DM Stephens Serpents Skull Campaign - Chp1:The Smugglers Shiv (Inactive)

Game Master terok

With the defeat of the dark Dryad and surviving many of the islands others challenges, the party is well on their way to becoming the Shiv's masters...only Ieana stands in their way...


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The cantrip is not powerful enough to repair the trapdoor to work properly. If someone has knowledge engineering you might be able to put it to good use?
Or you could just remove the mechanism and the trap door will close shut, it will just take a pretty good strength check to lift it as it is quite heavy.

It is a quiet day, you take the longer path back, checking the terrain as you go. You encounter no real dangerous wildlife and eventually make it back to your camp safely. The others are very happy to see you.


Sasha runs up and embraces Nim, We were worried about you, we heard some kind of explosion and figured you must be behind it.
What was it?


@ Anton
You must tell me about your latest adventure! I see you all came back in one piece, I can make a grand story out of it...


Corbrius:

Ishirou waits until you are alone, Did you get near the treasure location??? Would like to be with you when you decide to open it. The others probably wouldn't miss me.


Jask fusses over you when you get back, making sure everyone is okay and healing any wounds you may have left.
He examines everyone for diseases, but you are luckily free from them...mayabe you are finally building up some kind of resistance to them!


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

Mihai finds a quiet place to sit after their trek through the jungle. He is unused to the exertion and it is taking it's toll upon him. He drains his waterskin once more by means of rehydrating the copious sweat that has been lost.


Mihai Soarta wrote:
Mihai finds a quiet place to sit after their trek through the jungle. He is unused to the exertion and it is taking it's toll upon him. He drains his waterskin once more by means of rehydrating the copious sweat that has been lost.

Jask sits down beside you...I see you have found the road you are travelling a difficult one. Once, when I was young, I had thought of a life of adventuring. I was never a stout fellow though. I imagine that heading off into the jungle each day would probably be the end of me nowadays.

Let me know if there is anything I can do to ease your burden while in camp. Me and the others do appreciate the dangers you all must face while the rest of us stay in camp. We are trying to do more. In fact we have been able to hunt enough to supply you all with food for both here and on your trips! Just let us know if there is anything else we can do and we will set to it.


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

Mihai smiles at Jask as he sits "I have always found that the difficult paths are more worthy of being followed. I am fine... just unused to such exertion, the air in the jungle is much thicker and cloying than that one receives upon the bow of a ship."

"I thank you for the offer, but my needs are few. Perhaps a tale of your younger days when thoughts were still of fame and fortune. What was it that blunted your desire?"


Male Halfling (Molthuni) Barbarian 1 Ranger (Trapper) 3
Gelik aka DM Stephen wrote:

@ Anton

You must tell me about your latest adventure! I see you all came back in one piece, I can make a grand story out of it...

"Well first Nim sent in this big centipede that he summoned, and you should've heard the noises when it encountered the first yellow musk zombie! We went in the ruins another way, and there was this other plant zombie made from a giant snake, and the yellow musk creeper had these vines all over that shot stuff in Nim's face to try and turn him into one too -- but then Corbrius went right at it, and it almost crushed him to death -- here, I'll tell you all the details..." Anton takes the enthusiastic gnome aside and starts describing what everything looked and sounded and smelled like, and everything that happened -- only a little out of order, as he remembers something else -- until Gelik is satisfied that he got it all. "I just wish that I could've been the one to finish it myself, for Nora. But check out these boots! They could be ten thousand years old!"


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 opinion regarding the trap door is to do whatever it takes to close it.

Upon returning to camp, Nim returns Sasha's embrace and tells her about the discovery of the ruins, and the plan to move the camp there. Nim makes sure to point out all the positives of the new location (water, shelter, security etc).

He listens with amusement as Anton recounts the battle with the creeper.

Nim is really happy to see Sasha and they retreat to the edge of camp to renew their training sessions. Con checks vs forced march: 1d20 + 1 ⇒ (19) + 1 = 20 success 1d20 + 1 ⇒ (19) + 1 = 20 success

Right busy with the move... reading all the posts but little time to post. Enjoying all the RP!


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

@Jask

Corbius smiles at Jask and his concern over his well being. Thank you for your concern Jask I think I am fine. At least for right now, I feel ok I think I am finally getting used to this place. Focus your efforts on the others for now. He says with a hearty smile reassuring the cleric that he is ok.

