GM Edwin's Serpent's Skull (Inactive)

Game Master Insnare

Herein lies the exploits of those on the Jenivere


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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 |

Looking smaller than normal and peering into the jungles gloom Fiji whispers,
"Ok y'all. While I'm not too familar with this part of the island I do know there are bad men who want to eat us."

Survival: 1d20 + 1 ⇒ (16) + 1 = 17
Perception: 1d20 + 6 ⇒ (11) + 6 = 17 - aid Gemma


Shot Putter Funkmeister

The trail is hardened dirt but it doesn't look like there has been any tracks within the past day or so.


That is fine lets go with caution.


Shot Putter Funkmeister

Your group moves slowly up the trail and after about half an hour the trail split into a T-intersection. To the right heading north seems to go up hill whereas the left heading south seems to remain flat almost going downhill.


{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, perhaps if we go uphill we can get better look of the island. I would vote that direction."

Survival for tracks: 1d20 + 4 ⇒ (17) + 4 = 21


Sure we can do the other one on our way back.


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 with that. Go to uphill to have a better look !

Surival (aid DD10 on Zabivat's roll: 1d20 + 7 ⇒ (3) + 7 = 10

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 |

Following quietly, Fijit is obviously a bit worried, furtively looking left and right for any sign of ambush.
Perc: 1d20 + 6 ⇒ (19) + 6 = 25


Shot Putter Funkmeister

You climb up the overgrown jungle path leading to a small clearing where a
partially collapsed hut stands on the banks of a gurgling stream.
The hut itself seems to have been made from a combination
of driftwood and tree trunks, with a roof of wide leaves and
strips of rotten canvas sail. The front door to the hut hangs
partially ajar. Dozens of bones and skulls—quite obviously of
human origin—decorate the hut and the surrounding area,
each bearing numerous nicks and scratches.

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 |

"oh oh, bad bad bad."

Fijit absent mindedly puts another raisin in her mouth then wispers
"I've seen this before...bad men. Bad, bad men who want to eat us."
She then quietly wanders around the perimeter slowly working her way in
Perception: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27


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

Not engaging...

I agree, but it's the first sign of civilisation and of life we saw. May be we could talk to the inhabitant ? so I hope

Perception: 1d20 + 8 ⇒ (1) + 8 = 9


and if they don't we will deal with them accordingly


{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 shall hide back here while Fijit scouts. But be careful. Too many have already been lost."


Shot Putter Funkmeister

You can tell that the bones represent many different bodies.


Shot Putter Funkmeister

Do you go in the hut?


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 and stop in front of the hut

Is someone here ? We want to talk.


Finn moves right behind Finn and is 10ft behind the dwarf.


Shot Putter Funkmeister

Grimma hears nothing.


lets move inside shall we? Finn signal the others to come forward


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.

Grimma moved in


Shot Putter Funkmeister

Inside the hut you find bits of
an old chair carved from a tree stump, fragments of fabric,
and rusted bits of metal.


{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}

"It looks like no one is here. Let's see if anyone has been here recently."

Search for any signs of recent habitation (non-spoiled food, dust on furniture, etc.

Survival: 1d20 + 4 ⇒ (17) + 4 = 21
Perception: 1d20 + 4 ⇒ (8) + 4 = 12


Finn will cast a detect magic spell.


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, and if something could be usefull for our survival.

Grimma search in the hut for something usefull, taking her time, and help Zabivat to know if the hut is long abandoned

Perception (take 20): 20 + 8 = 28
Survival (aid DD10): 1d20 + 7 ⇒ (16) + 7 = 23


Shot Putter Funkmeister

Although the outside of the hut looks manicured in the sense of the gore being maintained. The inside of the hut on the other hand has layers of dust as if noone has stepped foot in here for decades.

Your searching through the hut reveals a thin, leather-bound journal wedged in a sheltered niche. While the journal was quite well made, the years have not been kind to its contents, and now only fragments
of it’s notes remain.

Chelish

Spoiler:
...many survived, the Thrune’s Fang will never sail again. Sargava’s
assimilation must proceed without...
...fine hunting on the Shiv, but the bugs are a constant
distraction. Nylithati’s skills at healing help fight the sickness, but I
fear she has...
...founded. Nylithati has seized control of my crew. They are hers
now. And so I have abandoned...
...fine home. Fresh water nearby and I need not endure Nylithati’s
ceaseless raving about...
...will not be returning to that gray, silent island again. There is
nothing there but horror...
...crew lurking about the area. They seem strange, almost feral. It
has been almost a decade since the wreck. I wonder what strange
beliefs Nylithati has...
...changed. There was no sign of Nylithati in the camp, but the focus
of their ceremony was a cauldron they must have salvaged from the
Thrune’s Fang at the base of the ruined lighthouse. It was into this
they threw the half-eaten body of the still screaming man...
...all around. I can hear them chanting in the green even now. They
call Nylithati “Mother Thrunefang” now, and promise me immortality
if I lay down my arms and submit. I know what their immortality
consists of, and I’ll have no part of that corrupt life after...


oh look anyone can read this ?


