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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Grand Lodge

No you do not. That being said, you do know that the ritual can be repeated if need be.


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

Not terribly confident in her balance and coordination, Estietre tsks as the group approaches the slick narrow ledge.
"Perhaps I should keep an eye out? Let me know if there is anything worthwhile."

Grand Lodge

Most of the party climbs up to the top of the ledge, leaving Estietre and Sharpmaw below. Upon reaching the top you clearly see the fifteen-foot-wide opening from which the water gushes some ten feet below you.

Even an accomplished swimmer such as Hana would have great difficulties against the flow of the water coming from the opening.

Where to now? The ledge halfway down? The shipwreck? The open doors?

Grand Lodge

Bump


INACTIVE - GAME DIED

"I do not think we can go in this way," says Hana.

"I am at a loss for how to proceed."

I am kinda out of idea of what to do next. The other options just feel like random poking and I'm not sure if we have any priorities or any ideas of what will yield actionable info.

Grand Lodge

The obvious choice is the open doors that appeared after the Tide Stone ritual, but there are potential other things to look at should you choose to do so.


INACTIVE - GAME DIED

I good with doors then. Consider that vote #1!


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

Doors works for me too.

Grand Lodge

Okay. Doors it is. I will update tonight.

Grand Lodge

Slowly the party makes their way across the slippery, algae covered surface toward the open doorway to the south.

Two stone doors stand open at the base of this cliff above a curling spur of rock. Seaweed covers the doors, hanging down in thick green and black sheets, just obscuring some sort of carvings on their surface.

Knowledge (Religion) DC 25:
The carvings are associated with the cult of Zura, the demon lord of cannibalism and vampires, although the style of the carvings is quite ancient and unusual.

Knowledge (History) DC 25:
The carvings are Azlanti in origin.

Beyond the doors, once those of you who need a light source have one, you see a long, steep stairwell leading upward. Following those stairs you find yourself in a large, man-made chamber.

Over a dozen stone pillars support this cavernous chamber’s sixty-foot-high vaulted ceiling. To the north, four empty alcoves sit in the walls, their edges carved to resemble yawning, fanged mouths. To the south, a pair of bronze doors that seem to drip with blood sit under a stone bridge that passes through the upper portion of the room from east to west forty feet above. The walls are decorated with unsettling carvings of bats, human sacrifice, and the walking dead. The dismembered, skeletal bodies of three humans lie scattered on the floor of this chamber.

As you enter the chamber, you are noticed by two skeletal figures from up on the stone bridge.

Knowledge (Religion) DC 7:
They are skeletons

Knowledge (Local) DC 12:
In life the skeletal creatures were serpentfolk

DM Rolls:

Skeleton Init: 1d20 + 6 ⇒ (13) + 6 = 19

Adara Init: 1d20 + 3 ⇒ (20) + 3 = 23
Dereje Init: 1d20 + 3 ⇒ (11) + 3 = 14
Estietre Init: 1d20 + 6 ⇒ (2) + 6 = 8
Hana Init: 1d20 + 3 ⇒ (14) + 3 = 17
Lawdrak Init: 1d20 + 0 ⇒ (3) + 0 = 3

Initiative Order:
Adara
Skeletons
Hana
Dereje
Estietre
Lawdrak & Sharpmaw

Adara is 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

Jumping ahead a bit with the knowledge checks
know/rel1: 1d20 + 3 ⇒ (5) + 3 = 8
know/rel2: 1d20 + 3 ⇒ (14) + 3 = 17

Grand Lodge

No problem at all. In fact if anyone can/wants to make the first two knowledge checks in particular and react that is perfectly fine.


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 looks about, marveling at the chamber's architecture while grimacing at the macabre decorations. If that was not proof enough that this was a place of evil, then the rising dead certainly were. Eyeing the skeletons with disdain, the paladin reaches for his pistol...

Knowledge (religion): 1d20 + 7 ⇒ (6) + 7 = 13
Knowledge (religion): 1d20 + 7 ⇒ (14) + 7 = 21

Grand Lodge

Boting Adara.

Taking note of the skeleton's elevation, the Suli oracle moves forward and provides the paladin a bit of guidance, hoping that his shot is true.

The skeletons on the bridge each reach for javelins, one attempts to skewer Hana while the other tries the same with Dereje. The samurai-ko is able to side-step the javelin, but the paladin is not as fortunate.

Dereje takes 6 damage.

DM Rolls:

1 @ D: 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13 (range vs. FF AC)
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

2 @ H: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12 (range vs. FF AC)
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

The rest of the party 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

Knowledge (religion) - carvings: 1d20 + 6 ⇒ (16) + 6 = 22
Knowledge (history) - carvings: 1d20 + 6 ⇒ (11) + 6 = 17
Knowledge (religion) - enemies: 1d20 + 6 ⇒ (19) + 6 = 25

/eyeroll ...of course

Even as she burns away Dereje's distractions with divine guidance, Adara helpfully chirps,

"They are skeletons."

In the flickering light of her scimitar's magical flame, the suli suddenly seems flustered. "Well, uh...i-in case you couldn't already tell."


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

Giving Sharpmaw a clicking command to stay put Sharpmaw will delay , Lawdrak moves in, loading a stone in his sling, and hurls at the skeleton on his right. (#1)

1d20 + 2 ⇒ (5) + 2 = 7
1d4 + 1 ⇒ (1) + 1 = 2


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 slips into the chamber, and heads for the nearby alcove. She takes a few seconds in cover to decide what to do next, and judge the distance to the skeletons' perch.
"Skeletons? Almost a relief they are nothing more than that."

