DM Stephens Serpents Skull Campaign - Chapter 2: Racing to Ruin (Inactive)

Game Master terok

The adventurers have formed their alliance with the Sargavan government and are leading the way for them to find Saventh-Yhi, the legendary city! Many trials await them before they will have a chance to reach their final destination.


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Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

When pointed out by Nim, Tragershen offers a non-threatening smile, but says nothing. She seems delightfully analogous to Nim; best to let him work it out with her. He keeps his hands relaxed at his side, lest she mistake anything he does for a hostile gesture.


Male Human (Varisian) Cleric (Varisian Pilgrim archetype) 6

Mihai crosses his hands before him and clasps one in the other. He smiles and lets Nim speak for them... content that he would know that Mihai would interject if he had anything of note or suspicion to raise.


Diplomacy check please, your awkward attempt to connect with her could have the reverse affect. You will get a circumstance bonus due to the below or you can try to assist...

It is hard not to admire her lithe figure, though she does seem a bit out of place as most of the people you know that inhabit these areas are tribesmen/women and she is obviously of colonial or outlander decent.

She makes a motion to a shape you see through the brush, it is hard to make it out but it seems vaguely animal. Nim instantly recognizes the body motion as something commonly used by Druids to communicate to animals, you think it was a motion of "stay" before she states in Polyglot, Hmmmph, explorers then, that means you are city folk. I don't trust those either. They are usually trying to capture game or despoil nature in some way. Why should I answer your questions or trust you.

Her stance relaxes a little bit...Mihai, you sense there is an opportunity here for further discussion but can tell she is fiery tempered.

The guards behind you look at each other and then to you for your orders but make no agressive motions.


Male Human 6th level Druid
Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)

Diplomacy check? Nim is not attempting to change her attitude nor making a request. He is answering her questions. And he surely hasn't been attempting either for a minute. :P

And I'm sorry, but what is this awkward attempt to connect with her?

Seeing as everyone seems fine with Nim speaking for the party who would he be assisting? The obvious city folk who she just said she doesn't trust? :P

Diplomacy: 1d20 - 1 ⇒ (19) - 1 = 18

Nim ignores the hidden animal and switches to druidic...

Spoiler:
Calm but incredulously he asks rhetorically , Do I look like a city dweller?

In a more neutral tone he continues, We capture game for consumption just as all things of nature that need to eat do. We don't despoil nature. I am a protector like yourself.

And you don't have to answer our questions nor are we asking for your trust. Any more than I have needed answer yours. But I did so as a gesture of peace. We are travelling to Kalabuto. We have no interest in hunting here, nor staying any longer than required. Do you intend to oppose us child of nature? To deny us peaceful passage?


awkward meaning you have no ranks in Diplomacy and have an 8 CHA which means you can sometimes come across as gruff even when you don't intend to.
You rolled well so this time you actually came across as very pleasant and sincere.

She obviously understands you but for some reason chooses to respond in polyglot after considering your response for a small length of time,
No I will not oppose you. I see truth in your words and sense no lies.
Yes the mine once allowed passge through the mountains to the other side. It is now haunted by the death walkers though. If you go in you will not come out...


Male Human 6th level Druid
Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)

Conversation about Cha/diplomacy moved to IM. ;)

(in polyglot) Haunted? How do you know it is haunted? Have you been inside the mine recently?

And we might surprise you. I wouldn't bet against us...

Nim looks at the others to see if any of them wish to speak with her before moving on...


Many years ago the dead came out of the mine and killed everyone. she pauses and looks up at you, there is some pain evident on her face.
Some people tried to re-claim the mine several years ago, they went in as well and never came out.


Male Human (Varisian) Cleric (Varisian Pilgrim archetype) 6

I'm with Nim on the Diplomacy issue - if we force every single opening interaction directly into a Diplo check... then realistically we'll have to game the system by making only Mihai speak to anyone we come across. Which is silly, and marginalises the breadth of experience we can have.

Mihai's interest is seared into focus by the mention of the death walkers. Passion wells as the act of undeath is a perversion of Sinashakti's teachings... forcing one to walk a path not chosen by itself. Taking his hands and pushing them wide he steps forward non-threateningly, picking up on some pain within her words and speaking in Polyglot "If death walkers stalk the tunnels of the mine... I would see the souls released back to Pharasma if I am able. My patron is the Walker, and does not appreciate when good folk are forced from their chosen path."


She steps just off the path and out of your way, Then go on. I hope you succeed but don't expect to ever see you again. She motions to you and towards the path past her. The brush does seem to open up ahead further up.

The old mining camp is up there a short ways. You can't miss the big hole in the side of the mountain beyond it...I am sure the death walkers will be in there waiting for you.

