GM Edwin's Serpent's Skull (Inactive)

Game Master Insnare

Herein lies the exploits of those on the Jenivere


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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

"Ieana. Anyone see her?"


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

Viata looks around, "I have not, and don't remember seeing her when we were washed ashore. Or any of the crew besides the two we found on the ship."


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 came near the prisoner.

Jask, I have a question to ask you after a short silence to catch Jask's attention she continued
Do you served the black, or the white part of Nethys ?


Jask looks at Grimma with a scowl and then says, Haven't you looked at me I serve the black... HAHAHAHAHAHHA!!!!!

He then looks and takes a pause
"But really I serve Nethys who believes in magic and parity, you need the good with the bad, we are not as dogmatic as black and white."


Neutrality has its merits says Ishirou stoically.


Shot Putter Funkmeister

Miles may want to tell everyone on which island they are.


Agreed


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

As soon as I have GM feedback from investigating the charts to know what island that is, he can. :) The log says Smuggler's Shiv, but that doesn't necessarily mean that is where they crashed. Miles has been looking at the charts to try to confirm.


Shot Putter Funkmeister

Profession Sailor/Soldier/Fisherman or Survival DC 11

Spoiler:
The main route map doesn't have any judging from the suns position when you woke up in comparison to yourselves, you realize that you are on the northern tip of a landmass most likely an island because you can guess that you couldn't be on the northern tip of Garund. The Jenivere could not have been controlled by one man. One of the other charts which have a bit more recent use is that of Desperation Bay and you surmise that you are on Smuggler's Shiv,


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 not my philosophy but I can understand that. Thanks for your honest response Jask and your humour in these dark hours

Then with a smile Grimma gave the symbol of Nethys they found on the boat and the dagger.

I think these things are yours


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

Taking 10 on Survival will hit the DC.

After comparing the details of the Captain's Log to the map and then finding a sharp inlet with a point whose topography resembles what surrounds them, Miles points. "Here. This is where we are, I think. Smuggler's Shiv. I'm sorry to say it, but this is where the Captain intended to harbor, according to his log. Though I doubt he intended to dock on the rocks..."

He holds up the small book, the Captain's Log. "You can read it for yourselves if you want proof. Somewhere between our last port of call and Garund, he lost his damned mind. I mean, I knew some of the crew were upset about the course change, but I just took it in stride. Assumed Kovack knew what he was doing. According to the log, Ieana requested Smuggler's Shiv. Too bad she isn't around to find out why..."

His eyes follow the footprints he'd found in the sand that go to the treeline.

"...but somebody else walked away from this wreckage. It's the only lead I see on getting some answers."


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

"Oh no, this is bad, isn't it? Very bad indeed." Viata starts to pet Yana, thinking. "If that is her, she has much larger lead on us. It is curious though, very curious. She crashes ship here, tells no one why? But then goes and save us? She must not be a bad person, no not at all. Must be a reason to come here, very important to risk so many lives. And some already lost." She starts to look sad for a moment, but tries to toughen up. "Shall we follow trail, see what we find? Though day half over and even if we find her, we are still stuck on this island. Maybe best to make camp first, then follow trail in morning. Yes, I think make camp first then follow trail tomorrow."


First, where is smuggler's shiv compared to our final destination? And What is it supposed to be an island? But yes we can try to follow her track and see where that lead us as she must have had some plan.


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 assume it is an island because our course wasn't exactly taking us on a straight shot to Garund. Nor does the coast we're on match any Garundi coastline. And I don't know of any other landmasses that wouldn't be islands. Garund should be DM FILL-IN days away by ship."


Shot Putter Funkmeister

Garund is a continent and the Mwangi Expanse is part of it and Sargava as well, two days by ship or so


So since we are not far from Sargavas we always have the option of building a raft and sailing for a couple of days. That is reassuring in a way


Male Caucasian Scout 3 Snoop 1

Aerys looks at Finn and says, A raft, you must be mad, the current is strong, if you build it I itn't gonna take it, land lover...


Jask nods. "I do know of it. It is a notorious island north of Eleder. It's not shown on most maps, but is rightfully feared by those who ply the waters of Desperation Bay. The island is named not only for the knife-like shape of its coastline, but for its uncanny habit of wrecking ships that draw too near--mostly smugglers eager to avoid detection by Sargava's navy. It's commonly believed that the shores of Smuggler's Shiv are haunted by the ghosts and ghouls of the sailors who have died on the jagged rocks and reefs surrounding the island. These rumours are supported by reports of several failed attempts to establish long-lasting colonies on the island. It is not a good place to be trapped. I agree with..." He pauses and looks at Grimma and thanks her and continues. "I am sorry, but I do not know your name, but I agree with you that we should find a secure place to set up a camp."