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

Is Chelish different from common ?


Shot Putter Funkmeister

It depends... I have seen it as a separate language and then as the same. It is a bit confusing. Since Finn is from Pezzack, he should be able to read it.


{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}

Found this by Jacobs. Apparently Common, Chelish and Taldane are all the same language.


Finn will ready out loud the passage

Could it be talking about a cauldron that brings you back as intelligent undead? what do you all think it means?


{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}

"It means we have a problem. It looks like the source of Fijit's savages was this Thrune's Fang. While it doesn't look like the man who lived here still does, the savages still come here. If they find our tracks, we may lead them back to the cave with the others. Right now, hopefully they don't even know we're here. We should leave quickly and cover our tracks for now, maybe see if we can't find there tracks. We could be here awhile, and I'd rather not end up in their pot."

Zabivat considers the journal once more. "It does talk about fresh water. That could be important. If we don't find tracks, I vote we find that. It could lead us to them as well."


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

The journal talk about a ruined Lighthouse, it seems this island was inhabited ! That's a good thing right ?
But, yes, you're right Zabivat, it could be dangerous to let these feral tribre, as they are described, to be able to track us back to the camp.
We are devinitively not alone on this island and they don't seem friendly...


Shot Putter Funkmeister

BTW, you have about two hours of daylight left.


{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}

"Not much light left. Let's clear our tracks, find a spot to camp out for the night, then look around in the morning."

How does that sound everyone?


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 idea.


So there might be a sect or a cult on this island, not a very nice neighborhood. Ok well camping it is for the night or we could just say here is it looks like it is going to rain.

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 |

Obviously disturbed Fijit looks into the jungle thoughtfully,
"Never seen the lighthouse but know of people who want to eat us. They are all over the place always looking for people to eat."

Pausing. plopping a raisin in her mouth and looking up at the trio,
"Did I mention it before? I thought I did...Anyhoo, the lighthouse seems safer than this hut, let's be off...anyone for a sleep in the trees?"


Shot Putter Funkmeister

I need a survival for covering tracks and for setting up a campsite


{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 aid Grimma on these.

Survival: 1d20 + 4 ⇒ (10) + 4 = 14
Survival: 1d20 + 4 ⇒ (7) + 4 = 11


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 began - with Zabivat help - covering their tracks and when the light began to shrink she looked for the best spot to shelter for the night.

If we can avoid to sleep in a tree, i would prefer... said Grimma to Fijit

Survival (covering tracks): 1d20 + 7 ⇒ (11) + 7 = 18
Survival (setting up a campsite): 1d20 + 7 ⇒ (8) + 7 = 15

+2 with Zabivat help

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 |

Survival: 1d20 + 2 ⇒ (2) + 2 = 4

....and the tree it is


Shot Putter Funkmeister

GM Rolls

Spoiler:
Random Encounter
Evening 1d100 ⇒ 87

Morning:1d100 ⇒ 59
Disease:
Fijit 1d100 ⇒ 76
Zab 1d100 ⇒ 1
Finn 1d100 ⇒ 44
Grimma 1d100 ⇒ 54

Zab 1d100 ⇒ 96

DC 18 Fortitude 1d20 + 4 ⇒ (3) + 4 = 7 fail
1d20 + 4 ⇒ (13) + 4 = 17 fail

Zabivat

Spoiler:
You take 1d6 ⇒ 3 constitution damage and you lose a level. This may mean your character is dead

You go to sleep in the trees and in the morning and Zabivat does not wake up.


Fin worried will go check to see is she is alive or poised or something.

Heal: 1d20 + 0 ⇒ (9) + 0 = 9


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 worried looked at Zabivat.

Heal: 1d20 + 3 ⇒ (15) + 3 = 18


{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}

GM:
That does indeed mean I'm dead. Yikes!

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 |

"oh no."


Shot Putter Funkmeister

Grimma

Spoiler:
You can tell she died of Demon Fever


Shot Putter Funkmeister

Zab groggily wakes up after all thought she lost.


{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 awakens in a cold sweat, turning to look at the others. "I....don't feel so good. Urk."

It would seem rumors of my death have been greatly exaggerated.


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

Zabivat ! You're alive ! Ylimancha be bless ! I was so worried .

Said Grimma seeing the woman waking up.

I don't have the skills to cure you from this awful disease- named Demon Fever - you have.
We need to go back to the camp as fast as we can.

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