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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A couple of things:
1. No problem crafting things such as Staff's or slings.
2. The holy symbol will be a little more difficult. Because of its nature, the specifications must be very exact in its creation. A craft-woodworking DC 15 check will be required otherwise the symbol is not perfect and the cleric's powers will not function.

DM Only:

Encounter chance dawn 1d100 ⇒ 97
Encounter chance noon 1d100 ⇒ 38
Encounter chance dusk 1d100 ⇒ 98
Encounter chance midnight 1d100 ⇒ 77
Disease chance Nim 1d100 ⇒ 46
Disease chance Anton 1d100 ⇒ 36
Disease chance Nora 1d100 ⇒ 70
Disease chance Tragershen 1d100 ⇒ 97
Disease chance Corbrius 1d100 ⇒ 34
Disease chance Aerys 1d100 ⇒ 33
Disease chance Gelik 1d100 ⇒ 20
Disease chance Ishirou 1d100 ⇒ 61
Disease chance Jask 1d100 ⇒ 36
Disease chance Sasha 1d100 ⇒ 1
Sasha type: 1d4 ⇒ 2 save vs. Fortitude Save 1d20 + 5 ⇒ (16) + 5 = 21
Save #2 Fortitude Save 1d20 + 5 ⇒ (15) + 5 = 20
Aerys save vs. sleeping sickness Fortitude Save 1d20 + 5 ⇒ (18) + 5 = 23
Save #2 Fortitude Save 1d20 + 5 ⇒ (6) + 5 = 11

Tragershen:
Please give me a DC 16 Fort save. If you make the first one give me a second save please, both in spoilers.


You awake the next morning, most people now starting to fit into their roles. The enthusiastic Anton ready to go and seemingly very motivated.
Aerys, fighting something but at least wanting to help out at the moment says she will keep an eye out for dangerous animals.
Gelik tries to keep everyone's spirits up, he still seems not quite won over to this being anything but their deaths.
Ishirou stays at camp to defend the others.
Jask puts his healing skills to work trying make sure eveyone is okay as well as keeping the food fresh. He still hasn't told you more about his story, seeming to still not trust you or te others entirely yet.
Sasha says she can try to forage for some food while you are away seeking this wreck. She feel a little under the westher but seems to be fighting whatever bug she has.

You head west into the jungle, hoping the others will be okay while you are gone. You think it will take you a good part of the day to get back and forth from the wreck.

You are wondering through the jungle when you are attacked by a large Viper!

DM Only:

Surprise Round:
perception Nim 1d20 + 6 ⇒ (4) + 6 = 10
perception Anton 1d20 + 10 ⇒ (16) + 10 = 26
perception Nora 1d20 + 3 ⇒ (2) + 3 = 5
perception Tragershen 1d20 + 4 ⇒ (18) + 4 = 22
perception Corbrius 1d20 + 0 ⇒ (1) + 0 = 1
perception Larissia 1d20 + 1 ⇒ (15) + 1 = 16
vs stealth 1d20 + 9 ⇒ (11) + 9 = 20

Surprise Round
Anton and Tragershen spot the snake and can act in the surprise round:

DM Only:

initiative strings:
Nim 1d20 + 1 ⇒ (20) + 1 = 21
Anton 1d20 + 3 ⇒ (1) + 3 = 4
Nora 1d20 + 2 ⇒ (12) + 2 = 14
Tragershen 1d20 + 3 ⇒ (16) + 3 = 19
Corbrius 1d20 + 1 ⇒ (12) + 1 = 13
snake 1d20 + 5 ⇒ (13) + 5 = 18
1d6 ⇒ 6

Order of Combat Surprise Round 1:
Tragershen 19
Snake 18
Anton 4

Order of Combat Round 2:
Nim 21
Wic 21b
Tragershen 19
Snake 18
Nora 14
Corbrius 13
Anton 4

No map with 1 creature. Rough terrain, you are all within 10' feet of it, but it is next to Corbrius!


