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

A search of the Brine Demon reveals that the
vast majority of its booty has long since either rotted away
or been lost to the sea—much of the ship’s hull is missing,
wedged tightly amid the jagged rocks. Yet an investigation
of the captain’s cabin reveals a skeleton slumped on the
f loor, its bony hands clutching at a well-made, watertight
darkwood coffer sitting in an opened secret compartment
in a rotting desk. This coffer is locked


Could this be holding interesting documents? he says eyeing the locked coffer


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

May be ?

Grimma let Fijit openning the coffer as she seemed quite agile while looking for anything of interest in the ship's remnant.

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

"You put too much faith in me my new friend but I will try. Did you notice anything odd about this box and it's lock?"

....Waiting for Gimma's Perception response before blowing her hands off....

Turning towards the coffer Fijit rubs her hands together, pulls out an oiled leather pouch and opens revealing old yet well kept after picks.

Disable D: 1d20 + 8 ⇒ (9) + 8 = 17


Shot Putter Funkmeister

Grimma is only able to tell that the elements have not been pleasant to the coffer nor the lock.

Fijit tries but is unable to open the lock.

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

Falling back on her rump, Fijit dejectedly pops a raisin in her mouth.
Well, that sucked rotting flesh huh?

Then kicking the coffer she offers:

Why don't we just take it with us? Back to camp so the others can give it a whirl.


Shot Putter Funkmeister

Grimma or Zab could try to strength it open


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

Nothing more of interest than the chest GM ?


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

"Hmm, let me try giving the box an open." Zabivat takes out a dagger and tries to wedge it into the coffer, trying to pry it open.

Strength: 1d20 + 4 ⇒ (15) + 4 = 19


Shot Putter Funkmeister

Yes nothing other than the chest

Zabivat opens the chest with brute strength.

Inside the coffer are three objects—a gold locket, a dagger, and
several fat ledgers and journals.


Finn will remove and examine lightly the ledgers and journals Now lets see what we have here.


Shot Putter Funkmeister

The ledgers and journals contain irrefutable
proof of collusion between Captain Kinkarian and half a
dozen Sargavan and Bloodcove government officials, who
were skimming off the tithes and taxes offered to the Free
Captains of the Shackles. These documents, among other
things, provide proof of Jask Derindi’s innocence.

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

"Oooh." exclaims Fijit.
"I need a new dagger, these four are all but picks after six years, two months and seven days of sharpening."


And so Jask was telling the truth says Finn after reading parts of the documents to the group.

Finn will cast a detect magic just to be safe

I bet you do he says smiling to the gnome

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

Crossing her arms, "Humph!"Fijit sticks her tongue out at Finn.


Finn taken by surprise for a second stick his tongue before bursting in laughters...


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

"We didn't take much time here. We should push ahead a bit further before heading back to Fijit's cave."

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

"Umm, I haven't gone much further past this wreck...

Turning to look back towards her cave,

I've been able to survive by keeping close to my cave and being safe. I'm tired of being safe."


Shot Putter Funkmeister

you can continue south along the coast or head into the interior.


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

With a satisfied smile Grimma said

We were right to trust him !

I propose to continue South


I agree lets continue following the shore

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

"Onward!"
States Fijit who begins marching southward.


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

"Let us continue on then!"


Shot Putter Funkmeister

After about twenty minutes of following the coastline you come across a river.

Give me Swim checks to cross and you cannot take 10 or 20


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

Seeing the river, Grimma said

I will cross first. Take the rope in case it's deeper or with rapids we don't see

After taking off her armor and securing herself with the rope, Grimma dived in the water.

Swim: 1d20 + 7 ⇒ (20) + 7 = 27


Here we go again with crossing rivers. says finn after grimma has secured the rope on the other end

Swim: 1d20 - 1 ⇒ (8) - 1 = 7

Swim: 1d20 - 1 ⇒ (14) - 1 = 13

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

"While I enjoy a clean lifestyle I've never been good a good swimmer."
Swim: 1d20 + 1 ⇒ (6) + 1 = 7


Shot Putter Funkmeister

Zab 1d20 + 8 ⇒ (17) + 8 = 25

Using Grimma's rope the party makes it across the river.