The colonial men behind you shift uncomfortably, they get obviously nervous about facing "death walkers".

You move up the path until it opens up, looking at the scene for anything out of the ordinary. The sagging and overgrown remains of a small camp mark the site of the old mine, its gaping entrance visible in the hillside behind the camp.

The camp consists of a large building and medium sized house, a medium sized square building, two smaller square buildings, and a small house.

Map will be provided later. So far you see nothing moving or out of the ordinary. Let me know if you wish to cast anything or what building you want to look in first or if you want to just go into the mine and ignore the buildings.


Male Human 6th level Druid
Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)

Noting her colonial/outlander heritage and the pain evident in her response, Nim asks, Did you know some of those killed when the dead came out? Or perhaps some of those that went in and didn't return?

Nim glances at the sky... What time of day is it?


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

Tragershen will cast Mage Armor on himself as they come into view of the mining camp.


She gives Nim a long stare, there is an almost silent communication, an affirmation, before the smoldering anger returns an almost feral growl before she retreats into the brush.
Whatever is out there with her retreats to a safe distance where they appear to be watching you.
You see glimpses of the creature and you can swear it might be a dinosaur...one that looks very similar to Nim's combat animal form.

It's early afternoon...your bellies grumble from you pushing on for the day. You figure you have at least 5 hours of daylight left.

Salt Mines Camp


Male Human Magus 4(Bladebound)
Attacks:
Asilande +9(1d6+4/18-20x2), Dagger +6 (1d4+2/19-20x2), Longbw +7 (1d6/20x3)
Spellcasting:
CL 4 +6 melee, +6 ranged, Conc +9
Stats:
Init+3, Perc+2,AC19/14/15 HP 37,Frt+5,Will+4,Ref+4,Spd 30',CMB+5,CMD 19,Str 14, Dex 16, Con 12, Int 16, Wis 10, Cha 10

I am guessing she did know someone.

Corbius shrugs and follows the others towards the mine.


Male Human 6th level Druid
Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)

goodberries gathered on the trip to date: 2d4 + 2d4 + 2d4 + 2d4 + 2d4 ⇒ (3, 4) + (1, 2) + (1, 2) + (1, 3) + (4, 4) = 25

Nim nods.

Turning to the others he inquires as to whether they should press on into the mine immediately, or make camp and go in at first light.

Nim's spell loadout not set up for dungeoneering. :)

If we do rest I suggest doing so at a safe distance from the mine...


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

"I would be of more use if I were able to study my spellbook after the night."


There is no rush other than you are trying to get to Tazion first...but just let me know how you want to proceed.


HP 39/30, AC- 11 (15 MA) T- 11 FF- 10 (14MA), CMD- 12, F +6, R +4, W +7, P +7, In +5

Are we far ahead enough of the expedition that we could still guide them here, after a night of rest? If so, then I suggest we should prepare. If this is not the case... then I would strongly advise pushing on, now. The magic I have at my disposal today is far more suited to living foes, not ghosts or "death walkers..."


You set out roughly a week ahead of the rest of the expedition. If this path proves valid you will set a marker at the trail fork. You set up a fairly straight forward method of leaving a local colorful flower as a marker if you change direction. It wouldn't stick out to a local or a traveler but it is your signal.
You also were given 3 scrolls of animal messenger written at 5th level to use. Sorry I meant to mention these as part of your equipment.


Male Human 6th level Druid
Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)

What about our side agreement with the Red Mantises? What arrangements do we have with them?


They are following you from a safe distance. At this point they won't get in the way or really help.


Male Human (Varisian) Cleric (Varisian Pilgrim archetype) 6

"Aye, at the least we should investigate the camp. There is enough light to allow it done and if needs be retreat a distance from the cave entrance thereafter."


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

"Indeed. The camp may give us some sort of indication of what we are dealing with from the mines."


There isn't anything deadly in the camp so I can fast forward through this.

With weapons drawn and a couple of spells cast you approach and look through the buildings. Several have the doors hanging from their hinges with obvious signs of forced entry. There is also signs of damage within a couple of the buildings but it looks like it took place long ago. Anything of value seems to have been removed.

The buildings seem to consist of a large barracks and meeting house, an operations office, two storage buildings, and a small house for the mine owner and his family.

A 20 foot wide entrance to the salt mine lies just beyond the abandoned houses. The strong smell of salt eminates from the hole in the side of the mountain.


Male Human 6th level Druid
Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)

After clearing the buildings Nim asks, Do we wish to strike camp in the jungle? Or would holing up in one of the buildings be preferable for some?

Do any of the buildings seem more defensible than the others and/or suitable for quickly repairing/fortifying for the night? We have soldiers to help pile furniture etc...