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)

Date: 29th of Rova 4708 (Day 3 on the island)
Time: late morning
Location: stranded on "the Shiv" (map co-ordinates?) in the jungle headed from camp to nearby shipwreck
Current XP Total: 100

Round 2 action:
Seeing the large viper, Nim orders Wicewakan to attack while moving into position himself. handle animal check: 1d20 + 7 ⇒ (8) + 7 = 15 success Wicewakan moves into position opposite Nim and they both attack.

Wicewakan standard action bite (no flank this round as per DM): 1d20 + 2 ⇒ (8) + 2 = 10 damage: 1d6 + 1 ⇒ (6) + 1 = 7

Nim standard action spear w/flank: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22 damage: 1d8 + 6 ⇒ (7) + 6 = 13

Current status (round 2):
Nim -- AC: 15 HP: 13 of 13
Wicewakan -- AC: 14 HP: 14 of 14

PS. I'm not sure how to track our movement on the map you provided Stephen. Ideas? Can you create labels on the map, numbering each hex?


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 |

In the surprise round, Tragershen will ready his rapier.

Spoiler:
Fort Save 1d20 + 2 ⇒ (14) + 2 = 16

Edit: Amazingly enough, that looks like I made it. Here is the follow up:
Fort Save 1d20 + 3 ⇒ (8) + 3 = 11

That sure looks like a fail to me. Let me know if the character would be aware of any effects for making or failing a save; otherwise, I'll assume he is oblivious to what is happening.

Anton, I do appreciate the advice on crafting; that's actually a great idea. But I'm not sure if he could justify a week's labor on it when everyone around him is working on their survival, especially without the correct tools (another -2 on the roll). If things continue where we fall into a routine of staying at camp and foraging rather than exploring, I will certainly look at doing that for Jask.


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

Anton spots the snake before it can do anything, but while his eyes are sharp, his reactions are slow. The snake strikes quickly, beaten only by Tragershen's lightning-fast draw of his rapier.

Three times in a row, his lucerne hammer was the right tool for the job -- the shocker lizard, the black hooded king cobra, and the eurypterids -- and the first two struck before he even saw them. That's a pattern, and so the ever-practical ranger has taken to carrying it at the ready. Anton grips his polearm firmly, and stabs at the massive snake.

Lucerne hammer: 1d20 + 3 ⇒ (6) + 3 = 9 for 1d10 + 1 ⇒ (2) + 1 = 3 damage.

The snake is just moving too fast for him. Anton strikes nothing but air.


It strikes out at Corbrius, who happens to be next to the Red Tipped Viper, luckily several of you rocognize this as a more average venomous type of snake...
bite atk 1d20 + 2 ⇒ (2) + 2 = 4 dam 1d4 - 1 ⇒ (2) - 1 = 1 Hit or Miss

Luckily the snake is as afraid of you as you are of it...

Nim and Wic move quickly and Nim spears the snake quite badly...it sways...barely alive starting to back away from the group...


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

I assume someone will finish off the viper soon.

As they rest a moment before resuming their trek through the jungle, Anton will pipe up. Oh by the way, remember the night before last, when we camped on the beach? The green glow really was natural phosphorescence, but later that night... I saw some ghostly shapes out in the surf. They looked human, and one even beckoned to me to come out in the water. I didn't want to say anything in front of the others, since they were already scared, but... yeah. This island really is haunted, and that's the other reason why I wanted to move our camp away from the beach, aside from my experiences with sahuagin.

Nim, the version of the map that I downloaded has labels along the left and top edges, using letters vertically and numbers horizontally. The hexes range from A-1 at the top left to GG-37 at the bottom right. I just have no idea where anything is: our original landing point, the battle with the shocker lizard and king cobra, our first campsite in the jungle, our second campsite on the beach, our current campsite "with a vantage point to the mainland" (is it that close?), either of the shipwrecks that we saw from the Jenivere, or our current location.


If you check the map, you are on the North side of the island, where the "X" is. You are camped in the hex directly south of there, who wants to take charge of the map? :)
I can mark the wrecks on the map if someone can mark the explored hexes. Each regular hex takes an hour to traverse, explored hexes 30 minutes. Updating now...


