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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Ac19/13/16 hp4/23 frt+5,Rfx+8,Wll+4 Init+3 Perc+8, scent

fort: 1d20 + 4 ⇒ (18) + 4 = 22


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 breathes in sharply, suddenly regretting his decision to dispose of his cutlass so hastily. Unable to retrieve it without leaving himself open to attack, he instead steps around the skeleton while pressing his free hand against his chest, pushing positive energy into his fresh wound. Forgoing offense, he then poises himself, focusing on anticipating and dodging the undead creature's attacks.

Dereje will use lay on hands on himself as a swift action, take a five-foot step, and then use total defense as a standard action to gain a +4 dodge bonus to AC, putting it at 20 until next round.

Lay on Hands (self): 1d6 ⇒ 4

Grand Lodge

Hana, purple was out of reach. I switched your target to pink, which you kill. Orange and purple still threaten you with their stingers.

Hana lashes out with her blade, quickly slicing one of the remain sea scorpions in half. Meanwhile, Estietre is unable to strike the skeleton with her spell and Derjere heals himself while Adara provides valuable healing to Hana.

The skeletal assassin continues to pursue the paladin, striking twice again, this time only landing one blow.

Dereje takes 3 damage.

[spolier=DM Rolls]
Right Sabre: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Right Sabre: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d8 + 1 ⇒ (3) + 1 = 4[/spoiler]

Lawdrak (prone) and Sharpmaw are up.


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

without rising, Lawdrak fumbles his spear off of his back and thrusts it at the nearest (purple) Euryptid.

1d20 + 2 - 4 ⇒ (2) + 2 - 4 = 0
1d8 + 2 ⇒ (2) + 2 = 4


Ac19/13/16 hp4/23 frt+5,Rfx+8,Wll+4 Init+3 Perc+8, scent

Sharpmaw circles the skeleton and bites again.

1d20 + 7 ⇒ (13) + 7 = 20
1d8 + 3 ⇒ (3) + 3 = 6

Grand Lodge

Lawdrak misses his target badly, but Sharpmaw does not. Seemingly tired of the whole ordeal Sharpmaw latches on the skeleton's skull, ripping the head from the body. Two sabers fall to the ground as the skeleton begins to fall to pieces.

The remaining sea scorpions skitter toward Dereje and Sharpmaw, but do little more than look threatening.

DM Rolls:

Orange Stinger @ Dereje: 1d20 + 0 ⇒ (6) + 0 = 6
Damage: 1d2 - 1 ⇒ (2) - 1 = 1

Orange Claw @ Dereje: 1d20 + 0 ⇒ (5) + 0 = 5
Damage: 1d2 - 1 ⇒ (2) - 1 = 1

Orange Claw @ Dereje: 1d20 + 0 ⇒ (12) + 0 = 12
Damage: 1d2 - 1 ⇒ (2) - 1 = 1

Purple Stinger @ Sharpmaw: 1d20 + 0 ⇒ (5) + 0 = 5
Damage: 1d2 - 1 ⇒ (2) - 1 = 1

Purple Claw @ Sharpmaw: 1d20 + 0 ⇒ (7) + 0 = 7
Damage: 1d2 - 1 ⇒ (1) - 1 = 0

Purple Claw @ Sharpmaw: 1d20 + 0 ⇒ (10) + 0 = 10
Damage: 1d2 - 1 ⇒ (2) - 1 = 1

Dereje, Hana (prone), and Estietre are up in Round 6. Adara may make her Round 7 action.


INACTIVE - GAME DIED

Hana scrambles to her feet and steps over to assist Lawdrak.

Stand, 5' step, swing on purple euryptid.

Katana attack: 1d20 + 4 ⇒ (4) + 4 = 8


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 cannot help but to flash a smile, having never been so happy to have Sharpmaw on their side.

He looks to his cutlass, which the eurypterid in front of him was now standing over. He then looks to his powder horn, knowing that his supply was running low. Figuring that there is little reason to conserve it, he steps back, reloads his pistol, and fires at the scorpion.

Firing at Orange.
Ranged Touch Attack (PBS): 1d20 + 6 ⇒ (4) + 6 = 10
Damage (PBS): 1d8 + 1 ⇒ (6) + 1 = 7


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

Estietre readies her spear, and steps toward the nearest eurypterid.

spear vs purple: 1d20 + 1 ⇒ (8) + 1 = 9

Grand Lodge

Hana, Dereje, and Mum all target the remaining sea scorpions, but fail to make contact with the skittering creatures.

Adara is up.


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 summons fire to burn away distractions, and touches Hana's shoulder.

Adara casts guidance.

PRD wrote:

Duration 1 minute or until discharged

Saving Throw Will negates (harmless); Spell Resistance yes
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Grand Lodge

Adara casts her spell on Hana, while the sea scorpions continue to skitter about, attempting to claw and sting you but ultimately fail to do so.