Ishirou:

We have not been close yet Ishirou. The place your map speaks off is a long way south of here with a lot of unexplored terrain between us and it. We have found a place to move camp to that offers some protection fresh water and will be a better forward base. Once we set up camp we will begin to explore from there which makes it more within reach. When Nim tells me we are headed that way I will let you know.

Corbius spends a good portion of the rest of the day sharpening and polishing Asilande occasionally flexing his sword hand as if bothered by some remembered pain.


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

@ Mihai's Harrow Reading-

Aedalis visibly smirks triumphantly as Mihai mentions the group needing his wisdom, but shows little other emotional reaction.

Thank you Mihai. We shall bend this accursed island to our will, just like the Eldest do with the First World.

@Anton (Yesterday Night)-

I've actually already made copious notes on the chalk writings and noted the symbols down on the parchment Tragershen lent me... But do preserve the original if you find some way to shut the trap door. I'm afraid my studies throughout my life left little time for engineering or architecture.

Catchup-

Aedalis smiles politely as he trades greetings with the other castaways- noting them eventually pair off into quieter conversations he contents himself by absent mindedly petting Tilsini and recalling what he had been learning of the Elven tongue on the boat journey. While he couldn't claim to have a fluent mastery of it yet, he felt that with a bit more effort and another book as comprehensive as the one he had previously possessed (or simply a fellow linguist) he would master the tongue soon, followed by the written word. Establishing a good working relationship with Tragershen would be a logical move he mused- for the trade of both spells and languages. Perhaps he, like Corbrius, would be interested in learning Azlant.

By the way DM- Jask's actual avatar from the book is available for use since the last additions to the avatar library. Just look through the Clerics and you'll see him easily enough.


You are able to close the trap door although it will require a difficult strength check to re-open it.

You inform the rest of the group about the move to the new location. The response is a little muted but otherwise supportive. They prepare the camp for moving while you rest that evening.

Heading straight back to the ruins the next morning? By what route?

DM Only:

Encounter Dawn 1d100 ⇒ 36
Encounter noon 1d100 ⇒ 96
Encounter Dusk 1d100 ⇒ 53
Encounter Midnight 1d100 ⇒ 51
Disease Nim 1d100 ⇒ 67
Disease Anton 1d100 ⇒ 57
Disease Mihai 1d100 ⇒ 40
Disease Tragershen 1d100 ⇒ 17
Disease Corbrius 1d100 ⇒ 61
Disease Aedalis 1d100 ⇒ 87
Disease Aerys 1d100 ⇒ 32
Disease Gelik 1d100 ⇒ 81
Disease Ishirou 1d100 ⇒ 4
Disease Jask 1d100 ⇒ 33
Disease Sasha 1d100 ⇒ 71


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)

We should have a route that is all green dots between here and the ruins now. Straight back to setup the new camp I would guess. I can update the map when i am at a computer later, rather than on my phone.


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

Has everything north of the new base camp been explored yet? Being on the very tip its logical to not leave anything unexplored behind us.


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)

We have 5 hexes directly north of the ruins unexplored. I was thinking we would rather drop the castaways off at the ruins than drag them along. We can finish those hexes and the others immediatly around the ruins tomorrow (south). Everything north of the ruins would then be explored.


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

Sounds good, as long as we don't push too much further south without exploring north.


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 takes well to Aedalis, respecting his learning and eager to take advantage of it. He absorbs Azlanti quickly, often making comments about how this or that seems a root word for another language...

Talking as they walk on the long trips, Tragershen seems able to forget for periods of time their true circumstances. He seems happier than he has since most of the castaways have met him, even from before being stranded.

He seems more than willing to reciprocate as well, offering to talk about subjects that Aedalis might find informative or useful.

Aedalis & Corbius:
Tragershen is more than willing to talk at nauseating length on any number of subjects. If Aedalis or Corbius wants to learn a language, skill or spell that Tragershen knows, he is more than willing. It couldn't hurt to have some duplicates on those skills since my 2d0 rolls tend to be so poor. :)

DM, Anton and Nim:
One evening Tragershen will approach Anton and Nim and ask for their aid. If during the course of their travels, if they come across certain natural iems that would of particular use, Tragershen would appreciate their assistance in locating and harvesting it. He's looking for natual ingredients that could be used in making scroll ink so that he could perhaps do some scribing for the benefit of all.