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)

I have seen the map (and we landed on the left side where the "X" is) but the co-ordinates don't function properly on a hex map, seeing as how the numbers along the top, if read down right or down left point to two different hexes (ie G-18). As in what hex is the "X" in? It depends on which way you read the top row. To keep it consistent (ie always reading down to the right) hexes along the edge of the map will require numbers from the top that are off map.

Did I explain that well?

I can try and whip up a map (on the weekend) with each hex labelled. It is something I need to figure out anyhow for my home games.


You guys are in K4..check out the updated map, you should be able to start tracking it from this one, you can use paint to do a simple update...


After having left the camp in better working order, the group seemingly working at least some-what as a group, Nora seems in relatively high spirits. She had discussed various options for the next couple of days with people; how food should be gathered, if they should look for sources of meat, what sort of structures they should build in the short and potentially long term, though she was eventually distracted by the focus on exploring the Wreck on the Shore.

Gasping in utter shock as the Snake moved from the underbrush the stunned look on her face took a few moments to abate. When it finally did she was quick to grab one of her Daggers and bring it to hand, shifting left and right more waiting to support those who were fighting that looking for a good shot.

She'll spend one move action to draw a dagger, and than a second to move around the periphery of the snake, looking for a spot she can throw with minimal cover.

She merely nodded towards Anton. "You did the right thing, though who knows what sort of things they could be. Not all spirits are harmful, and frankly it seems the wild-life on this island has been more dangerous to us than any 'spirit'.

There are different conventions for counting on a hex map, the most common one would have you count from the right most hex(i.e. all the hexes on the absolute right are 'hex 1')


Tragershen is up in round 1....or are you going to let the snake withdraw?


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 |

This close to camp, Tragershen will attack the snake lest it attack them again in the night. He flings his rapier at it from behind the others.

To hit 1d20 + 0 ⇒ (14) + 0 = 14
Damage 1d6 + 0 ⇒ (4) + 0 = 4

Also, snakes are good eatin'!


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

If the snake gets away from Tragershen and Corbrius...

Anton drops his lucerne hammer, draws his hidden dagger as a standard action, and throws it at the snake.

1d20 + 5 ⇒ (6) + 5 = 11 before taking range or cover into account, for 1d3 + 1 ⇒ (1) + 1 = 2 damage


The rapier pierces the snakes neck and it falls to the ground where you finish it.
After prepping the meat for later you move on. You move Northwest towards the coast and follow the north ridge. After a 2-3 hour stop around lunch for the rains and heat you continue.
You can tell by now that you won't make it to the wreck and back to the camp in one day. If you push on you can make it there before nightfall but will likely end up sleeping at or near the wreck on the way back.

Assumes you push on.

You make it to the cliff above the wreck near dinner time. It is about a 75-100 foot drop to the shoreline and to the wreck washed upon it. This wreck obviously crashed upon the Island. The front of the ship shattered into the shoreline leaving only half of the rear of the ship intact.
You drop 100' of rope down and carefully scale down to the bottom. Getting back up will not be fun...
Upon closer examination of the remains of the wreck a piece of the front is visible and you can make out the name of the ship, the Tattooed Lay. Looks like you will have to climb on to the deck and find a way into the hold.

Please let me know the order of how you will board the ship and your plan after that.


Male Halfling (Molthuni) Barbarian 1 Ranger (Trapper) 3
DM Stephen wrote:
Please let me know the order of how you will board the ship and your plan after that.

Anton expects to be in the front, actively looking for bad footing, stealthy creatures, and other hidden dangers. He recommends exploring it now, from deck to hold, so that any inhabitants can't ambush us while we sleep. Also, then we'd have all of our daily abilities for the trek back to camp tomorrow.

As for everyone else, he doesn't know. Corbrius right behind him, Nim and Wicewakan as rear guard, and Nora in the middle for easiest access to anyone who might need healing? That would leave Tragershen between Nora and Nim.