Grand Lodge

Lawdrak hurls a sling stone toward one of the skeletons but misses badly.

@Estietre - The closest skeleton is 50 ft (on the diagonal - 30 ft forward, 40 ft up) from your current position.

Dereje and Hana are up.

Grand Lodge

Bump


INACTIVE - GAME DIED

Hana wastes no time in racing forward to slash at one of the skeletons (#2).

"These, I know what to do with," she says as she goes. "Very straightforward."

Katana attack!: 1d20 + 5 ⇒ (3) + 5 = 8

Grand Lodge

Hana, see the posts above. The skeletons are on a bridge 40 feet above your current level.


INACTIVE - GAME DIED

Since there is no clear way up, Hana does nothing.

Total defense, I guess?


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

Rushing into the room, Dereje whips out his pistol and points it up at one of the skeletons, only to be nailed by one of their javelins. The sudden blow throws off his aim completely - nonetheless, with an explosive retort, the pistol sends its bullet flying into some random direction.

Pistol Attack (Range Penalty): 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6

Grand Lodge

The skeletons each reach for another javelin, mindlessly hurling them at the closest available target, Dereje. Fortunately for the paladin, both javelins miss their target clacking harmlessly on the stone floor.

DM Rolls:

1: 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7 (range)
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

2: 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13 (range)
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

The party 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

"Perhaps the best option is to move on from this room and leave them to their bridge?" Adara suggests as they continue to warily watch the skeletons.

Grand Lodge

Perception DC 20:
It appears that each skeleton has three more javelins at its disposal

There are two other exits from the room at your level - the caved in wall in the NE corner and the double doors (closed) directly to the south.


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 nods "I agree... My spells can't reach them either. I'll head to the doors now to see if we can get through." She moves under the bridge.. getting as close as she can while remaining under cover.

perception to see if there is a visible keyhole or other locking mechanism: 1d20 + 2 ⇒ (10) + 2 = 12

Grand Lodge

Estietre rushes forward,reaching a spot where it would be difficult at best for the skeletons to hit her with their javelins. Looking around she sees carvings on the wall of depicting all manner of atrocities visited upon humans and serpentfolk alike by tall men and women wearing ragged capes and bearing fanged mouths. Images of bats, bat-like humanoids, and themes of cannibalism and the consumption of still living victims are common as well.

Taking a closer look at the closed bronze doors, you see no sign of a locking mechanism. Based on the location of the hinges it would appear that the doors open into the room.


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 run forward to shelter under the bridge.


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

"We don't have much choice in the matter. Those skeletons are out of my weapon's effective range," Dereje agrees, following Estietre under the bridge after narrowly dodging the next javelin that comes his way.


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

Seeing her comrades are in accord with her suggestion, Adara follows along to cover.

Grand Lodge

Bump for Hana.


INACTIVE - GAME DIED

Hana keeps her katana in a guard position and moves as directed.

"Ready?" she says, prepared to put her shoulder to the bronze doors.

Grand Lodge

The skeletons seem to be confused as to your whereabouts as you all take cover beneath the bridge, only reacting when they hear the scraping of the bronze doors opening.

Beyond the door you see a landing and two sets of stairs leading upward to the east and west.

The party may take a round of actions before the skeleton do anything else.


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 dashes forward, making a quick sweep of the room and the two stairways.

Perception: 1d20 + 0 ⇒ (17) + 0 = 17

Partial action until results of Perception are revealed then Adara will make a quick decision on where to run.

Grand Lodge

Taking a quick look up each stairwell, you see the one to the west turns north and continues upwards. The stairwell to the east ends in a landing that trails off beyond the reach of darkvision.


INACTIVE - GAME DIED

Hana pauses to see which way Adara dashes.


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

Not interested in having any more javelins thrown at him, Dereje follows Adara's lead.


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

Hoping the landing leads to the path which allows access to their current antagonists, Adara darts up the eastern stair with flaming scimitar in hand to light the way.

"Let's try this way first," she hisses to her fellow survivors.

Grand Lodge

Adara charges up the stairwell to the east. As she nears the landing she sees another stairwell lead up toward the north.


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

If the landing has cover from the skeletal missile fire, the oracle will pause for the others to catch up to her.

"Both stairs appear to turn heading up and to the north. Be ready for hidden traps and foes both dead and alive, I imagine."

Grand Lodge

[Ooc]Yes you have cover as you are in another room. The map on Roll20 is updated and available on mobile as well.[ooc]

Grand Lodge

Bump


INACTIVE - GAME DIED

Hana moves quickly up the stairs by Adara, ready to protect the oracle if more foes should come around the corner.

Double move.


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

Druid and dinosaur follow Adara.


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 follows as well... though she pauses at the bottom of the steps until the others make their way up.

Grand Lodge

The party rushes along the eastern path, going two flights of stair that seem to carry you some thirty to forty feet upward. At the top of the second flight of stairs, you have two choices - continue toward the set of double doors to the north or turn back west toward what you assume would take you back toward the skeleltons, but at least on equal footing with them.

Grand Lodge

The party rushes along the eastern path, going two flights of stair that seem to carry you some thirty to forty feet upward. At the top of the second flight of stairs, you have two choices - continue toward the set of double doors to the north or turn back west toward what you assume would take you back toward the skeleltons, but at least on equal footing with them.


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 don't like the thought of leaving enemies alive...moving...oh, you know what I mean - behind us. Especially if we leave in a hurry. I'd hate to catch a javelin in the back if we're already wounded. I think we should see if the doors to the west go out onto that bridge, and put the skeletons down."


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

"This seems wise," Adara agrees, nodding. "When within our range, I believe we are more than a match for some simple-minded undead."

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