Male Halfling (Molthuni) Barbarian 1 Ranger (Trapper) 3

Tragershen:
"Of course! There's all manner of plants and animals that can be used to make ink. We might have to go a bit slower to keep an eye out, but I'm sure that we can find something, and it would be worth the time to have more resources." Take 10 on Survival for 16, if that's good enough.


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)

Current Map

Exploration route Going north first...

Nim agrees to assist in any way he can with Tragershen's request...


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

Mihai has no issues with the proposed travel plan


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 has no objections to the proposed route.


Male Halfling (Molthuni) Barbarian 1 Ranger (Trapper) 3

Anton thinks it looks spiffy. He isn't sure if that makes a difference after the route caller + 2, but the group is larger now.


As far as getting the materials to create some type of ink out of you can make a survival check to find the materials but I would need some type of suitable skill like Alchemy in order to use them to create the ink.

DM Only:

Disease type for Ishirou 1d4 ⇒ 3
1=Boot Soup
2=Dysentery
3=Pulsing Puffs
4=Sleeping sickness


19th of Lamashan

The treck to you new campsite is a little over a half days journey with the trail you have made. The other castaways and you spend the rest of the day setting up the ruin to your liking as well as finishing cleaning up. The little pool of water has returned and it is a good day to rest a little and do a little training as well.

You watch with interest as Nim and Sasha battle each other later that evening. There is something primal, almost animal about their combats. Surprisingly, Nim often ends up on the recieving end of most of the bruises as Sasha is a surprisingly capable warrior.

Not fast enough! she yells at Nim as she cracks him on the shoulder as she slides by his attack!

It is a good night and you all rest well that night and map out your next exploration route.

DM Only:

Encounter Dawn 1d100 ⇒ 98
Encounter noon 1d100 ⇒ 16
Encounter Dusk 1d100 ⇒ 57
Encounter Midnight 1d100 ⇒ 28
Disease Nim 1d100 ⇒ 30
Disease Anton 1d100 ⇒ 20
Disease Mihai 1d100 ⇒ 17
Disease Tragershen 1d100 ⇒ 42
Disease Corbrius 1d100 ⇒ 56
Disease Aedalis 1d100 ⇒ 59
Disease Aerys 1d100 ⇒ 27
Disease Gelik 1d100 ⇒ 62
Disease Ishirou 1d100 ⇒ 73
Disease Jask 1d100 ⇒ 83
Disease Sasha 1d100 ⇒ 39


20th of Lamashan

You head out fromt he camp the next morning going further up this ridge to finish searching the area North of your camp. It is rough terrain, but it seems you have cleared the area of most major predators.

The group Circles back south and climbs down the steep hill until it comes to another natural cove. There is another small beach you can see from the cliff face and a fairly easy route to it. You head down to check out the cove.

The remnants of a quickly rigged shelter and evidence of a small campfire sit well above the high-tide line on this narrow, sandy beach. It is not long before Anton spots something else curious. A small boat hidden in the brush, a skiff big enough for 4. It looks pretty new and has obviously not been here that long. In the boat is a tricorn hat and a brightly colored scarf.

Intelligence Check DC10 for everyone except for Mihai and Aedalis:

You remember this exact hat on Captain Kovack. You also remember the Varisian Scholar Ieana wearing that scarf...


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)

19th of Lamashan
After helping move the camp to its new location, Nim once again enjoys a vigorous sparring session with Sasha... (bringing the total training sessions to 5)

20th of Lamashan
Nim leads the group through the jungle, while Anton "shadows" the groups movement from ahead...

...as he does he keeps an eye out for a particular type of flower that grows in these parts, that he knows can be crushed and boiled down to make a very suitable ink for Tragershen's purposes. Tribes in these parts use this ink for their body tattoos... it is very durable and quite vibrant.

Survival check: 1d20 + 10 ⇒ (17) + 10 = 27

Upon spying the boat and its contents...
Int check: 1d20 + 1 ⇒ (17) + 1 = 18
...Nim's eyes narrow. What is this?! That hat belongs to the Captain! And that scarf belonged to Ieana! It appears they survived the sinking of the ship as well... Nim's voice trails off, while he contemplates the implications. After a moment, his voice returns, this time with an edge to it. The Captain and this woman are the only ones to utilize the longboat? It seems the sinking of the ship was no accident! I suspect we have been betrayed!

Nim commands Wicewakan to assist and immediately scours the area for sign and tracks...