Dotting :)


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

If Tragershen hadn't managed such a marvelous throw...

Nice move! Where did you learn it? Every instructor I've ever known has insisted that throwing your last weapon away is like throwing your life away. Don't get me wrong, it made sense; I'm just sayin', I can't imagine where the idea and practice would come from. Unless you made it up?

...then I could've lost that snake, due to it taking so long to get that dagger out. Long habit, but no point in hiding it here.

Anton takes to wearing his dagger openly from then on.

Welcome, lurker! This is a first for me, having an audience. Hope you enjoy the show. :)


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

At the end of the 30th of Rova, two days ago, our second day on the island, after Anton identified the phosphorescent shoreline...

Tragershen wrote:

If it is still an option, Tragershen will take 10 to forage for food. Embarrassed by having Anton identify the phenonmenon that he couldn't, he is more intent than ever on being useful.

If night comes and Tragershen hasn't used his bonded object ability to cast an additional spell from his spell book, he'll use it to cast Endure Elements on Anton, letting him know what he is doing, how it would help and why.

If the night passes quietly, he'll take another shot at identify the potion, taking his time (and a 10).

Thank you! I don't expect temperature to be a big deal normally, but you never know what some trap or monster might throw at you.

DM Stephen wrote:
The night passes pretty much peacfully. Other than bad dreams about being chased by jungle beasts and the insects you wake up early the next morning not too worse for wear.

I don't think you ever said what the result of his take 10 was.


The other potion is a Cure light Wounds Potion.

You approach the creaking wreck and figure out the best way to get on board is for someone to climb on board and then lower another rope down for the rest. Due to the moss and spray from the ocean, it makes it difficult to get on board...

Its a DC 15 Climb check...who is going to scale it?


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 up at the wreck, and stows his spear. I shall go up and throw down a rope... He looks over his shoulder as he approaches the ship and commands Wicewakan to stay.

Climb check take 10 for a result of 15. Nim also has a grappling hook. :)


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

Anton gets an inspiration as they approach the boat. Huh. We won't need all that goat leather just for half a dozen slings -- in fact, we could use smaller animal hides for that. But the goatskins would be perfect for leather armor for Gelik and Jask. Oh! And Ishirou could use a wooden shield to go with that rapier!

His mind on the future, Anton never even gets a chance to offer the use of his climber's kit before Nim is already nimbly scaling the side of the boat. Oops. He gathers his attention to focus on the here and now.

Assuming Nim secures a rope without being attacked... "I'd like to go up next to keep an eye out for danger while Nim helps anyone up who needs it." He climbs the rope carefully, since his breastplate is bulky, and all of his stuff put together weighs almost twice as much as his healthy 31 pounds.

Looks like DM Stephen has updated the castaways' disposition and morale in the Supporting Cast section of the Google site, if you're interested.


Nim latches a hook up and climbs on to the ship followed by Anton.

With the ropes in places Corbrius comes up next followed by Nora. Just as Tragershen gets ready to Climb the rope Antons sharp ears hears some Snarls and movement from the hold below. He can hear scraping and then light footsteps coming up what might be stairs. AFter a few seconds a rotted door on the other side of the deck flies open and shatters as a horrid creature looks out from the doorway...
This humanoid creature has long, sharp teeth, and its pallid flesh
is stretched tightly over its starved frame.

DC 11 Know Religion Check:

This creature is a Lacedon Ghoul. Their claws and bite cause paralysis!

You had one round to prepare anything you wanted...spells or weapons...

