DM Talomyr's Serpent's Skull (Inactive)

Game Master Talomyr

You are passengers on a cargo ship called the Jenivere, headed south to Sargava. The voyage promises not only to bring you and your fellow passengers together as you face adversity, but also to set you on a path into the very heart of one of Golarion’s most feared regions in search of wealth, fame, and ancient secrets.


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Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

Only a 17, I think. But lemme see...

Dereje glances about, but unfortunately he is not much of a tracker.

Survival: 1d20 ⇒ 8 Nope. :P

Grand Lodge

Despite the group's best effort at re-finding the Captain's trail, the trail seems to have been lost in the chaos of the short battle.

Which direction would you like to go? You have roughly two hours before sundown.


Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

After a few moments of searching in vain, Dereje steps back and shakes his head.

"Damn. We've lost them. Still, we've made it this far. We are bound to run into them sooner or later, dead or alive."

Unwilling to let himself be too discouraged, he glances at the sky before saying to Mum, "We should not be too far off from that place from Ishirou's map, no? We can make our way closer to there, before settling down for the night."


human wizard (spirit whisperer) 5 ~ HP: 30 ~ AC:13 Tch:12 ff:11 ~ CMD 13 ~ Fort:+4 Ref:+5 Will:+6 ~ Init:+6 Per:+2

Mum nods. "Mm-hmm. We can make some progress... Head south along these cliffs, then see if we can veer southeast without the bother of a tiring climb."

Grand Lodge

The party travels along the path suggested by Mum. The path is not a particularly easy one, as gravel and rock slide out from under you feet as you hug the cliff side in your quest to reach the area marked by Ishirou.

Just as night begins to fall you see the hill. The crown of this hill is one of the few areas on the Shiv that’s not jungle—the entire hilltop is an open area of tall grass overlooking the island’s eastern shoreline.

As you investigate the top of the hill you see two spike shaped rocks off the shore to the east, near the wreckage of the Windwar, just as described in Ishirou's map. The map indicates that to find the spot where the treasure is buried, one must to climb to the top of the hill and wait for sunrise. At dawn, one must simply walk to a point atop the hill where the sun seems to be rising directly between the two spike-shaped rocks protruding from the sea to the east. This will be the correct place to begin digging.


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

"Shall we camp here and wait for sunrise?"


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

Lawdrak looks around for the best spot, tamps down some grass, and does a circuit, looking for obvious hazards.

survival to make a good camp: 1d20 + 11 ⇒ (15) + 11 = 26


INACTIVE - GAME DIED

"There seems to be no reason not to. We are making some progress, and I doubt that it will serve any purpose for us to stumble our way back at night and then try to find this spot again on the morrow. Might as well sleep and face this challenge as soon as possible," says Hana.

Grand Lodge

Lawdrak searches around and finds a suitable spot to make camp for the night.

Watch order?


INACTIVE - GAME DIED

Middle of the night for me!


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

First or last for lawdrak and Sharpmaw

Grand Lodge

Any other watch preferences? I would assume Lawdrak & Sharpmaw would be one watch, one of Adara, Mum, and Dereje with Hana on 2nd, and the remaining two on whichever watch Lawdrak & Sharpmaw are not on, but who is who?


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

Lawdrak and Sharpmaw will take first.


human wizard (spirit whisperer) 5 ~ HP: 30 ~ AC:13 Tch:12 ff:11 ~ CMD 13 ~ Fort:+4 Ref:+5 Will:+6 ~ Init:+6 Per:+2

last watch for me


Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

No preference, really. Dereje will go last to get an early start though.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Oracles don't have the same sleep requirements as other casters, so whatever logistical position in the lineup works for everyone else, is fine.

Grand Lodge

Ok. I will assume that we keep this pattern for future use unless told otherwise.

1st Watch: Lawdrak & Sharpmaw
2nd Watch: Hana and Adara
3rd Watch: Mum and Dereje

DM Rolls:

Encounter Chance 25%: 1d100 ⇒ 34

Disease - Adara: 1d100 ⇒ 53
Disease - Dereje: 1d100 ⇒ 56
Disease - Estietre: 1d100 ⇒ 50
Disease - Lawdrak: 1d100 ⇒ 89
Disease - Mizu: 1d100 ⇒ 69

Adara Mindfire Save: 1d20 + 3 + 4 ⇒ (8) + 3 + 4 = 15 (viper nettle berries) - cleared

The night goes by surprisingly uneventful and almost pleasant as a mild breeze comes in off the ocean throughout the night. Estietre and Dereje watch on as the rising sun in coordination with the two spike shaped rocks provide what is supposed to be, at least according to Ishirou's map, the location to begin digging to find Captain Quellig’s lost treasure.

As Adara awakens she finds the searing pain in her head subsided, having finally shaken off the effects of mindfire.

Please remember to heal up as normal. Your level in HP, and 1 point to each type of ability damage you may have. Keep in mind that you do have potions of lesser restoration if need be too.

What's next? Dig in the spot? Explore the shipwreck? Travel on?


