DM Dr Evil Presents Serpent's Skull - Group B

Game Master DM DoctorEvil

Loot Tracker - Group B

Smuggler's Shiv Map


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Male Half-orc Rogue (Thug) 7

Felix just shrugs and then nods."IF you think is best?"


Serpents Skull Fighter 1 | AC: 17, T: 12, FF: 15 | HP 12/13 | CMD: 16 | F +5, R +2, W +1 | Init: +2 | Perc: +3 (+2 Metal or Gems) | Hammers (5/5)

I nod, " it might not be a good idea to leave all these people alone here... It shouldn't be to hard as long as we're in and out before the tide comes back in. "


As Celine tries to sooth Aerys Mavato, who is beside herself, the kind words, soft voice are misunderstood by the angry half-elven woman.

"Are you patronizing me? I am not someone you can talk down to from your high and mighty throne. Priestess, bah? Nothing but a liar and a trickster. You all put me here, and now you expect me to follow you until you can kill me too! Never! I am leaving this place now. I'll have better luck on my own anyway."

She stomps off to the gear pile, grabbing the rest of her things, including a composite longbow and a large heavy waterproof satchel, and sets out into the jungle on her own, not once looking behind her.

And that is how you fail a Diplomacy check, making someone unfriendly hostile. Sorry, it's a bit in the cards anyway.


"Wow!" says Gelik the gnome. "That is how crazy goes off and gets eaten by savage beasts or something....Good riddance."

During the discussion about Celine staying behidn with the surly lot of NPC's Gelik chimes in: "By all means, leave the tall pretty one here and you boys go off and play ship's captain or whatever with the wreckage. I promise to take such good care of this one while you are gone...."

He cracks himself up and laughs a high pitch laugh that sounds terribly like the braying of a donkey.


"Guessing it won't be long until they have their way with the black man in chains either," mutters Jask Derindi, still quite angry about being dragged around by his irons.


So Celine is staying behind, but the rest of the PC's are headed for the wreckage?

As the salvage party starts out, wading into the low tide, it isn't long before they can see with even a cursory glance that the Jenivere is never sailing again. Only the fortuitous presence of a sharp ridge of rock near the the side of the sheer cliff wall has prevented the wreck from sinking entirely into the sea, for only the ship's stern seems to have survived the wreck. This portion is wedged at an angle between the cliff and the rocks, and each wave shakes and tosses the wreck alarmingly. It won't be long before the constant pounding of the waves dislodges the wreck and allows the hungry sea to claim the last of this once-fine ship.

As you approach, the rocks are slippery, making footing risky (consider difficult terrain) but manageable to climb up on without gear or ropes. You can walk all the way up to a ledge on the rocks that is nearly even with the canted deck of the ship.

DC 15 Perception:
From this position, you can also see that the poor Jenivere is also missing a substantial portion of lower decks. All that seems to survive are the aft upperdecks, a portion of the captain's cabin, an aft storeroom, and on the mid-decks the larder and galley and the brig.

A plume of fallen sail makes the stern end of the main deck, but a soft squelching sound comes from around behind that barrier.

If you step on board, please note that the canted deck, slippery footing, and motion of the waves makes those in combat take a -2 to attacks while on the deck.


Serpents Skull Fighter 1 | AC: 17, T: 12, FF: 15 | HP 12/13 | CMD: 16 | F +5, R +2, W +1 | Init: +2 | Perc: +3 (+2 Metal or Gems) | Hammers (5/5)

Perception : 1d20 + 3 ⇒ (1) + 3 = 4


Male Half-orc Rogue (Thug) 7

Perc: 1d20 + 4 ⇒ (19) + 4 = 23
Moving carefully ahead, boarding pike at the ready Felix prepares himself for any danger.
"Ain´t it a shame.. she was a beauty. Alas, this boat ain´t sail anywhere anymore."


Serpents Skull Fighter 1 | AC: 17, T: 12, FF: 15 | HP 12/13 | CMD: 16 | F +5, R +2, W +1 | Init: +2 | Perc: +3 (+2 Metal or Gems) | Hammers (5/5)

I step (leap?) onto the deck my axe held loosely in my right hand, glancing around before heading towards the sail to look behind it.