DM Only:

initiative strings:
Nim 1d20 + 1 ⇒ (19) + 1 = 20
Anton 1d20 + 3 ⇒ (9) + 3 = 12
Nora 1d20 + 2 ⇒ (6) + 2 = 8
Tragershen 1d20 + 3 ⇒ (20) + 3 = 23
Corbrius 1d20 + 1 ⇒ (10) + 1 = 11
Ghouls 1d20 + 2 ⇒ (8) + 2 = 10

Battle of the Tattooed Lady
Order of Combat Round 1:

Tragershen 23
Nim 20
Wic 20b
Anton 12
Corbrius 11
Ghouls 10
Nora 8

Round 1 Map


Nora makes a few comments as they trek through the jungle regarding the various members of the new found party. "I think they are all coming around, slowly I'll admit. I think it's the interaction between us all that will be the more difficult part. Right now most seem still in a sort of state of shock, and I think we can keep people busy that will keep things going along, but sooner or later. Well honestly it's hard to tell who will be the problem. I'll do what I can, but keeping food and water in good supply and keeping their being things to do, things that look like they have purpose is going to be our highest priority..."

This worries of the castaways seem to drift away from the Desnan priestess as they approach the wreck, and her smile, if it can be believed, get's even bigger. She scrambles down the rope to the shore with a modicum of difficulty, commenting "Well I guess I know what I can start practicing in my off time... you guys are just like spiders or something..." she comments towards those in the party with actual ranks in climb...

Her eyes are wide and eager as she gets up aboard the ship, shifting a bit to find her balance before the the sickening creature bursts through the door. Knowledge Religion check of 1d20 + 5 ⇒ (7) + 5 = 12

She lets out a curse she probably picked up from some sailors before yelling "This thing isn't Alive, it's Claws and Bite can paralize you so don't get hit by it!"

she would in the 'pre-round' as it were, arm herself with a Starknife and cast Bless, assuming those are options.


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

Oh, the Tattooed Lady! That's kind of the opposite of a Tattooed Lay. ;) I was wondering at the name...

After safely climbing the rope and clambering aboard, Anton immediately draws his lucerne hammer. I wish I had my trident for the close quarters down there. I swear, as soon as I get back, I'm making her a quarterstaff. He waits quietly, intent on watching everything but the rope, so that Nim can focus on helping people up without distraction.

Nora Kettlesmith wrote:
Nora makes a few comments as they trek through the jungle regarding the various members of the new found party. "I think they are all coming around, slowly I'll admit. I think it's the interaction between us all that will be the more difficult part. Right now most seem still in a sort of state of shock, and I think we can keep people busy that will keep things going along, but sooner or later. Well honestly it's hard to tell who will be the problem. I'll do what I can, but keeping food and water in good supply and keeping their being things to do, things that look like they have purpose is going to be our highest priority..."

I've been thinking about this. I've known plenty of poor people who were happy, and rich ones who were miserable. The happy ones had purpose in their work, and good experiences in their lives, and good relationships with lots of people. There's no end of things to be done for our survival; but if we basically throw a party every night to celebrate I don't know, another day survived, whatever, that would help. My tomtoms went down with the ship and I wasn't very good with them anyway, but I'm good enough for here, and I'm sure that I could improvise something.


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 Religion 1d20 + 6 ⇒ (3) + 6 = 9

I can't believe I didn't make that roll. A DC 11 knowledge check. How... embarrassing.Might as well surrender my pointed ears now.

I'm not sure if Tragershen can see or hear the creature or not. If he can, he will cast Mage Armor on himself and ready his rapier. If he cannot, he'll call out to those above Do you want me to tie the rope around the wolf so you can pull him up, or do you want him to stay down here and guard behind us?


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

Hearing what sounds like snarls from the hold and then footsteps up stairs, Anton warns, "Something's coming!"


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

HP 11/11, bless
AC 20, touch 14, flat-footed 17
Fort +4, Ref +6, Will +2 (+5 vs. fear)

After Nim does his thing...

Anton wrinkles his nose. Ugh. Overdue for burial. Let's fix that. Moving into position with his lucerne hammer, he lashes out from a healthy distance.

Blessed attack: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16 for 1d10 + 1 ⇒ (2) + 1 = 3 damage


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)

Prep round
Hearing the sound coming from below decks, Nim spun around and drew one of his short spears.