Survival check (tracking): 1d20 + 10 ⇒ (19) + 10 = 29


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

20th of Lamashan:

As they near the boat, Mihai listens to Nim's reaction - but has no knowledge of the Captain or Ieana. Similarly not knowing any means of assisting with the search for signs, Mihai finds a spot in the shade where he is able to sit a moment and waft away some of the fetid humidity.


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 |

Intellgence 1d20 + 5 ⇒ (16) + 5 = 21

I do believe you are right, Nim. The Captain and Ieana alone making it away sees highly unlikely unless skullduggery was involved. Anton, can you verify if there are tracks for the two of them or if there are more that just didn't leave evidence behind?

DM:
Regarding the two new Azlanti spells, can Tragershen develop them as bonus spells, or would they be considered spells he would gain by leveling up? Also, with Nim and Anton's help, would he be able to find and brew the inks necessary to create scrolls or scribe new spells in books, or is that not realistic?


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 is already looking for tracks... with an assist from Wic... (and I have rolled pretty much max already) but Anton's help will be of some boon as well. :)


Tragershen wrote:

Intellgence 1d20+5

I do believe you are right, Nim. The Captain and Ieana alone making it away sees highly unlikely unless skullduggery was involved. Anton, can you verify if there are tracks for the two of them or if there are more that just didn't leave evidence behind?

** spoiler omitted **

Tragershen:

They are like finding scrolls. You would be able to add them to your spellbook once you have completed the research into the spell.
As far as the scrolls, as I said if you have some type of skill that would realistically apply to making inks like Alchemy from the ingredients, you could probably make an ink with a little time.

You set to task looking for tracks. You have to admit that between you and Anton you think you can track most creatures, but looking at the camp it is probably several weeks old. Any tracks that might have been here would get washed away quickly with the massive rains that hit the island almost daily. At least you know nothing left here in the last few days, that you feel pretty certain of!


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

Well I think we should be on the lookout for signs of the Captain and Ieana in the future. No doubt if they scuttled the ship and left they had other nefarious plans in mind.
However, it is also likely they have a way or know of a way off the island as it is unlikely they would strand themselves indefinitely. That means we can at least be sure there is a way off the shiv.

Hearing from Nim and Anton there is no sign of them Corbius shades his eyes with is hand and looks around the cove. I think we might also want to watch for signs of being followed or tracked. You never know they could be watching us right now.


Male Halfling (Molthuni) Barbarian 1 Ranger (Trapper) 3
DM Stephen wrote:

20th of Lamashan

** spoiler omitted **

Just for kicks, Int check vs. DC 10: take 10 + 2 = 12 ⇒ Success. Woohoo!

Niɱ wrote:

Upon spying the boat and its contents...

Int check: 1d20+1
...Nim's eyes narrow. What is this?! That hat belongs to the Captain! And that scarf belonged to Ieana! It appears they survived the sinking of the ship as well... Nim's voice trails off, while he contemplates the implications. After a moment, his voice returns, this time with an edge to it. The Captain and this woman are the only ones to utilize the longboat? It seems the sinking of the ship was no accident! I suspect we have been betrayed!

Nim commands Wicewakan to assist and immediately scours the area for sign and tracks...

Survival check (tracking): 1d20+10

"The only conclusion I can draw is that *someone* survived. Maybe it's just because I know how easily I could've procured that hat and scarf without their owners' knowledge, let alone consent; maybe it's because I've survived so many traps by questioning the assumptions that are filling the gaps in my observations. But we have the first mate's rapier, too; and what does that mean? All I know is that I don't know.. yet. And so I will look for more evidence."

Aid Another with Survival (tracking): 1d20 + 7 ⇒ (12) + 7 = 19 ⇒ Success for +2 to Nim's result.

Corbius Jank wrote:

Well I think we should be on the lookout for signs of the Captain and Ieana in the future. No doubt if they scuttled the ship and left they had other nefarious plans in mind.

However, it is also likely they have a way or know of a way off the island as it is unlikely they would strand themselves indefinitely. That means we can at least be sure there is a way off the shiv.

"But the skiff could be a way off the Shiv.. huh. I still have goals to accomplish here, but I know that not everyone feels the same way. I guess we'll have to talk about this, now that we have a boat."


Male Halfling (Molthuni) Barbarian 1 Ranger (Trapper) 3

Flextime: Night of the 18th

At their last sunset at the old camp, Anton goes to Nora's grave and waits. When the first star appears, he whispers, "Goodbye, Nora,", blinking out tears to stream shamelessly down his face. Wiping his eyes and cheeks on his sleeve, he rises to go get what sleep he can before their big move.


