GM Edwin's Serpent's Skull (Inactive)

Game Master Insnare

Herein lies the exploits of those on the Jenivere


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Shot Putter Funkmeister

If you guys want to swim across it is a DC 10(no taking 10)


Are we going to have to swim trough this ? I might need a hand or even better a rope.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

I will go with a rope and help all of you to cross the river

Grimma attached the cord on her and then enter in the water, carrefully then gave a short prayer to Ylimancha for helping her in her crossing.

Forgot that I don't have guidance, so -1 to my swim check

Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Swim DD10: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26


M Human Rogue (Burglar) 1 HP 8/9 AC 16 T 14 FF 12 (Perc +6/+9 vs.Traps, Init +4) F+1 R+6 W+2

Miles is appreciative because it doesn't appear he cares much for being in the water, even though stockier fellows like him float better than your typical weedy rogue.

Swim: 1d20 + 4 ⇒ (3) + 4 = 7 including any modifiers from using the rope or against a lower DC

Additional swim rolls if necessary
Swim: 1d20 + 4 ⇒ (4) + 4 = 8
Swim: 1d20 + 4 ⇒ (20) + 4 = 24
Swim: 1d20 + 4 ⇒ (5) + 4 = 9
Swim: 1d20 + 4 ⇒ (13) + 4 = 17
Swim: 1d20 + 4 ⇒ (5) + 4 = 9
Swim: 1d20 + 4 ⇒ (8) + 4 = 12
Swim: 1d20 + 4 ⇒ (20) + 4 = 24
Swim: 1d20 + 4 ⇒ (15) + 4 = 19
Swim: 1d20 + 4 ⇒ (11) + 4 = 15

Going by normal rules and unhelped by a rope, Miles has a b#&@~ of a time crossing this river.


{HP -11/7 | AC13 FF10 T13 CMD13 | F/R/W 1/3/2 | Inish +3 Per +2 SM +0 | XP 402/2000}

"Thank you, Grimma. I'm afraid I have not much experience swimming." Viata carefully attempts to swim to the other side.

Swim: 1d20 ⇒ 8

And a few more following Miles's lead.
Swim: 1d20 ⇒ 5
Swim: 1d20 ⇒ 9
Swim: 1d20 ⇒ 7
Swim: 1d20 ⇒ 8
Swim: 1d20 ⇒ 14


being the last one to cross over Finn ties the end of the rope to his waist and then dives into the water.

swim: 1d20 - 1 ⇒ (5) - 1 = 4

swim: 1d20 - 1 ⇒ (2) - 1 = 1
swim: 1d20 - 1 ⇒ (7) - 1 = 6
swim: 1d20 - 1 ⇒ (10) - 1 = 9
swim: 1d20 - 1 ⇒ (4) - 1 = 3
swim: 1d20 - 1 ⇒ (20) - 1 = 19

swim: 1d20 - 1 ⇒ (14) - 1 = 13
swim: 1d20 - 1 ⇒ (17) - 1 = 16

it takes him a very long time to get accross


Shot Putter Funkmeister

Finally the group makes it to the other side of the river and continues to follow and comes upon a large grove of thorny vines that grow on these river banks, presenting a seven-foot-tall wall of green leaves and intimidating six-inch red thorns. You can somewhat spot where there may have been a hole but it looks like the bush has already started to reclaim its ground.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Grimma looked at the intimidating six-inch red thorns trying to remember something useful about them.

Could it be dangerous ?

Knowledge Nature (+1 is tied to jungle): 1d20 + 4 ⇒ (17) + 4 = 21


Shot Putter Funkmeister

Grimma

Spoiler:
is able to discern from the thorns and bush itself that it is called Viper Nettles and that moving through the nettles can cause harm if not careful because the thorn secrete a mild poison that causes a rash. However she does know that the berries from this bush are delicious and are thought to be able to cure certain afflictions.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Before we go further, I think we must be careful to not being scratched by the thorns. They are poisonous.
But, I also remember that the berries are quite good to eat and can even been used to cure certain afflictions !
It could be a good opportunity taking some of it and offering them to our comarades staying in the camp. May be it will cure them from their melancholy...

Grimma tried to take some berries without being scratch by the thorns

Did I need some check to do that ?


Shot Putter Funkmeister

The berries aren't readily available you need to go into the nettles because they are in the middle.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Hum, not so easy...

Did some of you have a spell which could be used to not being scratched by the thorns ?


sadly i am all out of any real spell. But i am sure that miles being quick with his hands could do it.


{HP -11/7 | AC13 FF10 T13 CMD13 | F/R/W 1/3/2 | Inish +3 Per +2 SM +0 | XP 402/2000}

"I'm afraid I do not have anything useful to get those berries. Yana?" Yana and Viata seem to look at each other for a moment. "No, nothing for tomorrow either it seems either. Hmmm. Seems it would be very dangerous to do so. I don't want Miles getting stung and hurt either. Do you want to try, Miles?"