Round 1
Seeing the undead thing burst through the door, Nim throws his spear... short spear w/bless: 1d20 + 1 + 1 ⇒ (7) + 1 + 1 = 9 ...but the spear misses its mark and thuds into the wall beside the doorway. Catching the scent of undeath on the breeze, Nim snarls as he draws his spear and grips it in both hands ready to strike when the thing draws near.

Current status (round 1):
Nim -- AC: 15 HP: 13 of 13
Wicewakan -- AC: 14 HP: 14 of 14


Corbrius drew his sword as soon as he is up.
Whe he hears the noise he casts Shield on himself.
Round 1 action
He moves next to Anton and readies an action to attack any enemies within range that approach.
1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16 1d6 + 4 ⇒ (4) + 4 = 8

The Ghoul snarls and makes a motion to something behind him and then moves up, the slippery surface preventing a charge.

Assume that Anton is in F5, Corbrius in E5, the Ghoul moves to F6 and attacks Anton setting of their readied actions.
Both Corbrius and Anton stike it but it is not enough to put the creature down.
It swipes at Anton:
claw atk 1d20 + 3 ⇒ (3) + 3 = 6 dam 1d6 + 1 ⇒ (4) + 1 = 5 Miss!

Two more of the creatures come up onto the deck, moving into position beside their comrades in E6 and G6...

Nora is up.


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

Oh, there was a map! And I was too far away to move and attack. Thanks for turning it into a readied action. Since the lucerne hammer has reach, that attack would happen when the ghoul moves to F7; then when it moves to F6, he gets an AoO too.

The ghoul steps inside Anton's reach to swipe at him, but in so doing, creates an opening that the opportunistic halfling quickly exploits.

Lucerne hammer with bless: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9 for 1d10 + 1 ⇒ (2) + 1 = 3 damage

Unfortunately, his hasty swing misses.


This operates under my understanding that Nim hasn't moved

Nora continues to speak up "Try to not let them gang up on you and concentrate your attacks as much as possible, if we start getting paralyzed we can be in real trouble real quick..." she takes a quick step to the side, drawing a regular dagger and hurling it at one of the creatures.

Take a 5' step to E3, draw a dagger as a Move Equivilent, and Attack 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7 damage 1d4 ⇒ 4

Unfortunately her dagger goes wide far wide as she tries to avoid hitting one of her companions.


Nora Kettlesmith wrote:

This operates under my understanding that Nim hasn't moved

Nora continues to speak up "Try to not let them gang up on you and concentrate your attacks as much as possible, if we start getting paralyzed we can be in real trouble real quick..." she takes a quick step to the side, drawing a regular dagger and hurling it at one of the creatures.

Take a 5' step to E3, draw a dagger as a Move Equivilent, and Attack 1d20+2+1 damage 1d4

Unfortunately her dagger goes wide far wide as she tries to avoid hitting one of her companions.

Remember you can channel positive energy to damage all 3 of them at once, not sure if you just forgot about you cleric ability for that.Probably the best weapon you have against these creatures. I will allow you to retcon that if you want...yes I am a nice GM.


Tragershen wrote:

Knowledge Religion 1d20+6

I can't believe I didn't make that roll. A DC 11 knowledge check. How... embarrassing.Might as well surrender my pointed ears now.

I'm not sure if Tragershen can see or hear the creature or not. If he can, he will cast Mage Armor on himself and ready his rapier. If he cannot, he'll call out to those above Do you want me to tie the rope around the wolf so you can pull him up, or do you want him to stay down here and guard behind us?

You can hear their snarls as soon as the first one appeared on deck. You could have cast a defensive spell in the prep round or double moved up...your choice. Please keep in mind that you didn't know what it was before you cast though so please just be sure to do what you think your character would do when faced by an unknown enemy.


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)

Round 2

Nim moves forward move action to G5 and drives the tip of his spear at the ghoul directly in front of him... standard action attack with spear w/bless at G6: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16 damage: 1d8 + 6 ⇒ (8) + 6 = 14 ...stabbing it clear through the neck and nearly removing its head entirely!
.