Also, do we wish to augment our night watches with soldiers? Or rely on them entirely? :)


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

I would prefer to augment the soldiers with PCs. After all that time on the Shiv with the others, Tragershen trusts them way more than soldiers recently assigned to them.

Tragershen will ask Nim and Anton "Are there any signs that the dead that have been referenced have been out to this camp. And if so, recently? I would rather risk another night in the jungle over a raid in the darkness from the mines alleged inhabitants."


Male Human 6th level Druid
Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)

That was my initial feeling as well, but now I think that if we are to confront the mine's inhabitants anyways... we might prefer to do it out here where they might not hold the advantage they would have within the mine. Their familiar terrain...

Nim runs his hand through his hair. It is hard to say which is the correct choice...

Let me see what we can find out... Nim takes Wic and searches the area around the mine entrance for tracks.

Nim +12 survival, Wic +6 perception (+scent)

Nim also observes the vegetation around the mine and within the camp... (Assuming the place is neglected and overgrown, is there enough to use entangle should the need arise.)


You spot a couple of tracks but they appear to be animal and they go into the mine entrance.
They don't appear to come out. No other prints are evident. Of course it rains often in this climate so tracks disappear quickly.


Male Human 6th level Druid
Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)

Nim cautiously moves a little deeper into the opening... hoping to find an area where the elements won't have disturbed any potential sign...

Just a short ways in under the overhead rock... and assuming the mine entrance is coated in salt dust and protected from allowing rain to flow into the salt mine and flood it. :)

And the vegetation? :)

After examining the entrance Nim shares his findings and then questions the others, Anton, could you rig up an alarm of some type to warn us if something exits the mine? Or perhaps one of you others can cast a spell to achieve the same?


It actually appears that rain runs into the mine, although you can't be sure how much. You can make out groves from water that has run down there through the years.
You can also hear the dripping of water from further into the darkness.


Male Human 6th level Druid
Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)

Hmmmmm... Nim sighs as he peers down into the darkness. Leaning on his spear he contemplates the possible repercussions of rain and groundwater entering the mine, unabated, for years.

It could be very wet down there... he says to no one in particular.


Male Human (Varisian) Cleric (Varisian Pilgrim archetype) 6

Musing "If we set a fire at the mine's entrance, then take watch within view of it then we should be able to see if anything sallies forth?"


The mine goes through the mountain...you are not sure how far the passage goes into it before it opens into the mine itself.


Male Human 6th level Druid
Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)

That would likely work to provide us early warning if something corporeal should exit... but it could just as likely cause something to sally forth as well. Or attract something from the jungle for that matter.

I think we should strive to as inconspicuous as we can be.

The jungle is still an option of course...

Still looking to Anton/Tragershen for alarms. :)

And about those buildings and vegetation Mr. DM? :)


There is plenty of vegetation for an entangle outside the mine. The mine entrance was clear of any vegetation, including lichen or moss.


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

Yes, regarding alarm spells. While we are moving through the wilderness toward the ruins, can we make an assumption? If Tragershen has not used his bonded object casting by the time we set camp, he will use that to cast Alarm with the audible component. If he has not used the Spark ability by the time we set camp, he'll use it to extend the Alarm, giving it a 16 hour duration (more than we need, but also covers time we are setting up or breaking down camp). If he needs to use his bonded object casting during the day, we'll have to figure something else out. Maybe I'll work on some scrolls for those situations.


Sure. Let's move things along.

You set up in the old barracks and bar the door, but not before Tragershen puts an alarm on the mine entrance. Luckily, nothing exits the mine over night and you eat a short breakfast before preparing to enter the mine.

Any spell or other prep before heading in?


Male Human 6th level Druid
Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)

Nim's spells updated. No special prep going in.


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

Tragershen's spells are updated. He'll cast Mage Armor on himself before entering.


Male Human (Varisian) Cleric (Varisian Pilgrim archetype) 6

Focus brings a nimbus of light to radiate from Mihai's head. He does not walk first into the mine, but he does follow without fear or hesitation.

Ready to rock, no change to spell loadout.


HP 39/30, AC- 11 (15 MA) T- 11 FF- 10 (14MA), CMD- 12, F +6, R +4, W +7, P +7, In +5

About to hit the sack, Aedalis will cast his usual x2 Mage Armours on himself and Tilsini as well as False Life. Will resolve tomorrow asap :).


You pack up your gear and leave the guards at the Barracks to watch over your gear and mounts.