Those of you with the appropriate skills may make checks to know of Smuggler's Shiv as well.

Knowledge (geography) or Profession (sailor) DC 16:

Spoiler:
When Sargava was first settled, Chelish engineers erected a lighthouse on the Shiv's southwest shore. The light was intended to warn approaching ships of the dangerous waters and, eventually, was to have been the first building in a small colony. The light and all plans for colonization were abandoned just before completion amid rumours of curses, haunts, and cannibalism.

Knowledge (geography) or Profession (sailor) DC 20:
Spoiler:
Rumours hold that a group of shipwrecked Chelish soldiers, survivors of an attempted Thrune invasion of Sargava some 70 years ago, were stranded on the island. The rumours claim that they degenerated into a cannibalistic society, and that their descendents scour the isle's shores for shipwreck victims to add to their meals.


Well we are not dead yet and we still have tracks to follow


Shot Putter Funkmeister

What tracks are you referring to? Miles saw yana's tracks and tracks leading to the water


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

Possibly my mistake. I thought we had seen footprints going from the water to the trees.


Shot Putter Funkmeister

There are two environmental effects to be wary of on Smuggler's Shiv: disease and heat.

Disease: Your characters will soon discover that the island is rife with biting flies, mosquitoes, gnats, ants, and other pests--many of which carry disease. Each day at sundown, each of you has a 25% chance of being exposed to a disease (you still get regular Fortitude saves if exposed, of course). A shelter can reduce this chance by 10%. A campfire can also reduce this by 10%.
Heat: It's early afternoon at the moment, its fairly hot yet, but your characters will soon discover that the afternoons are terribly hot and humid. To avoid Fortitude saves against the heat, you will need shade or shelter (or magical effects like endure elements).

Locating a suitable site for a base camp requires a DC 12 Survival check and takes 8 hours. The time required is reduced by 1 hour for every two points by which the Survival check exceeds 12, down to a minimum of 1 hour.

Once the campsite is established, there are five roles that people can take up as part of their duties to further enhance the effects of the campsite. In order to fulfill these roles, the character must spend the entire day pursuing the role. Obviously, the NPCs make the best candidates for these roles, leaving the PCs free to explore the island. However, depending on their current attitudes, some NPCs may not be willing to do any of these roles initially. These roles are not mandatory, though. You can survive without them. They just make things easier. The roles are as follows:

Defender: A defender works to set traps, shore up a shelter's walls, and see to the safety of the campsite. The first time in a day that a monster or hostile creature attacks the campsite, the defender's traps inflict 2d6 points of damage--the damage is divided equally among all attackers. Each additional defender assigned to a campsite increases this damage by 2d6.
Entertainer: An entertainer helps to raise morale, granting a +2 bonus to the NPCs' Will saves to increase morale.
Guard: Each guard reduces the chance of a wandering monster attacking the camp during the day or night.
Hunter: Each hunter provides enough food and water for 8 Medium creatures per day.
Medic: Each medic reduces the chance of being exposed to disease by 5% and increases the number of hit points healed naturally during a night's rest in the camp by 2.


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

Any difference in terms of danger between day and night?


Shot Putter Funkmeister

There is no chance of getting heatstroke.


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

Survival: 1d20 + 7 ⇒ (11) + 7 = 18
Stealth: 1d20 + 8 ⇒ (16) + 8 = 24

Miles spends the next few hours scouring the coastline for anything that might have washed ashore, taking inventory, and finding some shade in the trees to keep them out of the heat.

Then, once the sun goes down and the heat goes away, he begins his search for a safer shelter, being as stealthy as he can to avoid jungle critters.


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

Oh ! Sorry Jask, I'm Grimma fireforge Ylimancha's follower, nice to meet you

Then added with a smile I hope !

May be if other ship sinks here we can salvage some things from it ? It can be a good idea to look for it ?


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

At some point before scouring for shelter, however, he asks Gelik if he wants to help him find some shade, attempting to pull the gnome away from the main group and have some one-on-one time with him. Once the two of them are alone together, enjoying whatever they can of a breeze off the water if one exists, he gets to the point.