Current status (round 1):
Nim -- AC: 15 HP: 13 of 13
Wicewakan -- AC: 14 HP: 14 of 14


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

I think I'll wait until I'm more certain of Nora's round 1 action and Tragershen's round 0-2 actions before declaring my round 2 action. You know it'll be soon after that, as much as I post.


I was aware of the Channel Energy thing, I was mostly thinking that it would make more sense to save our principal mode of healing for the second round(and the potential it can simultaneously heal some wounds and damage badies). Many apologies if this strategically works out to be not so smart...


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

It's smart, but based on a misconception. If you re-read the description, you can choose to deal damage to undead creatures or heal damage to living creatures. "Or" can be ambiguous (which is why the "xor" was invented); but since channeling energy targets creatures of one type, that means "but not both". I will resist the urge to meta-game with advice, since I trust you as a player (and I'm pretty sure that our DM would frown on it).


Anton is correct, you can do one (damage or heal) but not both with Channel Energy.

Nora attacks with her dagger and misses the Ghoul.
Waiting for Tragershen's first round action.
Nim strikes the Ghoul hard, putting it to final rest.
Corbrius attacks just after Anton:
1d20 + 5 ⇒ (6) + 5 = 11 1d6 + 4 ⇒ (4) + 4 = 8 on either Anton's if Anton misses or the one in front of him but is unable to connect.

As soon as Tragershen and Anton go I will update with the Ghouls actions.


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 |

Faced with an unknown enemy and unknown numbers, Tragershen would definitely err on the side of caution and cast Mage Armor.

Round 2 Tragershen will delay, standing with his rapier ready to hurl it at an enemy, whether he sees someone at the railing of the ship or coming from the water.

He mutters to Wicewakan Probably more of those crustaceans. I'd be a sitting duck on that rope.


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

Round 2

Nice hit! Anton takes a moment to admire Nim's handiwork, then backs up a little. 5' step to F4. After giving himself some room to swing his polearm, Anton immediately puts it to use. Now to finish you off...

Lucerne hammer attack w/bless vs. F6: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22 for 1d10 + 1 ⇒ (5) + 1 = 6 damage

Anton thrusts into the belly of the same ghoul as before, scoring a solid hit that sprays ghoul juice across the deck.


Rough terrain due to the slick deck, can't 5' step...you can move and attack and take an AOO? Please be sure to pay attention to the descriptions as I will usually try to specify the terrain. Let me know.


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

Right, same reason the ghoul couldn't charge. I see it now.

Now I really wish I had my trident.

Due to the slippery deck, backing up to give himself room to use his lucerne hammer would be awkward enough to possibly create openings in his defense. Not daring to risk extra attacks by not one but two monsters with paralyzing teeth and claws, Anton drops his polearm to the deck with a clatter and a muttered curse. Drawing his sling staff, symbol of halfling martial pride, Anton proceeds to club the ghoul in front of him with it, striking its forearms to create openings for him to whack its knees and shins.

1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15 attack for 1d4 + 1 ⇒ (2) + 1 = 3 damage. It isn't as effective as a more-specialized melee weapon would be, but the ghoul's flinching, hopping, and squeals of pain show that it was more than an inconvenience.


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)

I will post my round 3 actions (and possible round 2 reactions) because I have the time now, and possibly not later. :)

To be opened only at the end of round 2:

Fort save +bless in case Nim is struck by a ghoul : 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20 (+4+1 if disease)

Attack of opportunity (if triggered by ghoul) with spear +bless: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16 damage: 1d8 + 6 ⇒ (5) + 6 = 11

Round 3
Nim continues to ferociously attack the ghouls (if any remain standing) stepping up to attack with his trusty spear once again... move action to adjacent to ghoul (flanking if possible) and standard action attack with spear +bless: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25 damage: 1d8 + 6 ⇒ (7) + 6 = 13 Possible critical!
Confirm critical: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18 damage: 2d8 + 12 ⇒ (7, 1) + 12 = 20
...utterly ripping it apart with a devastating strike through the chest!