M Human Rogue (Burglar) 1 HP 8/9 AC 16 T 14 FF 12 (Perc +6/+9 vs.Traps, Init +4) F+1 R+6 W+2

Miles looks at the nettles and then at his gloved hands. He reaches out and carefully handles a single vine in a spot with no thorns, testing how tensile the vine is. He spends a moment thinking, and then goes over to the hole, to see how big it is and how much more spaced the vines with their nasty thorns are.

Then at last he seems to decide, and walks back to the riverbank, where he promptly begins covering himself with mud. Thick, enveloping fistfuls of mud. It takes him ten minutes or more to properly cover himself with it until he is a sopping mess. Then he finds a sunny spot and stands in it, letting the mud dry just a bit to a caked exterior. "This should provide some insulation against those thorns and their poison. At least a little. Getting those berries could be the difference between life and death for someone if they get an affliction. And the worst I might suffer is a bad rash. It seems a good trade."

Miles moves through the area that has something of a hole in it, looking for the berries.


Shot Putter Funkmeister

Miles moves into the nettles

Being difficult terrain and 60 feet to get them DC 12 reflex 4x to avoid: 15 ft1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
30 ft1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
45 ft 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9 takes 1 hp of damage
60 ft1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10 takes 1 hp of damage

DC 14 Fortitude 1d20 + 1 ⇒ (13) + 1 = 14 pass
DC 14 Fortitude 1d20 + 1 ⇒ (17) + 1 = 18 pass

While gathering berries DC 12 reflex 4x to avoid:
1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8 takes 1 hp of damage
1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16

DC 14 Fortitude 1d20 + 1 ⇒ (20) + 1 = 21 pass

On the way out, following your own path

DC 12 reflex 4x to avoid: 15 ft1d20 + 6 + 1 + 3 ⇒ (13) + 6 + 1 + 3 = 23
30 ft1d20 + 6 + 1 + 3 ⇒ (13) + 6 + 1 + 3 = 23
45 ft 1d20 + 6 + 1 + 3 ⇒ (5) + 6 + 1 + 3 = 15
60 ft1d20 + 6 + 1 + 3 ⇒ (12) + 6 + 1 + 3 = 22

Miles returns with a dozen handfuls.


Seeing Miles return with the prize.

Nice going there Miles. Here let me help you with these Finn naturally concentrate and channel: 1d6 ⇒ 2 and again channel: 1d6 ⇒ 5


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Well done Miles ! And thanks for your "sacrifice"

Said a smiling Grimma.

Is there an exit in the hole, Miles or is it a dead-end ?

Asked the dwarf.


Shot Putter Funkmeister

You can either go through the nettles or try cross the river and maybe find your way around them.


M Human Rogue (Burglar) 1 HP 8/9 AC 16 T 14 FF 12 (Perc +6/+9 vs.Traps, Init +4) F+1 R+6 W+2

"I went in pretty deep and didn't see an end," Miles says, dumping the berries in Finn's hands so that he can scratch at his neck. Flecks of mud flake off and he takes fresh mud and piles it on with some noticeable relief. "I wouldn't advise trying to get through them, though. They're as aggravating as you would imagine."

Scratch scratch.


Well lets see if we can find track on the other side of that bush


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Yes it seems the best thing to do


{HP -11/7 | AC13 FF10 T13 CMD13 | F/R/W 1/3/2 | Inish +3 Per +2 SM +0 | XP 402/2000}

"Agreed, let's try finding another route."


Shot Putter Funkmeister

Swim check me to cross the river


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

As last time Grimma took the rope and cross the river

Swimm: 1d20 + 7 ⇒ (15) + 7 = 22


Shot Putter Funkmeister

Grimma crosses the river. On the opposite side.

Grimma

Spoiler:
You can see about a mile west of you the beach


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

I can see the beach ! It's not far.

Grimma help with the rope her comrade to cross the river then tried to find some tracks from the couple they followed.

Survival: 1d20 + 7 ⇒ (16) + 7 = 23


Finn grumbles a bit as he head toward the water for yet another swim

Swim: 1d20 - 1 ⇒ (14) - 1 = 13


{HP -11/7 | AC13 FF10 T13 CMD13 | F/R/W 1/3/2 | Inish +3 Per +2 SM +0 | XP 402/2000}

Swim: 1d20 ⇒ 19


M Human Rogue (Burglar) 1 HP 8/9 AC 16 T 14 FF 12 (Perc +6/+9 vs.Traps, Init +4) F+1 R+6 W+2

He follows along, grateful for the cool water on his itching skin.

