situations, and is beloved by all. His death would break a lot of hearts and leave an empty void that no one could possibly fill. (Okay, this one is a slight exaggeration.)

    Quinta

    Pros:

  • Modest bluff skill (+3; untrained)
  • Modest disguise bonus (+3; untrained, +13 with hat)
  • High diplomacy skill
  • Speaks polyglot
  • Can competently sing and dance (IT COULD COME UP)
  • Nature/Arcana knowledge + UMD skills (could be useful if there are any magical forces at work in the camp, and it has been suggested that there might be)
  • Very decent stealth skill.
  • Magical abilities which may aid in the ruse or in identifying potential threats.

    Cons:

  • Virtually no Escape Artist, Sleight of Hand, or Disable Device ability, which might make freeing people difficult depending on how they are being held captive.
  • Probably won't survive being caught.
  • Less mobile than Jack while sneaking around.
  • Can't really assassinate anyone if the opportunity arises.
  • Losing her causes us to lose our only arcanist, and that's actually a difficult role for us to replace. Gerik is a non-combatant, so taking over that role isn't an option I don't think.

    Joll

    Pros:

  • Modest bluff bonus (+4)
  • Modest disguise bonus (+4; +14 with hat)
  • Modest diplomacy bonus (+4)
  • Speaks infernal (may be useful)
  • Modest knowledge bonuses (Arcana, Nature, Religion; +5/4/4)
  • Modest heal skill (+5, could be important if captives are injured)
  • Good perception skill (+8)
  • Strong intimidate skill (+9)
  • Strong tracking abilities (+9) (could make locating captives easier)
  • Durable; can possibly survive being caught long enough to escape.
  • Touch of Law may be very useful for certain situations (for both himself and captives)

    Cons:

  • Virtually no Escape Artist, Sleight of Hand, or Disable Device ability, which might make freeing people difficult depending on how they are being held captive.
  • Not very stealthy or consistently mobile.
  • Can't really assassinate anyone if the opportunity arises.
  • Doesn't run as fast due to armor; could be an issue.
  • May not be able to communicate with the cannibals.

    Alexite

    Pros:

  • Passable stealth bonus
  • Strong Survival (tracking) ability
  • Strong Perception (+8)
  • Modest heal skill (+6, could be important if captives are injured)
  • Speaks polyglot.
  • Can potentially assassinate sleeping targets.
  • Durable; can possibly survive being caught long enough to escape.
  • Applicable bonuses from Favored Enemy/Terrain apply here.

    Cons:

  • Virtually no Escape Artist, Sleight of Hand, or Disable Device ability, which might make freeing people difficult depending on how they are being held captive.
  • No social skills.
  • No disguise bonus other than what the hat provides (+10)
  • Losing him would be seriously detrimental since he's one of the closest things we have to a tank, and he's probably our best and most consistent damage dealer.

    Dragolan

    Pros:

  • Essentially guarantees stabilization and survival of injured captives if they are alive. (Heal skill, healing magic/features)
  • Strong Survival (tracking) ability
  • Charisma gives him a +3 bonus to disguise (+13 with hat)
  • Speaks infernal (may be useful)

    Cons:

  • Virtually no Escape Artist, Sleight of Hand, or Disable Device ability, which might make freeing people difficult depending on how they are being held captive.
  • Not very stealthy.
  • No trained social skills (though he does have a +3 in them due to charisma bonus)
  • May not survive being caught; has healing but must sacrifice actions to use it.
  • Might give the cannibals seasoning advice. Not okay.
  • Losing him would suck since he's our primary healer.
  • Low perception.
  • May not be able to communicate with the cannibals.

    Overall:

    We have a few good candidates in the group, so this isn't going to be an easy decision -- and it shouldn't be. This is probably the most dangerous and desperate situation we've ever been faced with.

    If there are any pros/cons I've left out or that you think aren't as relevant as I'm making them out to be, feel free to bring that up. I think this plan is a good one, but the person we choose is a difficult and crucial choice.