I would say that is one very dead ghoul (33 damage!) should Nim get to use that attack! :)

EDIT: In case the ghoul hits Nim 3 times...
2nd Fort save:
1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22 (+4+1 if disease)
3nd Fort save: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12 (+4+1 if disease)

Here's hoping Nim doesn't get hit three times then. ;)

Current status (round 3):
Nim -- AC: 15 HP: 13(?) of 13
Wicewakan -- AC: 14 HP: 14 of 14


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

In case of getting hit by ghouls before I get off work on Wednesday:
Here's a bunch of Fort saves just in case, since I could have a long day without much chance to get online.

1d20 + 4 ⇒ (15) + 4 = 19
1d20 + 4 ⇒ (16) + 4 = 20
1d20 + 4 ⇒ (11) + 4 = 15
1d20 + 4 ⇒ (17) + 4 = 21
1d20 + 4 ⇒ (14) + 4 = 18
1d20 + 4 ⇒ (10) + 4 = 14

That actually looks pretty good to me, so I'm kind of breathing a sigh of relief here. <knock on wood>


Anton is able to drop the Ghoul in front of him by breaking its legs, but Corbrius is unable to penetrate the Ghouls defenses in front of him.
It attacks him, trying to get a fresh meal, not even noticing the other Ghouls dropping beside it.
bite atk 1d20 + 3 ⇒ (13) + 3 = 16 dam 1d6 + 1 ⇒ (6) + 1 = 7 Hit or Miss
claw atk 1d20 + 3 ⇒ (13) + 3 = 16 dam 1d6 + 1 ⇒ (2) + 1 = 3 Hit or Miss
claw atk 1d20 + 3 ⇒ (6) + 3 = 9 dam 1d6 + 1 ⇒ (2) + 1 = 3 Hit or Miss

The Ghouls attacks deflect off Corbrius' magical barrier harmlessly...

Nora is up then Round 2, probably won't post a new map since there is only one left in front of Corbrius.


Despite her companions present valour, and no small share of luck, the Desnan priestess decides that the power of her deity should deal with these foul beasts. Her eyes close, and there is a brief display of starlight, that seems just at the edge of your vision, coupled with strange bells that seem to speak of far off journeys. Hopefully coupled with the seering away of undead flesh.

She'll use her Channel Energy Now, which is 1d6 ⇒ 5 damage with a Will save at DC 12 for half


Willpower Save 1d20 + 5 ⇒ (4) + 5 = 9

Although strong willed, the Ghoul is no match for Nora's divine burst. It sears away much of the creatures flesh and it feels pain for the first time in its afterlife....

Tragershen hears the sounds of combat but can not see anyone delays for a moment...

Nim takes advantage of the Ghouls staggering to knock the Ghoul over with his spear and then pin it through its skull to the deck....things become very quiet and it appears that you have won the day...

After a moment Trageshen and the Wolf join you and nothing else comes up from the hold. You wonder down the slick stairs into the wet and slimy hold. Water sloshes around but after a thorough search you are able to claim the following items:

2 rusty shovel's
A rusty axe
1 rapier, rusted badly (broken condition)
block and tackle
1 20x30 tarp that needs to be scrubbed due to mold but otherwise useful.
1 locked chest. You bring it up on deck and take your time examining and opening it. Inside are a number of useful items:
3pp
27gp
44sp
1 small red ruby (50gp)
4 potions (you identify by taking a 10):
Shield Other +2
Lesser Restoration
Water walking
Water breathing

It is starting to get dark, you have about 1 hours before sunset...


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

Round 3, in case Nim doesn't finish it off...

Flush with elation at his unexpected success with the brute force approach, Anton tries to repeat it on the one facing Corbrius. Halfling sling staff with bless: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8 for 1d4 + 1 ⇒ (2) + 1 = 3 damage However, the final ghoul handily fends off his blows.


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)

How long would it take us to get back to the camp? Any suggestions for magical loot distribution? Nim has no designs on anything, though one of the water potions might be useful...

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