INACTIVE - GAME DIED

"We're looking for Ishirou's treasure, no? We might as well see if this is the spot."


Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

"Hm. I do believe we neglected to bring those shovels we found," Dereje remarks. "Oh well, I am certain that we can improvise."


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

One more vote for dig here/

Grand Lodge

Three is a majority, so we will move on.

DM Rolls:

3d6 ⇒ (3, 1, 5) = 9 hours

Without the proper tools, the work of digging the pit is grueling. You spend the morning and part of the afternoon (after seeking shelter for the hottest part of the day) excavating the site. Finally, just as the sun in beginning to set, you have reached a depth of ten feet and uncover a short, stout skeleton dressed in leather armor. Along side the skeleton is what appears to be a large wooden plug.

Heal DC 20:
An examination of the body reveals a slash in the rotten back of the dwarf ’s leather armor and deep grooves on his ribs, indicating he was stabbed through the heart with a blade from behind.

You have a couple of options on the plug, you can try to destroy the plug or you can try and dig around it.

Perception 15:
It appears that there are a series of logs and clay making up the floor of the pit around the plug.

Knowledge (Engineering) DC 12 if the above Perception check is made:
Destroying the plug would likely destabilize the floor and cause it to collapse. Digging out the plug would likely take a few hours, but would most likely leave the floor stable.


Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

Perception: 1d20 ⇒ 19
Knowledge (engineering): 1d20 + 6 ⇒ (17) + 6 = 23

Dereje wipes the sweat from his brow before stooping over to taking a closer look at the wooden plug. Right away he discerns its purpose.

"This plug appears to be acting as a lynchpin of sorts. If we are not careful with the way we extract it, we might cause this entire surface to destabilize. It would take another few hours of work, but we should be able to dig it out while preserving structural stability."


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Adara does her best to help wishing she had the power some wizards do to make pits in the earth with just their will. When they uncover the body, she does her best to examine it.

Heal: 1d20 + 4 ⇒ (15) + 4 = 19
Figures.

She frowns. There's something...something just out of sight about it she just can't quite put her finger on. The illness she from which recently recovered still lingers slightly it would seem.

Grand Lodge

Someone can aid Adara's roll if they would like.


INACTIVE - GAME DIED

"So this whole thing is an elaborate trap," says Hana in summary with a frown.


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

Heal aid another: 1d20 + 9 ⇒ (9) + 9 = 18

"Adara..." the youth says, leaning over the Suli's shoulder, pointing at a feature on the corpse. "Why is this...like so? Something looks off."


human wizard (spirit whisperer) 5 ~ HP: 30 ~ AC:13 Tch:12 ff:11 ~ CMD 13 ~ Fort:+4 Ref:+5 Will:+6 ~ Init:+6 Per:+2

"Ten feet deep, and a trap... As they say, anything worth doing is worth overdoing, eh?"
Mum sees Adara examining the body... then taps it with her spear.
"I could patch that hole in the armor if you'd like."

Heal check aid another: 1d20 + 0 ⇒ (10) + 0 = 10

Grand Lodge

The sun is beginning to set. You could continue working if you lit a light source or two if you so chose or you could call it a day and camp. What would you like to do?


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Adara peers at what Lawdrak indicates.

"Well, well," she mutters nodding. "This dwarf was murdered. Which means there was someone else who survived long enough to kill him, bury him, and leave the area. That's useful to know."

Is there a DC for the Heal check to reach in order to determine approximate age of the corpse?

Grand Lodge

30. As of now you are at 23 with a maximum of 3 more aid checks coming from the party that would leave you at 29 and just shy.


Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

"Intriguing," Dereje remarks, rubbing his chin. "If I had to hazard a guess, I would say that this dwarf helped bury the treasure, and was then murdered to keep the secret. He might have even been the one who engineered this trap."

The paladin glances at the sun before rolling his shoulders around. "Well, with a few more hours we can get to the bottom of this. Anyone else up for some more digging?"


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

"We've come all this way," Lawdrak answers with a wry grin, "We might as well see it through."


INACTIVE - GAME DIED

Hana nods in agreement - no words needed.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Adara groans from the exertions of digging and straightens, knuckling her back. When the others indicate their desire to press on, she steps away to where her pack lays with the others' gear, and withdraws a torch. A quick spark of fire erupts and the torch's flame illuminates one corner of the dig where Adara ties it to a nearby piece of wood as a makeshift holder and impales it into the dirt.

Grand Lodge

DM Rolls:
1d4 ⇒ 1 hours

Having decided to continue working on throughout the early part of night, the group continues digging around the wooden plug for just over an hour before being to extract the plug.

Looking down into the darkness you see wooden bracing around the pit, which should allow you to climb down with minimal difficulty should you choose so.

For those with Darkvision:
Wooden timber line the walls of the pit which ends roughly forty feet below your current level in a pool of murky water.


INACTIVE - GAME DIED

"Water below," says Hana. "I should probably go first, since we don't know how deep it is."

Grand Lodge

DC 10 Climb check to descend using just the timbers


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Adara peers over the edge squinting against the scattered light of her torch, her suli eyes peering into the dark.