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

20th Lamashan:

After the tracking has been completed, Mihai asks Nim "Is this the first sign that you have seen that others may have survived?"


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
Anton wrote:
At their last sunset at the old camp, Anton goes to Nora's grave and waits. When the first star appears, he whispers, "Goodbye, Nora,", blinking out tears to stream shamelessly down his face. Wiping his eyes and cheeks on his sleeve, he rises to go get what sleep he can before their big move.

Corbius eyes the skiff dubiously. You know more about the sea then I do Anton but I would not want to venture to far from shore in that. He gestures at the boat. It is little more then a rowboat with a sail. I would not want that to be my only way of this rock.

Mihai wrote:
After the tracking has been completed, Mihai asks Nim "Is this the first sign that you have seen that others may have survived?"

The only other survivors we have met from our boat are back at camp besides them and yourselves we have met no other "people' so far


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 looks at Anton for a moment before responding. It is true that the discovery of the scarf and the hat do not prove that it was the Captain and Ieana who rowed this boat ashore. However, there are only two reasonable conclusions to be reached in my opinion. One, that the Captain and Ieana were in fact the ones that reached shore here after surviving whatever befell the ship. Or two, someone else did, and planted these items to lead us to believe they did. But to what end? If the Captain and Ieana did not come ashore, it likely means they are dead, along with all the others aboard ship. Why go to the trouble of shifting suspicion to them if they are dead? The only conclusion is that they must still be alive... and if they are, they most likely used this skiff to reach the island. Until proven otherwise, I will assume that is what has occured. And I plan to ask them what befell the Jenivere...

At Corbius' remarks, Nim adds his thoughts as well. I agree with Corb, the boat is unlikely to survive the open sea... but I will not stop anyone from trying. I plan on stating on the Shiv for a while.

If no one wishes to use the boat at this time, I suggest we move and hide it from discovery.


Male Halfling (Molthuni) Barbarian 1 Ranger (Trapper) 3

Anton furrows his brow when Nim mentions the open sea, and puts a hand to his chin thoughtfully. We're in a bay.. but I don't want anyone to leave until I've found what I came for. Anton nods. "Very well, I agree. Let's re-hide it."


The skiff has no sail actually. It is more of a rowboat and you might be able to squeeze 6 people in it for a short duration but it is really made for 4.

You collect the hat and scarf, you never know if you might need them for some reason, put the brush back over the boat again and continue along your path back to the camp. You encounter a small river heading south that you follow north for a little while that appears to originate from the hills on which your ruins lie. You make it back to camp that evening, tired from your long day's treck as well as the day's events.

You are reflective back at camp and other than Gelik's attempts to entertain the group, it is a quiet night.

Watch order at night? Remember that the others are watching at night when you are gone so you don't need to watch back at camp if you don't want to, this is your away from base camp watch order, let me know if you plan to watch back at camp as well:
Anton
Mihai
Nim/Wic
Aedalis
Corbrius
Tragershen
.
Route for the 21st?


Aedalis:

You find that at times the ruin unsettles you. Occasionally there are flashes...its almost as if you see the way it looked in its time. You also see glimmers of the cloaked wizard, the one who was trying to create the new magics and spells...he was an old man, but his eyes burned brightly.
The cloak fits you well as if it was made for you. The material is wonderful and keeps you dry as well as cool.
The scrolls are a different matter though. They seem to be technical dissertations on magic and they are hard to follow. It may be that Tragershen's technical mind for magic may be better suited to their written method.


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)

Blue route first... then orange.
Route Map


21st of Lamashan

Ishirou wakes up sick...it appears he has contracted the sleeping sickness. Jask tells you he can handle this and sends you on your way.