Swim: 1d20 + 4 ⇒ (19) + 4 = 23


Shot Putter Funkmeister

Everyone makes it onto the opposite shore and are able to see the beach through the double canopy jungle. Grimma is able to follow the trail southwards and after about an hour of travel you come to a fifty-foot-diameter clearing in the jungle that here allows the sun
to beat down upon a field of wilted-looking plants, their leaves
a sickly, diseased yellow.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Grimma looked at the sickly plants trying to recognize it or understand why it's sick.

Knowledge Nature: 1d20 + 4 ⇒ (17) + 4 = 21 +3 if the plant is a creature, +1 if the plant is tied to the jungle


Shot Putter Funkmeister

Grimma

Spoiler:
You can tell that the plants have been sucked of their nutrients from something in the center of the glade.


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

It's strange, it looks like the plant is sucked by something...

Then she looked in the center of the glade, trying to find the thing who made sick the plant.

Perceptiom: 1d20 + 8 ⇒ (18) + 8 = 26


Shot Putter Funkmeister

Grimma moves onto the glade.

Initiative: Grimma 1d20 + 1 ⇒ (6) + 1 = 7, Miles 1d20 + 4 ⇒ (9) + 4 = 13, Via 1d20 + 3 ⇒ (7) + 3 = 10, Finn 1d20 + 1 ⇒ (19) + 1 = 20, Zombies 1d20 ⇒ 15, Creeper 1d20 + 2 ⇒ (12) + 2 = 14

Round 1

Finn, Zombies, Creeper, Miles, Grimma.


does finn see all these undead?


Shot Putter Funkmeister

you can see the two zombies.


Round 1

Kn Religion: 1d20 + 6 ⇒ (10) + 6 = 16 to identify the undead

Move closer to the glade where Grimma enterend

Channel Positive energy to damage undead: 1d6 ⇒ 5 Will DC 15


Shot Putter Funkmeister

Finn

Spoiler:
These zombies do not look like undead


ok so no channel energy

Round 1

Finn will go into melee combat fighting def with one of the creature in order to give a tactical advantage to miles

spiked gauntlet: 1d20 - 8 ⇒ (17) - 8 = 91d4 - 1 ⇒ (2) - 1 = 1

current AC 18


Shot Putter Funkmeister

Z1 attacks Finn slam attack 1d20 + 4 ⇒ (20) + 4 = 24 crit, 1d20 + 4 ⇒ (5) + 4 = 9 not confirmed 1d6 + 4 ⇒ (5) + 4 = 9 unconcious

Z2 attacks Grimma 1d20 + 4 ⇒ (8) + 4 = 12 hit 1d6 + 4 ⇒ (1) + 4 = 5

Creeper pollen spray attack against Miles 1d20 + 4 ⇒ (3) + 4 = 7 miss.

Miles Via, Grimma


DM, i have 9 hp total so right now i am at Zero => Conscious but disable


Shot Putter Funkmeister

Miles moves to flank with creature attacking Finn 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19 hit 1d6 + 1d6 ⇒ (4) + (2) = 6

Via


M Human Rogue (Burglar) 1 HP 8/9 AC 16 T 14 FF 12 (Perc +6/+9 vs.Traps, Init +4) F+1 R+6 W+2

Thanks for covering that for me, GM. Had to spend my day off rehearsing and putting stuff away in anticipation of a possible hurricane.


{HP -11/7 | AC13 FF10 T13 CMD13 | F/R/W 1/3/2 | Inish +3 Per +2 SM +0 | XP 402/2000}

Stats:

HP 7/7
AC 13 T13 FF10 CMD 13
F/R/W 1/3/2
Spells
0th - Dancing Lights, Detect Magic, Message
1st - Cure Light Wounds, Burning Hands
Effects
Sickened

Viata attempts to hex the one attacking Grimma, cackling madly as she does.

Misfortune against Z2, move to cackle. DC 14


Shot Putter Funkmeister

Via attempts to cast misfortune however the beast is unphased by it.

Grimma


Hp 10/10 AC 17 (16FF) (Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)
Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Grimma moved to provoke then cast a cure spell on Finn

Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3

if grimma is hit and lose more than half her health she will use her judgment to have a fast healing 1


Shot Putter Funkmeister

A.O.o Z2 attacks Grimma 1d20 + 4 ⇒ (15) + 4 = 19 hit 1d6 + 4 ⇒ (1) + 4 = 5 Grimma is staggered, which would prevent the healing.

Round 2
Finn


quick question DM: my previous knowledge told me these aren't undead, but do i have a vague idea what they could be?


Round 2

Finn will 5ft step away and then use his channel ability to heal excluding the enemy

Channel : 1d6 ⇒ 2

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