Frowning she says, "I'm not sure how far down those timbers go, so be careful. They may not be in the best condition after all. Mizu, perhaps we should tie a rope around your waist in case you slip or the wood gives way."


INACTIVE - GAME DIED

"I agree."


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Mizu: Are you going to roll or take ten...? I think the DM is waiting for you.


Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

Dereje reaches into his pack for the coil of rope he was carrying around. It was always good to have one - just in case.

"Here. It should make it easier to climb down, as well."

Take 10 solves the problem, but might as well bump the DC down to a 5. :P


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

"I have a rope, here..." Lawdrak says, rummaging in his pack.

I think rope use is under survival these days, so Lawdrak will take ten (for 22) to make a good loop for Mizu.


INACTIVE - GAME DIED

Climb: 1d20 - 1 ⇒ (20) - 1 = 19

Once tied off, Hana carefully descends the rickety timbers into the hole.

Grand Lodge

As Dereje said, DC is now down to 5. Who's holding onto the rope?

Both Dereje and Lawdrak rummage through their respective packs, each producing a coil of rope. Lawdrak secures the rope around Hana before she begins here descent into the pit.

Grand Lodge

Hana slowly descends into the pit, inching ever closer to stale, murky water below.

Finally reaching the water level, something seems not quite right to the samurai-ko. Unfortunately for Hana, her suspicions are right as two water-logged monstrosities burst from beneath the water's surface, lunging and biting at her. Even worse for the samurai, both creatures find their target, tearing at the woman's flesh. The rest of the party up above hears the sounds of ravenous creatures and Hana's screams of pain in the darkness below.

Hana takes 7 damage and needs to make 4 DC 13 Fort Saves! The last two are vs. disease.

DM Rolls:

Stealth Red: 1d20 + 7 ⇒ (20) + 7 = 27
Stealth Blue: 1d20 + 7 ⇒ (10) + 7 = 17
Perception Hana: 1d20 + 4 ⇒ (7) + 4 = 11

Surprise Round
Red Bite: 1d20 + 3 ⇒ (12) + 3 = 15 vs FF AC
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Blue Bite: 1d20 + 3 ⇒ (12) + 3 = 15 vs FF AC
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Adara Init: 1d20 + 3 ⇒ (9) + 3 = 12
Dereje Init: 1d20 + 3 ⇒ (20) + 3 = 23
Estietre Init: 1d20 + 2 ⇒ (1) + 2 = 3
Lawdrak Init: 1d20 + 0 ⇒ (1) + 0 = 1
Mizu Init: 1d20 + 3 ⇒ (3) + 3 = 6
Init Red: 1d20 + 2 ⇒ (3) + 2 = 5
Init Blue: 1d20 + 2 ⇒ (13) + 2 = 15

Initiative Order
Dereje
Blue Creature
Adara
Hana
Red Creature
Estietre
Lawdrak & Sharpmaw

Knowledge (Religion) DC 11 if you can see into the Darkness below:
The creatures are Lacedons, aquatic ghouls.

Dereje is up before Blue tries to take another bite out of Hana. There is a map on Roll20 for this battle.


Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

"Lady Mizu!" Dereje calls out when he hears the samurai's pained cries. He peers down into the pit, unable to see what is happening in the darkness. "Damn it..."

The paladin draws his pistol and loads it, addressing his compatriots without looking. "Can any of you get a light down there?"

Grand Lodge

The hungry creature continues to claw and bite at Hana, ripping and tearing at her flesh.

Hana takes 13 damage and is currently at -2 and hanging from the rope.

DM Rolls:

Blue Claw: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Blue Claw: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Blue Bite: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Adara is up. (Along with Hana should she become conscious again.


INACTIVE - GAME DIED

Fort saves: 1d20 + 3 ⇒ (10) + 3 = 13 (paralysis)
Fort saves: 1d20 + 3 ⇒ (17) + 3 = 20 (paralysis)
Fort saves: 1d20 + 3 ⇒ (20) + 3 = 23 (disease)
Fort saves: 1d20 + 3 ⇒ (3) + 3 = 6 (disease)

Somehow, Hana manages to stay on her feet.

Activating resolve, which allows me to remain conscious and active in spite of negative hit points.

She lashes out at one of the creatures.

Katana attack: 1d20 + 4 ⇒ (14) + 4 = 18
Katana damage: 1d8 + 4 ⇒ (5) + 4 = 9

Grand Lodge

Hana, with near supernatural resolve, fights through her grievous wounds and returns one in kind to one of the water-logged creatures.

The creature staggers back be still remains on its feet.

Adara is up. For future reference, as a full round action, those on the other end of the rope can pull Hana up 20 feet (i.e if two of you choose to do so, you will have her back at the surface of the pit.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Adara gives Dereje an incredulous look.

"Why in Caiden's name are you worried about your gun??"

The oracle grabs the rope and starts to pull trying to bring Mizu no Hana back out of the hole.

Strength: 1d20 + 1 ⇒ (19) + 1 = 20

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