" That sounds... "


Male Human Class Fighter (Rondelero Duelist) 7 | AC 26 T 14 FF 23 | HP 60/60 | F +8 R +6 W +4 | Init +3 | Perc +12

Perception: 1d20 ⇒ 6

"Let's see what we can find here. Everyone watch your step as this deck may be slippery, it being angled like it is."


Careful stepping on the deck, and looking around the sail obstacle, the group spies a larger version of the same sea scorpions found on the beach. This one is darker in color and larger than the others, but has the same finned tail bristling with a thin stinger, and snapping pincers.

The creature seems to be throwing itself against a door on the deck, which appears to lead into a storeroom. Rivulets of blood spill from under the door, urging the hungry creature forward. It's tremor-sense picking up your approach, the eurypterid turns to face you with an evil hiss.

Know Nature DC 11:
While bigger, this aquatic vermin still isn't very powerful. It does have a shell hide, pincers, and the venomous stinger, which can reach 10'.

Know Nature DC 16:
The venom for this larger version of scorpion is a bit more potent than that of its smaller cousins but still easily survivable (DC 12, 1d2 Con for 4 rounds) by most.

Initiative:

St John: 1d20 + 2 ⇒ (3) + 2 = 5
Harbek: 1d20 + 2 ⇒ (12) + 2 = 14
Felix: 1d20 + 2 ⇒ (8) + 2 = 10
Marik: 1d20 + 5 ⇒ (1) + 5 = 6
scorpion: 1d20 + 4 ⇒ (7) + 4 = 11


Battle for the Jenivere - Round 1

14 Harbek
11 Scorpion
10 Felix
6 Marik
5 St John

Harbek is up first against the scorpion. Remember due to the slanted deck, movement of the ship with the waves, etc, all attacks are at a -2 penalty. Map is linked at top. The grillwork is normal movable terrain here, and you'll have to imagine the wreckage as no map exists that I am aware of.


Male Half-orc Rogue (Thug) 7

Knature: 1d20 + 1 ⇒ (12) + 1 = 13
"Lunch! B´war of his needle it can sting long gudd."


Serpents Skull Fighter 1 | AC: 17, T: 12, FF: 15 | HP 12/13 | CMD: 16 | F +5, R +2, W +1 | Init: +2 | Perc: +3 (+2 Metal or Gems) | Hammers (5/5)

I move in towards the scorpion, wary of it's sting but mainly trusting in my armour and my Dwarven fortitude. I heft my axe, adjusting the grip of my hands.

Move 35ft to the scorpion. my poor short Dwarven legs...


Battle for the Jenivere- Round 1 - continued

The doughty dwarf ambles up to the threatening beast, hewing his axe as he goes. As he gets near, the scorpion is able to bring its pincers and stinger to bear on the well-armored fighter. Despite the hard outer shell, the scorpion is able to hit Harbek with a claw and the poison stinger for 5 hp dmg.

Scorpion Claw 1: 1d20 + 2 ⇒ (1) + 2 = 3
Scorpion Claw 2: 1d20 + 2 ⇒ (20) + 2 = 22
Stinger: 1d20 + 1 ⇒ (16) + 1 = 17
Claw 2 Crit confirm: 1d20 + 2 ⇒ (7) + 2 = 9 FAIL
Dmg Claw 2: 1d3 ⇒ 2
Dmg Stinger: 1d3 ⇒ 3

Harbek also needs a DC 12 Fort save vs poison. Now the rest of the group is up.


Serpents Skull Fighter 1 | AC: 17, T: 12, FF: 15 | HP 12/13 | CMD: 16 | F +5, R +2, W +1 | Init: +2 | Perc: +3 (+2 Metal or Gems) | Hammers (5/5)

so 5 Dmg so far? Dwarven toughness don't fail me now...

Fort save +2 vs poison : 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13


Male Human Class Fighter (Rondelero Duelist) 7 | AC 26 T 14 FF 23 | HP 60/60 | F +8 R +6 W +4 | Init +3 | Perc +12

"I can't get to you yet to help you but, I'll maneuver to where I can soon." St. John moves nimbly across the deck looking like he's done this sort of thing many times.

