GM Edwin's Serpent's Skull (Inactive)

Game Master Insnare

Herein lies the exploits of those on the Jenivere


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{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}

"There may be construction, but I don't like the looks of their choice in art. We should approach cautiously." In response, Zabivat draws her large hammer.

Perception: 1d20 + 4 ⇒ (1) + 4 = 5


Perception: 1d20 + 1 ⇒ (8) + 1 = 9

Agreed ! he says approaching carefully


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, you're right.

Grimma followed Zabivat, all her sense in alert.


Shot Putter Funkmeister

Its starting to get dark, do you want to camp here?


We Might as well camp here after all.


{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}

"I still don't like it...." Zabivat searches the surrounding area for any signs of tracks before settling in. "We should setup a watch, just in case."

Survival: 1d20 + 4 ⇒ (11) + 4 = 15

Just looking to see if anything's been here recently. If not, staying here.


Shot Putter Funkmeister

Zab

Spoiler:
Noone has been to this shack for a long time.


{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}

"Doesn't look like anyone's been here recently. I still think we should set up a watch, probably no fire, too easy to spot."

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 |

"I'll set some traps."
Know nature: 1d20 + 7 ⇒ (13) + 7 = 20
"There we go, maybe those will catch, hurt and let us know if something comes snoopin' 'round."


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'm ok to stay here for the night and to be careful.
As I have darkvision, I propose to take the watch of the middle of the night, when the night is darker.

She added after a few seconds

But maybe can we use the last rays of the dawn to fully search this abandoned village ?


sure thing, and i can take first or last watch is doesn't really matter to me


{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}

"I'll go ahead and take first watch, you all get some rest. Finn can take last watch."

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 |

"Gee yall, thanks. How about I search this dilapidated structure."
Fijit begins wandering around the ruined campsite looking for traps, clues to previous inhabitants, secret caches and the like...
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
add one for traps
Linquistics: 1d20 + 6 ⇒ (9) + 6 = 15
decipher graffiti


knock yourself out fijit. says finn with a smile


Shot Putter Funkmeister

You can tell that this hasn't been inhabited in years but you cannot find anything of interest.


Shot Putter Funkmeister

Your group goes to bed in shifts

GM Rolls 1d100 ⇒ 41

Around midnight, Grimma hears groaning off into the distance on the surf and it slowly gets closer and closer where you start to hear shouts over the waves "Thieves, scoundrels give me back my Aeshamara!!!" repeatedly getting louder every time.

A nearly skeletal form, his bare bones picked clean by the fish and
crabs, yet still wears his dripping coat and tricorn
hat. One of his hands is a gleaming metal hook,
and his whole insubstantial form constantly drips with cold,
brackish seawater appears in front of you.


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 for Finn as she know he have Religion Knowledge.

Finn ! Finn ! Get up ! Something came up from the sea !

Ylimancha's blessing what is a Aeshamara ?


Whant?? Zzz What ? What ! standing up The monster from the sea is that what you just said?

Kn Religion: 1d20 + 6 ⇒ (10) + 6 = 16

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 |

Bounding quickly from a light paranoid respite, Fijit clambers away from the skeletal form.
"...wha?"
Know local?: 1d20 + 6 ⇒ (13) + 6 = 19


Shot Putter Funkmeister

Fijit

Spoiler:
You remember the name on the locket you took from the ship wreck


{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}

Are we all awake now?

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 |

Is he on the beach or in the water? How fast is it moving?


yup all awake i think.


Shot Putter Funkmeister

I guess...... he is currently onshore.


{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}

Zabivat rolls from sleep at the sound, looking towards the creature pointed out by Grimma. Looking it over, she calls out, "We are no thieves and we have no Aeshamara. We just want some sleep. Is this your shack?"

Let's try reasonable discussion!


We are stranded on this island we just crashed a few days ago, and we haven't stolen anything, and i have no idea what's Aeshamara


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

To prove our good faith, we could try to find your Aeshamara and give it back to you !


Shot Putter Funkmeister

The sailor thing says, "Thieves deal in nonsense... give me back my Aeshamaare!!!!"

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 |

Fijit begins fidgeting around and pulls out the locket from one of her pockets and reads the inscription for personal clarification

Holding the locket up and dangling for all to see:
Is this Aeshamara?


Shot Putter Funkmeister

The ghost seems perplexed almost as if he wants a little bit more.

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 |

Still slowing backing away from the ghost Fijit attempts to open the locket and look inside
DD: 1d20 + 8 ⇒ (19) + 8 = 27
Upon success she shows the ghost...?


Shot Putter Funkmeister

Inside the locket you see a tiny,
incredibly detailed portrait of a beautiful, red-haired half-elf
woman, identified along the bottom edge of the portrait as
“Aeshamara.”

He grabs the locket greedily from your hands and as soon as he touches it, his incorporeal form fades
with a melancholy sigh as he finally meets his true death.

XP 200 each


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 wait hoping the ghost will accept Fijit locket and go back in nothingness.


{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}

Zabivat watches as the ghost fades away, then turns to Fijit. "I don't know what you did, but you stopped it before it could eat our souls. Nice job! I'll be sure to leave ghosts to you in the future, Fijit the Ghost Slayer!."

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 |

Evidently a bit disturbed by the event Fijit plops a raisin into her mouth and sits down in the sand.
"Whew! Thanks Zabivat but that sure was creepy."


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

Pharasma be bless ! This creature is definitively dead !

Said Grimma with relief. Then she turn to the gnome and asked

Where did you find this trinket Fijit ?

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 |

"In the coffer we found on the ship. I thought it was pretty so I took it."
Pausing and looking up at Grimma
"Maybe you want it now?"


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

suspiciously Grimma said

No no, you can keep it... but have you taking something else ?

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 |

Grinning innocently,
"Nope but I wanted that shiny dagger yet Fin recommended otherwise."
"Why do you ask Grimma? You missin' sumthin'?"


Finn will just look a Fijit with a look of mix feelings.


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

No but the next time a ghost will ask for something I prefer to be aware of what we possess...

Then with a last stern look to Fijit Grimma said

Ok, danger is over so everyone go back to sleep !
Nevertheless, just to be sure, Finn can you detect undead or cast a detect magic on the zone ? I would be reassured.


Undead? nope not really but magic sure. Finn cast a detect magic


Shot Putter Funkmeister

You go back to bed and in your order of watch.

GM Rolls

Spoiler:
Random Encounter Morning:1d100 ⇒ 78

Disease:
Fijit 1d100 ⇒ 79
Zab 1d100 ⇒ 23
Finn1d100 ⇒ 14
Grimma1d100 ⇒ 42

Finn 1d100 ⇒ 14
Fort DC13 1d20 ⇒ 14 Pass

You awaken the next day.

Where to?


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

After her sleep, Grimma prayed to Ylimancha for giving her the opportunity to soothe the soul of a man and giving her the chance to survive this island.

She prayed also for Gelik health, hoping he will be better when they come back to the camp.

Now the ghost is gone, it could be a good idea to move the camp. What do you think ?


well we should continue to follow the coast line going south for a good part of the day then turn around , explore the wreck and head for the cave.


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

alright go for the south !


{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}

"Agreed, let's head south."

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 |

"Ok!"
Pipes Fijit who is perking up after the disturbing visitation. Hearing her cave referenced has bolstered her confidence a bit.


Shot Putter Funkmeister

You wake up and continue moving in a southerly direction for a few hours until you come upon another river the flows from north to south.


Finn looks at the dwarf you are up he says with a smile

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