DM Rolls:

Orange Stinger @ Dereje: 1d20 + 0 ⇒ (19) + 0 = 19
Damage: 1d2 - 1 ⇒ (2) - 1 = 1

Orange Claw @ Dereje: 1d20 + 0 ⇒ (2) + 0 = 2
Damage: 1d2 - 1 ⇒ (1) - 1 = 0

Orange Claw @ Dereje: 1d20 + 0 ⇒ (12) + 0 = 12
Damage: 1d2 - 1 ⇒ (1) - 1 = 0

Purple Target (1=H, 2=L, 3=S, 4=E): 1d4 ⇒ 3

Purple Stinger @ Sharpmaw: 1d20 + 0 ⇒ (6) + 0 = 6
Damage: 1d2 - 1 ⇒ (2) - 1 = 1

Purple Claw @ Sharpmaw: 1d20 + 0 ⇒ (15) + 0 = 15
Damage: 1d2 - 1 ⇒ (1) - 1 = 0

Purple Claw @ Sharpmaw: 1d20 + 0 ⇒ (6) + 0 = 6
Damage: 1d2 - 1 ⇒ (2) - 1 = 1

Dereje, Hana, and Estietre are up in Round 7. Adara, Lawdrak (prone) and Sharpmaw may post their Round 8 actions.


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

@DM Talomyr: Would you permit a grapple attack from Adara to Lawdrak to then reposition Lawdrak one square away or from prone to standing without provoke (since forced action doesn't provoke)? Assuming Lawdrak would willingly allow this (sometimes allies aren't willing to be dragged away) I would imagine he would count as prone & helpless against such a maneuver for determining tohit.

Grand Lodge

Not a grapple, but you could use the Reposition maneuver vs. A CMD of 5 assuming Lawdrak is willing.


INACTIVE - GAME DIED

Hana shifts into a flanking position with Sharpmaw and cuts once more at the euryptid that is threatening Lawdraw.

Katana attack, guidance, flanking: 1d20 + 7 ⇒ (15) + 7 = 22
Katana damage: 1d8 + 1 ⇒ (4) + 1 = 5


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

That may have invalidated my proposed action. :P

Grand Lodge

Hana strikes quickly, cutting her for in two.

Only orange remains. Dereje and Estietre are up in Round 7. Adara, Lawdrak (prone) and Sharpmaw may post their Round 8 actions.


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

Estietre's brows knit as she moves in with her spear, and jabs.

spear vs euryterid: 1d20 + 1 ⇒ (14) + 1 = 15
1d6 ⇒ 5

Grand Lodge

Estietre steps up and strikes the final sea scorpion, ending its life.

Combat over.


Ac19/13/16 hp4/23 frt+5,Rfx+8,Wll+4 Init+3 Perc+8, scent

Sharpmaw steps up to the remaining arthropod and snaps his jaws at it.

1d20 + 5 ⇒ (12) + 5 = 17
1d8 + 3 ⇒ (7) + 3 = 10


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, finally clear of immediate danger, rolls unsteadily to his feet and steps away from the last euryptid.


INACTIVE - GAME DIED

Hana offers to help Lawdrak to his feet, then once again wipes down her blade and sheathes it.

"Curiously resilient undead," she says. "I wonder what kept it tied here."


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

Without taking his eyes off the unmoving skeleton, Dereje walks over to his sword and returns it to its sheath.

"Indeed. All things considered, it was likely a Red Mantis assassin in life."


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

"Hmm." Mum eyes the skeleton's remains for a while as well, then...
"Well... shall we scour the ship? Hopefully we'll find something worth all this fuss."

Grand Lodge

Going below deck, you search through what is left of the ship. Rummaging through the wreckage, you see multiple containers of spoiled food and rotten crates of other trade goods.

One thing of note is a case of twelve vials, each vial filled with a pale blue liquid.

Perception DC 16:
Each one is a potion of cure light wounds

Beyond the spoils below, you also have the pair of saw-toothed sabers from the skeleton. Each blade is of masterwork quality.


INACTIVE - GAME DIED

Perception: 1d20 + 4 ⇒ (17) + 4 = 21

"Hmm. I think these are healing potions. They smell of lavender. They are all the same and have outlasted the spoiled food aboard this ship," says Hana of the potions.

"We should return to shore posthaste. Dangerous to remain on one of these wrecks if we intend to get some rest and mend our wounds. Perhaps some of the other survivors will be familiar with these strange weapons."

Grand Lodge

The party gathers up the items of note and makes their way back to the mainland.

Distribute the potions among yourselves. Which way/what would you like to do now?


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

Let's get ourselves back into shape - which might at this point include a couple of potions - and head back north to await low tide.

Are everyone's hp up to date in their profiles? It looks like Lawdrak, Dejere, and Hana are all down about 10.

Lawdrak has one more CLW before we start digging in to potions.


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 has two more uses of lay on hands. With this many potions,
we can probably heal to full and continue onward.

Heading back to camp is also an option. A bit soon, but it would save us some expendables, give Dereje time to craft more ammo, and let us collect more of the side quest bonuses.

As the group makes their way back to the mainland, Dereje gives his powder horn a light shake and frowns. But then again, even with his pistol, he had nearly lost two of his allies.

"Hm. It would appear that I am down to one shot," he says unhappily, knowing full well that his swordsmanship left much to be desired.