The wooden beams supporting the mine's main entrance are weathered and sagging. Water trickles down the sloping floor among the wooden footholds leading down the main shaft. It is completely dark and magical light sources come out.
The walls of the mine are carved from gray rock salt. The main shaft continues for about 100 feet before opening up into a large chamber. It is about 80' wide by 60' deep. Water fills the middle of the chamber but the last 5' around the edges are dry. The center of the chamber seems to continue go down and you can't be sure how deep the milky white water get's. It appears you can go around either edge, you see nothing of note in the quiet chamber.

Go left or right around the water along the edge? Or wade into the salt water?
Map update to follow later when I get home and settled. Feel free to wait on that.


Male Human Magus 4(Bladebound)
Attacks:
Asilande +9(1d6+4/18-20x2), Dagger +6 (1d4+2/19-20x2), Longbw +7 (1d6/20x3)
Spellcasting:
CL 4 +6 melee, +6 ranged, Conc +9
Stats:
Init+3, Perc+2,AC19/14/15 HP 37,Frt+5,Will+4,Ref+4,Spd 30',CMB+5,CMD 19,Str 14, Dex 16, Con 12, Int 16, Wis 10, Cha 10

Corbius gathers his belongings and stays close to Nim.

No changes to spells. Ready to go.


Salt Mine Chamber 1

Here is the updated map to the Salt Mines, which side? Any thing else? If you would rather I roll randomly in these circumstances to move things along just let me know and I will do that in the future.


Male Human (Varisian) Cleric (Varisian Pilgrim archetype) 6

Mihai looks upon the waters appraisingly "I would not risk to step into the waters if we could hold to the walls."


Male Human 6th level Druid
Stats:
Init +1 Perception +12 AC 20 Tch 13 FF 19 HP 59 Fort+7(+8 vs disease) Ref+3 Will+8 Spd 20' CMB +11 CMD 23 Acro-2*Climb+6*Esc Art-2*Spellcraft+5 Stealth-2*Swim +6 ACP -2 (shield)

Agreed. Nim replies while studying the ground to determine if one direction or the other sees more use.
Nim survival +11, Wic perception +6
Barring that...
1 left, 2 right: 1d2 ⇒ 2


HP 39/30, AC- 11 (15 MA) T- 11 FF- 10 (14MA), CMD- 12, F +6, R +4, W +7, P +7, In +5

After his usual spell preparations, Aedalis tailored the spells he chose from Tilsini to better fight undead.

Ready. Lots of chill touch prepared.


Will get a post up tonight to get things moving...it's a combat post which is why it is taking me a little longer to get the map and stuff ready.


You move forward along the ledge, the clanking of your gear and feet the only noise. It appears that this chamber starts to narrow before possibly opening up into another passage. You are about half way along the edge when the very water itself seems to rise and try to strike you!

Luckily it is fairly slow moving and you are able to react as the water parts and whatever it is rises towards you!

DC 16 Knowledge Dungeoneering:

You believe this to be a Ooze of some kind. The milky water make it more difficult to identify but you could swear it looks like a deadly kind called a Crystal Ooze. They are mindless blobs that attack living creature to eat them. You know they have a fairly nasty ability to smash things but you are not sure of much else. They are very easy to hit though.

DC 21 Knowledge Dungeoneering:

Above spoiler plus. This seems to be much larger than the other example you saw in the book and probably tougher.
Yes, you are sure this is a crystal ooze. The story you read stated that this ooze had a deadly secretion on it's touch that paralyzed anything it hits...they were the doom of three of the adventurers who encountered the one in the book you read before they were able to kill the thing.

DM Only:

initiative strings:
Nim 1d20 + 1 ⇒ (5) + 1 = 6
Anton 1d20 + 3 ⇒ (8) + 3 = 11
Mihai 1d20 + 0 ⇒ (15) + 0 = 15
Tragershen 1d20 + 3 ⇒ (14) + 3 = 17
Corbrius 1d20 + 3 ⇒ (7) + 3 = 10
Aedalis 1d20 + 4 ⇒ (6) + 4 = 10
Ooze 1d20 - 3 ⇒ (11) - 3 = 8

Order of Combat Round 1:
Tragershen 17
Mihai 15
Anton 11
Corbrius 10
Aedalis 10
Salt Water Monster? 8
Nim 6
Wic 6

Battle of the Salt Water Beast Round 1


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

Knowledge Dungeoneering 1d20 + 12 ⇒ (13) + 12 = 25

Tragershen calmly says "A crystal ooze. Beware, it's touch will paralyze."

Tragershen will delay until after Aedalis.


Male Human (Varisian) Cleric (Varisian Pilgrim archetype) 6

Looking to Anton, Mihai gestures and some of the grace of the walker settles around his form. The varisi pilgrim then pauses so as to allow another to present a lead for him to follow.

5ft to AG,34 - then Bit o Luck Anton.

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