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

    We should think carefully before we decide to go with an aggressive high-profile tactic. They do have a witch in their midst who is probably a lot more wise and intelligent than the rest of them. If Joll walked up causing a fuss and looking like some kind of demon, we might be asking for the kind of scrutiny and attention that ends up counterproductive.


    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

    One pro for me: I'm the party's secondary healer, so I can fix up the prisoners (two of them) if they're still alive.

    Con for me: I'm the secondary healer, so I'm the only one who can get Dragolan back on his feet if he's ever knocked for a loop.

    Alternate tactic suggestion:

    I do have the Fascinate ability. If we can get a reasonably large group of cannibals in a position where they're bunched up and can see me, I should be able to halt at least some of them in their tracks. This requires appropriate positioning, however.


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

    Fascinate would work well in conjunction with Quinta being disguised as a cannibal. We could possibly get near enough to the encampment to slip inside while you fascinate them with a song, dance, tale, or whatever you're doing. I suppose Jack and Alexite could trail Quinta just outside of her light source radius and wait for some kind of signal that they can sneak in. Joll and Dragolan could do the same, but they'd have to stop following a bit further away from the village since they're not very stealthy. Worst case scenario, they get to a fight a round or two late. Otherwise, this actually might work. I forgot all about fascinate!


    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

    If we are going to continue with OOC discussion - which I'm okay with btw - can we please move it over to the discussion thread.


    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

    Moving forward alonmg the trail slowly without light hugging the jungle edge the group eventually reach a point some two hundred feet from the cannibal camp.

    They can make out a relatively narrow entrance, five to ten feet wide, between two thick snarls of jungle foliage. Above the northern foliage upon the cliffside they can see a raised platform upon which are around a dozen torches. The silhouettes of two cannibals are visible upon this platform, they both slouch but have their scimitars in hand.

    Upon Alexite's shoulder Tito stiffens suddenly before moving to hide his face in the ranger's hair.

    Jack, Joll, and Alexite:
    You hear a low reptilian hiss coming from the cannibal camp.

    Perception Jack Sand: 1d20 + 11 ⇒ (14) + 11 = 25
    Perception Quinta Wist: 1d20 + 4 ⇒ (7) + 4 = 11
    Perception Joll Beliver: 1d20 + 8 ⇒ (16) + 8 = 24
    Perception Alexite Krupt: 1d20 + 8 ⇒ (10) + 8 = 18
    Perception Dragolan Canario: 1d20 + 1 ⇒ (1) + 1 = 2
    Perception Tito: 1d20 + 10 ⇒ (12) + 10 = 22


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

    Joll whispers:[smaller"What is that hissing sound? Snakes?[/smaller]


    DM Carpe wrote:
    Upon Alexite's shoulder Tito stiffens suddenly before moving to hide his face in the ranger's hair.

    The ranger tensed at the same time that Tito pulled on his hair. He raised his bow and sighted down the shaft to one of the cannibals and... slowly lowered his bow. "Killing one savage is hardly worth giving up our surprise."

    He turned his head and whispered back to Joll,"Don't know for sure but some sort of reptile. Keep your wits about you. I say we continue forward but slowly."


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

    "This would be the place to string triplines, were we to do that. Or would you think it reasonable to advance to the opening and attempt to hold it? It does not seem to be easy to move around it in the foliage here."

    Dragolan will listen more carefully for the hissing, to see if he can identify it.

    Perception check: 1d20 + 1 ⇒ (11) + 1 = 12
    Knowledge (Nature) check, if applicable: 1d20 + 7 ⇒ (19) + 7 = 26

    Joll: "Snakes...why did it have to be snakes?"


    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

    Dragolan:
    You are not sure what hissing everyone is talking about, maybe if you got closer, but as it is you only have Joll and Alexite's descriptions which give you nothing substantial to go on.

    I'll just point out that as humans these guys simply cannot see you past the range of their light - 40ft. for dim light. You can only see them because of their light sources. Of course they can hear just fine.

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