After about an hour of following the coast it becomes extremely hot I think Finn will cast his spell but I am not sure.


Finn will cast endure elements only on him for the moment he doesn't want to run out of healing spell like last time


So any idea where to now?


Shot Putter Funkmeister

Your group could take a break until the extra heat is gone.


lets do that then and resume our travel afterward

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

"The jungle shade is cooler"


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

"Some rest would feel good in the shade, perhaps near some water."

I vote for stopping until cooler weather.


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, we aren't in a hurry now so I vote for resting until it will be cooler.


Works for me

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

"Anyone want a raisin?"


Shot Putter Funkmeister

After resting under trees for two hours, it starts to rain and cool down, the party continues marching following the coastline. After about another half an hour you see another wrecked ship but this one is on an island a short swim away, however the that surf coupled with the on pouring rain seems treacherous.

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

How deep and how far? In other words do we need to swim, sharks waves, etc...

"Ooh that looks fun but scary. Sharks, water monster thingies that want to eat us and not to mention the waves. In my opinion that boat has been out there for a while and will stay there...we can come back when the weather is nice. Maybe build a raft too."


i can't swim so i am not going any where


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

"Hmm, I could probably make it. But better to have help at your back. Let's wait on it. But before we go, let's look to see if maybe come of the others came this way to explore." Zabivat will check the coastline to see if there are any signs of tracks, towards the boat or otherwise.

Survival: 1d20 + 4 ⇒ (14) + 4 = 18

Honestly, I just thought about it, but we might want to keep an eye out for tracks for the others. Considering the rain, it'll be hard, but never hurts to at least try.

Also, GMEDWIN, about what time is it and how long will it take to get back to camp? Wanna make sure we don't overextend ourselves.


Shot Putter Funkmeister

It is about 4pm and you guys had said that you were going to camp outside of camp tonite.


{HP 9/10 | AC15 FF13 T12 CMD17 | F/R/W 4 (0 from damage)/2/1 | Inish +4 Per +4 SM +0 | XP 887/2000}

Ah yes, I had forgotten. Thanks for the reminder GMEDWIN!

"We could continue on for another hour, see if we can find a spot to camp, then come back if the rain looks to let up."


or we could just continue and stop at this wreck on the way back

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

"Hopefully the rain will let up soon and we can make a dry camp. Beach camping or in the jungle? Personally I suggest up in the trees with traps set but you don't look like the tree type. The beach would be good as we can see the baddies before they are on us."

"Once we choose a place to rest our bones I'll set some traps in hopes of catching food or catching some baddies."


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 agree with Finn, the wreck won't be gone tomorrow. So we continue to explore this part of the isle then on our way back explore this wreck

After listen to Fijit Grimma added

I don't know, but may be we would find some place safer to crash ? Or may be people who will help us like you Fijit. Anyway we will decide when the time will come


Right then lets keep moving forward.

Dark Archive

Gnome Rogue (TrapFinder) 1 | AC 16 | HP 9/9 | T14/FF13 | F+1/R+8/W+0 | Init +3 | Perc +6 (+7 traps) | 550/2000 |

With an awkward skip down the beach,
"Onward!"


Shot Putter Funkmeister

You trudge through the rain and follow the coast as the tide comes in.
The going is slow due to the inclement weather but it is much more hospitable due to the cool ocean breeze. The coast keeps going south where visibility is fairly poor however after another hour the coast juts sharply to the west and north. After another hour, the rain dies down to a mist as the sun starts to set to the west.

You come upon a campsite featuring a partially completed wooden shack.
A large pentagram has been carved into one wall of the
shack and several human teeth have been hammered into
the wood in its center.

DC 12 Perception check

Spoiler:
reveals old
bloodstains or other signs of violence indicating that the
campsite was attacked and its denizens either killed or
captured.


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

Constructions ! Yeah !

Said Grimma seeing the wooden shacks

Perception DC12: 1d20 + 8 ⇒ (2) + 8 = 10

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