I'll move right up here and line up a good charge at him.


Male Half-orc Rogue (Thug) 7

Moving forward and using his luck Felix ramms the pike into the crab.
Attack: 1d20 + 5 ⇒ (14) + 5 = 191d8 + 6 ⇒ (5) + 6 = 11


Battle for the Jenivere - Round 1 - continued

Felix launches himself across the swaying, tilted deck plunging his pike into the oversized arachnid from a distance. The squelching sound of oozing blood and gore comes from the massive wound.

Moving more cautiously, and more skillfully, the sword master Smythe can't quite get into position this round.

Marik is up now. Haven't seen or heard from him in a while, I wonder if he is gone? Will give a day or so to see if he makes a reappearance, otherwise I will run him to finish.


I guess Marik is AWOL? I will run him for this encounter, and we'll deal with his absence later.

Battle for the Jenivere - Round 1 - concluded

Marik loads his crossbow and moves up to support the others, not seeing a good shot around the melee combatants at present.

End of Round 1


Battle for the Jenivere - Round 2

14 Harbek
11 Scorpion (11hp dmg)
10 Felix
6 Marik
5 St John

Harbek is up first for the heroes to start Round 2.


Celine, back at the camp, what are you doing? Aerys has stomped off into the woods, Jask is chained to a tree, Sasha is lounging in the sun, and Gelik continues to crack off-color jokes. Anything else happening?


Serpents Skull Fighter 1 | AC: 17, T: 12, FF: 15 | HP 12/13 | CMD: 16 | F +5, R +2, W +1 | Init: +2 | Perc: +3 (+2 Metal or Gems) | Hammers (5/5)

I swing my axe in a wide arc!

Attack w/combat expertise : 1d20 + 4 ⇒ (7) + 4 = 11
1d12 + 4 ⇒ (12) + 4 = 16

AC: 18 for this round.


Female Human Cleric 1 AC 17 T 10 FF 17 - HP 12/12 - F3 R0 W5 - Init 0 - Perc. 4 - Melee +2 1d8+1
DM DoctorEvil wrote:
Celine, back at the camp, what are you doing? Aerys has stomped off into the woods, Jask is chained to a tree, Sasha is lounging in the sun, and Gelik continues to crack off-color jokes. Anything else happening?

Celine is trying to convince the survivors to work together for the common good! First things first: food and shelter. Let's have a look around and see what we can find, yes?

Diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12
Oh man. I guess I'll be doing it all by myself! Lazy baxtardx...


Battle for the Jenivere - Round 2 - continued

Harbek leaps into the fray, swinging his axe in an arc meant to cleave the shell of the arthropod from the sea. He doesn't account for the thing's quickness, however, and the scorpion skitters just out of reach.

The scorpion then leaps back at the dwarven warrior, claws and stinger slashing the air. Harbek cross-blocks the stinger with his axe and is able to sidestep away from both claws, ending the round unscathed.

Scorpion Claw 1: 1d20 + 1 ⇒ (10) + 1 = 11
Scorpion Claw 2: 1d20 + 1 ⇒ (5) + 1 = 6
Stinger: 1d20 + 1 ⇒ (10) + 1 = 11

Everyone besides Harbek is up now, trying to finish off the pesky eurypterid.


At the camp

Celine tries to rally the other castaways to help her look for food or shelter, but Jask is restrained and only barks a short laugh. Gelik offers to help, but doesn't actually do anything useful and Sasha and Ishirou both seem to be in a world of their own, not even responding to Celine's questions.

The moon priestess sees there are big, green palm fronds on several of the lower-lying plants that could be cut to help form a shelter. She also sees a strange, lumpy orange fruit growing on some of the bushes at the edge of the canopy.

DC 15 Survival:
This fruit is known to cause digestive issues for those who eat it. It is better to stay away for now.

There is also crabs, mollusks and other shellfish, as well as a whole ocean full of game fish, that might be caught or trapped for food.