DM Only:

Disease type 1d4 ⇒ 4
1=Boot Soup
2=Dysentery
3=Pulsing Puffs
4=Sleeping sickness
Encounter Dawn 1d100 ⇒ 16
Encounter noon 1d100 ⇒ 51
Encounter Dusk 1d100 ⇒ 99
Encounter Midnight 1d100 ⇒ 87
Disease Nim 1d100 ⇒ 78
Disease Anton 1d100 ⇒ 1
Disease Mihai 1d100 ⇒ 82
Disease Tragershen 1d100 ⇒ 24
Disease Corbrius 1d100 ⇒ 63
Disease Aedalis 1d100 ⇒ 30
Disease Aerys 1d100 ⇒ 71
Disease Gelik 1d100 ⇒ 89
Disease Ishirou 1d100 ⇒ 5
Disease Jask 1d100 ⇒ 75
Disease Sasha 1d100 ⇒ 5
Disease type Anton 1d4 ⇒ 1
1=Boot Soup
2=Dysentery
3=Pulsing Puffs
4=Sleeping sickness
Disease type Ishirou x21d4 ⇒ 3
1=Boot Soup
2=Dysentery
3=Pulsing Puffs
4=Sleeping sickness
Disease type Sasha 1d4 ⇒ 2
1=Boot Soup
2=Dysentery
3=Pulsing Puffs
4=Sleeping sickness

You head south past the cove until you get to the east coast. As you look further down the south coast you spot another wreck 12/13, C. It appears to be just off the coast on a reef.

Do you continue down the coast and your path or are you going to check out the wreck?


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

21st of Lamashan:

Not to show mistrust of Jask, but Mihai inspects Ishirou himself to check his condition...
Heal: take 10 for 17
...trying to gauge if Ishirou will bear the next few days without too much pain. To Jask: "Have you need of herb or poultice? Anton provided me with supplies medicinal that I can cede to you if you have need of them."

If Ishirou is gauged to be ok for a few days, then Mihai will come - if not, then Mihai may stay at camp.


Male Halfling (Molthuni) Barbarian 1 Ranger (Trapper) 3

"I'd like to get a closer look at that wreck -- at least from shore." C-12? If/when the group arrives at a spot near the reef that it's on, Anton spends a couple minutes examining the wreck. Take 20 and use Extraordinary Perception for a total of 36.


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

Aedalis is mostly silent as he follows the others, but here he makes an inquiry-

Do you tend to make a habit of exploring such ships? I imagine that on this infamous isle, this is not the first you have discovered...


Anton Green wrote:
"I'd like to get a closer look at that wreck -- at least from shore." C-12? If/when the group arrives at a spot near the reef that it's on, Anton spends a couple minutes examining the wreck. Take 20 and use Extraordinary Perception for a total of 36.

I won't spoiler this since you will just share it anyways.

Just off the shore is another wreck. Definitely damaged, but the forecastle seems to be completely intact. The main part of the ship including the hull is most likely lost though.

Getting to it will require a swim in rough waters or a boat if you wish to examine the wreck.


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)

We could retrieve the boat and use it to reach the wreck...


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 |

An excellent thought, Nim. And I like that idea that if the captain did indeed betray us and come here, that when he returns for his boat it gone.


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
Aedalis wrote:
Do you tend to make a habit of exploring such ships? I imagine that on this infamous isle, this is not the first you have discovered...

We have found a handful so far that we have explored with the exception of one that was also wrecked a distance from shore. They have been a source of resources thus far that have made our camp life more comfortable but have come with their own ... risks.

Nim wrote:
We could retrieve the boat and use it to reach the wreck...

I agree. As well, we may want to consider the other wreck that we were unable to reach before is now reachable with the use of the skiff.

Flextime back at the ruins when discover the chamber

Corbius looks at Nim and says offhandedly Hmm this is what I thought we would find to the south of us. An Azlanti ruin. It would seem my visions were correct.

I had forgotten about that request to go south..Oops:)


From the cliffs and the terrain to get to the wreck it is obvious that you must row from the cove to the wreck so you march back to there and hop in the boat. Ater several attempts to get in a not capsize it with 6 people you begin to row back to the wreck.

It takes you about 5 minutes to understand just how dangerous it is around here for larger ships. Shallow reefs are everywhere and threaten to capzise your small boat several times as waves moves you onto them. It takes you about 1-1 1/2 hours to row to the ship safely. You pull up onto the reef and use rope to tie the boat off to he larger wreck.

You are barely able to make out its name, the Bloody Doll. Little is left of the ship's hull and after a short search of te remaining forecastle you find a few loose coins, but little else of value.

27gp and 72sp

You speed back to the cove and slide the boat back onto the beach just before dark.

Do you stay here or press onto the camp? It is about an hour back to it?
Map for the 22nd travel plans since you altered course please. The SE area should be pretty well travelled by now though and you should be able to make better time.
BTW now that Anton has is movement enhancement you could use it to cover another couple of hexes per day if he wants to use them in such a manner?

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