On a semi-related note, DM, would it be reasonable for the Gunsmithing feat to allow Dereje to craft a new powder horn?

Grand Lodge

Normally I would say that is the purview of craft alchemy, but if you're able to find sufficient ingredients I suppose I could let it go.

Grand Lodge

The castaways wait out the high tide and eventually cross the slippery causeway to the smaller island to northwest. Arriving on the new island you are quickly into dense jungle as you slowly make your way across the island.

The sun is beginning to set when you reach the northern shore of the small island. You see before you another causeway, similar to the one you crossed a few hours ago, save that it is only 200 feet across and is only exposed to land travel at low tide.

Looking across the causeway to the next island, you see that the next island is covered with fungus.

What would you like to do? Low Tide would be in the middle of the night.


INACTIVE - GAME DIED

"Hmm. I do not like the look of all that... mushroom substance."


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

"Oh.. I find fungus fascinating. Though it's never been the focus of my studies, I know just enough about its variety of wonders to pique my interest."
She clucks her tongue then sighs...
"That said.. I'd favor reading up on the subject over strolling upon and through great masses of it."

"Shall we swim or wait for wee of night?"


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

"DO we think it likely that we'll find something useful, or something to help us escape the Shiv? If not...maybe we leave the fungus island alone for now. What do you think?


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 muses with a frown, "Isn't it strange that an entire little island is covered with fungus this close to seawater?"


INACTIVE - GAME DIED

"I don't know. IS it strange?" says Hana. "Is this something that merits investigation? Could it be dangerous to our continued survival on this island?"


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

IS it safe?
Knowledge/nature: 1d20 + 8 ⇒ (4) + 8 = 12

Grand Lodge

From this distance, the fungus is nothing that you recognize. Perhaps if you got a closer look?

Grand Lodge

BUMP. What's it gonna be?


INACTIVE - GAME DIED

"Maybe it made that zombie-thing? Do we have fire? I don't know much about mushrooms, but fire is the only way I've heard to deal with them. Either applied directly, or after putting them in a vegetable broth with buckwheat noodles and fire applied underneath until just before it reaches a boil."


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

"Frankly, just about everything we have encountered on this place has been dangerous. By necessity, I suppose," Dereje muses, simultaneously amused and annoyed by the prospect. "That being said, there is always the possibility that there is something of use to be found on that island. Seeing as we are still rather ragged from that last fight, I suggest that we heal up and find somewhere to rest."

As though to make his point, Dereje places a hand against his chest, healing away his remaining wounds.

Lay on Hands (2 uses): 2d6 ⇒ (6, 5) = 11


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

"LEts find a place a little further from shore. I don't know that I am up for another night of drowned sailors..."

I think we should rest before exploring the fungus island.

Grand Lodge

Given the size of the small island, there isn't any place that is terribly far from the shore, but you manage to find a suitable location roughly in the middle of the island.

The night is a little uneasy, given the group's justified paranoia about the denizens of the island, but you have an undisturbed night and awaken to an already hot and muggy morning.

DM Rolls:

Encounter Chance (10%): 1d100 ⇒ 74

Everyone gain back 2 hp and 1 point of attribute damage (per attribute) if applicable. Crossing the causeway now that you are not at low tide will require swim checks or a similar plan.


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

Before retiring, Lawdrak will use his last CLW on himself.

1d8 + 2 ⇒ (7) + 2 = 9

How long until next low tide?

Grand Lodge

Lawdrak wrote:


How long until next low tide?

Noon. Just as it's getting really hot.


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

Estietre raises her hand, and offers... "I, for one, would rather cross now, than deal with what might await us in the stifling midday heat."


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

"Well, Hana, you have the better of us on this being a daughter of the water. Would you mind swimming a length of rope across to help those of us less skilled to reach the other shore without getting too much seawater in our lungs?"


INACTIVE - GAME DIED

"That will be no difficulty at all," says Hana. She takes the poffered rope and steps out onto the causeway confidently, apparently unbothered by water, slippery rocks, or really much of anything the sea uses as a challenge.

In addition to being able to breathe water and having a swim speed, I have the Slippery Step racial trait, which helps on slippery surfaces.

Slippery Step (Race):
You are used to walking on wet and slippery surfaces.
Benefit(s): You are always considered to have firm footing when fighting underwater, and you gain a +2 trait bonus on Acrobatics checks and Climb checks on wet surfaces or in wet terrain, including bogs, standing or running water, or a storm-tossed ship.

Grand Lodge

With a plan in place for Hana to use her particular talents to help the party to cross the causeway. Getting Sharpmaw across is a bit of trick but you manage to do so.

The fungus is foul smelling,yet none of the fungal growths on the Silent Island have caps like proper mushrooms. The fungus tends to wriggle and ripple even when there’s no breeze to stir its filaments and dangling sheets.

Knowledge (dungeoneering or nature) DC 20:
You recognize similarities to various strains of fungi and mushrooms that normally grow in the upper reaches of the Darklands. Your best guess is that the fungus would be rather poisonous if eaten.

Grand Lodge

You are at the southern tip of the fungus covered island. Which direction would you like to go? Coastline to the west? East? Up through the middle?

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