Male Half-orc Rogue (Thug) 7

Attack: 1d20 + 5 ⇒ (9) + 5 = 141d8 + 6 ⇒ (2) + 6 = 8


Female Human Cleric 1 AC 17 T 10 FF 17 - HP 12/12 - F3 R0 W5 - Init 0 - Perc. 4 - Melee +2 1d8+1

Survival: 1d20 + 3 ⇒ (13) + 3 = 16
"Hmmm, food... barely edible, really, but perhaps my Lady's blessing might remedy that..."

Would Purify Food and Drink neutralize the digestive issues?


Male Human Class Fighter (Rondelero Duelist) 7 | AC 26 T 14 FF 23 | HP 60/60 | F +8 R +6 W +4 | Init +3 | Perc +12

St. John starts a mad dash to the creature and tries to avoid any attacks it makes on his way to it.

Acrobatics: 1d20 + 9 ⇒ (3) + 9 = 12

Falcata: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 Damage: 1d8 + 3 ⇒ (4) + 3 = 7

AC 17 for this round due to charge.


In my mind, Purify spell won't help in this case. The fruits you found are naturally bad for you, not spoiled, rotten, poisoned, etc.

Battle for the Jenivere - Round 2 - concluded

Felix strikes the sea scorpion once again, skewering the shelled creature on his pike. This time the wounded beast gives up the fight, collapsing on the deck, just before Smythe charges across the deck himself.

End of Combat

Nice work! Killing the bigger sea scorpion earns the group 100xp per player. This moves your cumulative total to 201/2000 or about 10% to level 2.


After the end of the fight on the deck of the ruined ship, there are really three options for exploration. The first is the door the scorpion was hurling itself against. Blood seems to be leaking from under the door, which is what attracted the creature in the first place. Trying to remember the layout of the ship, you surmise that room was a supply area of some kind. The door into the supply room appears to be buckled or warped in the shipwreck, and will not open without brute force. It appears to be already damaged by the scorpion's attention earlier.

The second door on the aft section of the deck leads, you suspect, to the captain's quarters. It appears to be undamaged.

Thirdly, there are stairs that descend to the mid-deck. In the aft portion, the mid-deck held the galley, the pantry, and the brig. Looking down the stairs, it appears the aft mid-deck is mostly intact still.


Celine, really hunting or foraging for food requires a four-hour time committment. Then a DC 10 Survival check indicates you have found enough food for yourself. For every +2 above the DC, you find food to sustain another person for the day. Do you want to spend the time? It will take our heroes about that long to explore the Jenivere


Male Half-orc Rogue (Thug) 7

Seeing the blood seep to the door, Felix moves forward, carefully trying to open it. Seeing it needs force, Felix asks the dwarf to hack it open.


Male Human Class Fighter (Rondelero Duelist) 7 | AC 26 T 14 FF 23 | HP 60/60 | F +8 R +6 W +4 | Init +3 | Perc +12

"I agree Felix, that's a good place to start. Then I think the captains quarters before we move down."


Female Human Cleric 1 AC 17 T 10 FF 17 - HP 12/12 - F3 R0 W5 - Init 0 - Perc. 4 - Melee +2 1d8+1
DM DoctorEvil wrote:
Celine, really hunting or foraging for food requires a four-hour time committment. Then a DC 10 Survival check indicates you have found enough food for yourself. For every +2 above the DC, you find food to sustain another person for the day. Do you want to spend the time? It will take our heroes about that long to explore the Jenivere

Food and shelter are equally important. Celine is trying to recruit some of the survivors (hopefully Gelik at the very least). She'll suggest that he cuts the green palm fronds from the lower-lying plants while she tries to provide some food. Can I take 10 on survival? If so, Celine will net a 13, which would mean food for two. Perhaps the other survivors will be more inclined to help once they see Celine and Gelik merrily feasting on crabs, mollusks and other shellfish, while they just sit there moping and staring at the sea...

Edit: how long would it take to take 20 on survival (if that's even possible)?


The door to the supply room will take some force to get open. It does appear as if it has already taken some damage, perhaps from the scorpion that was trying to ram its way in earlier.

You can either roll a STR check to force, or roll damage to break it.

Celine
To get the group to help you, until they are friendly or helpful, requires a Charisma check of some kind. You can ask Gelik to help you but if you aren't persuasive he may tell you to shove it. You will not be able to take 20 on the Survival checks for hunting/foraging as there is a penalty for failing the try, and the 4 hr time block means you don't have endless time to try and try again. You may take 10. LMK if that's what you want to do.


Serpents Skull Fighter 1 | AC: 17, T: 12, FF: 15 | HP 12/13 | CMD: 16 | F +5, R +2, W +1 | Init: +2 | Perc: +3 (+2 Metal or Gems) | Hammers (5/5)

" With pleasure. " I reply to Felix...then taking careful aim at the handle area i swing.

Atk on door : 1d20 + 5 ⇒ (10) + 5 = 15
1d12 + 4 ⇒ (4) + 4 = 8

if that doesn't break it I'll swing again and again...

Atk : 1d20 + 5 ⇒ (8) + 5 = 13
1d12 + 4 ⇒ (1) + 4 = 5

Atk : 1d20 ⇒ 11
1d12 + 4 ⇒ (6) + 4 = 10


Harbek's first blow splinters the weakened door, opening the way to the supply room beyond. Looking in, it is quite obvious where the blood was coming from. First Mate Alton Devers lies slumped against the wall, clearly dead. The mate wears MW studded leather and still clutches his MW shortsword.

Heal DC 16:
It appears the body has two sets of wounds. The first are older and seem to be stab wounds of some kind, perhaps a rapier? The second set are inflamed sting wounds filled with poison. It appears the poison is what has done in the first mate.

Searching the rest of the supply room turns up several items of use: tools and lumber, a block and tackle, three large canvas sheets used to repair sails, two fishing nets, a grappling hook, two bullseye lanterns, 12 flasks of lantern oil, 3 50' lenghts of hemp rope, and 5 shovels.

If you take the combat gear, i need to know who is using. If you want to bring it for a "sell pile" later, then tell me so. Without specific instructions, I will assume you left it behind. Same with the tools and any other gear/loot you find.


Female Human Cleric 1 AC 17 T 10 FF 17 - HP 12/12 - F3 R0 W5 - Init 0 - Perc. 4 - Melee +2 1d8+1
DM DoctorEvil wrote:

Celine

To get the group to help you, until they are friendly or helpful, requires a Charisma check of some kind. You can ask Gelik to help you but if you aren't persuasive he may tell you to shove it. You will not be able to take 20 on the Survival checks for hunting/foraging as there is a penalty for failing the try, and the 4 hr time block means you don't have endless time to try and try again. You may take 10. LMK if that's what you want to do.

Thank you DM, I'm going to take 10 on Survival - that makes 13 thanks to Celine's wisdom - and Celine is going to ask Gelik for help with the cutting of the green palm fronds... pretty please? *Cue eyelashes flutter*

Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23


Celine pays just the right kind of attention to the gnome Gelik, who has so far, been indifferent at best. As she suggests he help her, and sweet talks the little fellow, he rises from the sand, drawing out his blade.

"I'm not really the burly strong type, milady. But I suppose, if the fronds are low enough, I can cut some down for you -- so long as the trees don't fight back, that is."

He moves over and starts working to clear some of the fronds, that could be useful for a shelter at some point.

"Really, priestess, I am much more useful as an entertainer or a medic than a hunter or gatherer. I do think shelter is a wise idea, tropical bugs carry diseases, and we don't need anyone getting sick. Perhaps a fire would be smart also."

You successfully moved Gelik from indifferent to friendly, as a reward you earned 25 xp per player. That gives you 226 xp/2000 or about 11% to level 2, plus it gives a friendly ally.


After seeing the Gelik really will work on the fronds and shelter, Celine moves off to scavenge for food in the jungle perimeter. Staying away from the illness-causing orange fruits, she is able to gather berries, roots, and a few other fruits -- enough to feed her and another for a full day.

You will want to track your food provisions somehow. You have trail rations per your character sheets, and then 2 additional people/days. Since you have to feed yourselves and the NPC's (although one has stomped off...) it may go faster than you imagine.


When Celine returns from the jungle, but before the others are back from the shipwreck, Gelik, now hot and sweaty, sidles up to her and speaks softly, and perhaps seriously for the first time.

"Did I tell you I was a member of the Pathfinder Society, priestess? That may be a bit of an overstatement. You see, I am currently 'on probation'...whatever that means. Perhaps, you can help me clear my name with that organization? You see, a Pathfinder ship, the Nightvoice is said to have shipwrecked here on Smuggler's Shiv. IF we can find that wreck, and see what there is to salvage, it might help my standing with the Decimvirate? What say you, help a little fellow out?"

While he awaits your reply he wiggles his fingers, and the soiled and sweaty clothes he wears, magically cleanse themselves, and look almost new again.

"Ah, much better! Care for a shot?" he asks eyeing your stained and torn clothes with dismay.


Serpents Skull Fighter 1 | AC: 17, T: 12, FF: 15 | HP 12/13 | CMD: 16 | F +5, R +2, W +1 | Init: +2 | Perc: +3 (+2 Metal or Gems) | Hammers (5/5)

Heal Untrained : 1d20 + 1 ⇒ (6) + 1 = 7

" Poor fellow. " Harbek states gruffly stepping over the man carefully and inspecting the contents of the storage room.

" These canvas sheets might be good for makeshift shelters, we should take those tools as well... " He starts tying things to his pack and shoving things inside.

After looting the storeroom Harbek looks gingerly at the firstmate again.
" Dever's armour and sword are a very good quality. I hate to strip a fallen ally but we are in for some tough times... Could we make use of these? "


Male Human Class Fighter (Rondelero Duelist) 7 | AC 26 T 14 FF 23 | HP 60/60 | F +8 R +6 W +4 | Init +3 | Perc +12

"Someone might have need of them. We should probably take all of these items to shore. Never know what you might need. I think we should explore the rest of the ship first, before we weigh ourselves down. Burying him would be proper as well."

St. John then heads to the door to the captains quarters and waits for the others to catch up.


Male Half-orc Rogue (Thug) 7

"Aye... I do use leather, but if someone else has more need.... go ahead."
Carefully putting it all, combat gear and tools, into a canvas and tying it together the half-orc sets it aside for later easy transportation to the shore.


So you picked up the canvas sheets and some tools. Left the rest including the MW armor and weapon.

The captain's cabin is not locked, and the door opens without much force. The place is a literal wreck. A jagged hole in the side of the ship has allowed most of the rooms contents to spill out into the surf below the ship. An overturned desk, which was too large to fit through the hole in the ship, stands against the far wall. A large footlocker leans against the desk, tilted to one side.

Looking out the hole in the ship, you can see various flotsam but nothing of immediate value. Also down there, still moored to the side of the ship, is the remains of the Jenivere's life-boat, which has been shattered into pieces by the grinding action of the main ship against the rocks.

The upper drawer of the desk contains a large ring of keys. A second drawer has several sea charts and maps along with the captain's log.

The lower desk drawer is locked.

The footlocker contains a MW dagger, a suit of leather armor, 2 potions labeled as curatives, a holy symbol of a black and white eye, and a spell component pouch. There is a receipt attached saying these items belong to the prisoner Jask Derindi.


Male Half-orc Rogue (Thug) 7

I said all combat gear and tools. So everything you listed.
Getting the sea charts and the logs and handing them to St.John and taking the key chain, trying to open the lower one with one of the keys.


Felix "Lucky Gits" Season wrote:

I said all combat gear and tools. So everything you listed.

Sorry overlooked that part.


Fumbling through the keys, Felix is eventually able to find one that unlocks the bottom drawer. Inside he finds several things of value: a bottle of fine brandy, a darkwood model of the Jenivere in a glass bottle, a coffer containing 350gp, and a long leather satchel with a dozen potions inside.

there are 12 potions make Spellcraft checks for each if you want to ID.


Male Human Class Fighter (Rondelero Duelist) 7 | AC 26 T 14 FF 23 | HP 60/60 | F +8 R +6 W +4 | Init +3 | Perc +12

"Thank you Felix. I'll take a look through the log and see if the maps can be of any help. Let's check down below then we can gather up everything from the storeroom and head back to the beach."

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