"Not a good situation, this. I think you and I both know it. Ain't nobody here I know can build any boat that'll get us off this island. We may be here a long time. But I wanted to make a deal with you, Gelik. I promise I won't stop trying to find a way to get off this island if you can do what you can to keep everyone laughing. Or at least happy. I know I'm asking a lot for you to keep your spirits up. Even if you have to just pretend to. Is this something you think you can do? And hey, if you need me to be the fall guy to help you, the straight man in your act, that's fine, I can play along if it keeps them from losing it."


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

Ooh, minigame. Looks like getting a campsite is a priority. Might it be possible to list the roles on the Campaign Tab, please? Makes it easier when we have to go looking for them.

"Yes, looking for salvage is a good idea, Grimma. And if people attempted to colonize, their may be ruins of those about as well! You are very knowledgeable, Jask. And I'm Viata, this here is Yana."


@Miles,if you want to give me a diplomacy check that would work

Jask says in response, "I grew up in and around Sargava. Anyway, if you need me to help out that would be fine." giving Via a big smile.


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

Diplomacy: 1d20 ⇒ 8

If Gelik looks skeptical, Miles slides right back into business as usual in Magnimar.

"And look, I found some valuable things in the Captain's desk, stuff he had locked away like a damned pirate. You do this for us and I'll make sure you get more than a fair share. My share. That'll certainly help when getting your act worked out in Sargava."

With a subpar Diplomacy check, which is not Miles' strong suit, he is sweetening the pot and trying to get a circumstance bonus by bartering his share of the treasure they found in the Captain's cabinet.


Gelik follows Miles smiles and says, "Least I can do...hey you're from Magnimar, so what the hells..."


Well we can always explore this island we might find interesting things


Shot Putter Funkmeister

Miles sets about the task of finding a campsite. He heads southwards into the jungle. It can be a bit tough-going at times and you have to frequently change directions to get around thick areas of undergrowth, rocky patches, or even small bits of swamp. The area is teeming with life, though. Everywhere you look, you can catch glimpses of birds, lizards, and even a few monkeys. And insects. There are insects everywhere, constantly buzzing around you. Sometimes, there are enough of them that make the view ahead hazy and difficult to see. But you press on. In an hour or so, you find a suitable place to set up camp. The ground is relatively clear of underbrush. There's a good canopy of trees to provide shade and to stretch the canvas out between. He runs back to the group to guide you to the location and upon arriving you immediately, you set to work, clearing the underbrush and setting up shelters.

Jask helps out with the work around setting up the campsite, you can tell that even though he seems very Chelish in custom, he has some familiarity with the bush. Gelik plays some pranks on the group to maintain levity.


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

Taking 10 on Survival (17) to Build a Fire!

While there is still daylight, Miles gathers a good deal of tinder and piles it together in a central area. And then, as more of an afterthought, he picks up a lot of the sticks he gathered and puts them aside under some kind of covering to try to keep them dry in case it rains. Once that is done, he grabs a single stick with a rough end and then starts to build a fire.

Exactly like he read in the travelogs before getting on the Jenivere. He has to pause every now and again to readjust, trying to remember exactly what kind of sticks you were supposed to use, how this whole things was supposed to work. Did it help anything to tell the rest of them that his experience in jungle exploration was just a lot of untested book learning? Not in the least. The less he said about it, the better, and he just keeps up with doing things as though it were by rote, rather than experimental.

Once the shelter is set up, Miles is about as direct with the remains of the Jenivere's crew as he was with Gelik.

"The Captain's charts don't tell us much of anything about this island we're on. Or if it even is an island. The only way we're going to know more is by exploring. That is what I intend to do, first light tomorrow morning. I hold out some hope that maybe some of the rest of the crew are alive somewhere. Maybe the Captain. Maybe Ieana, too. But I'm not pinning everything on that hope. The reality is that we might be it."

He is sure it is something they had all been thinking, but maybe it would help just to get it out there.

"I know some of you might still feel a sense of duty to Captain Kovack, whether or not he went down with the ship. I was a crewman, too. And I know that even if Kovack is still alive...it would seem he has a lot to answer for," he leaves it at that, assuming everyone had probably read or at least heard about the contents of his journal. "But even without a captain and without a ship, we're better off working together like we're still a crew. And in the lieu of any captain...or first mate, gods rest Alton...I suppose it falls to each one of us to decide how to contribute not only to our survival, but to finding a way back to civilization."

He stands up and stokes the bonfire. "I'm intending to explore, and those who wish to accompany me can do so, but there's an even stronger need for people to keep this shelter secure, and to forage or hunt for food. If anyone knows a little about how to hunt, or how to pick fruit and berries that won't kill us or give us the runs, that would be helpful. If anyone has some combat experience and wants to stay behind to defend the shelter, that will be necessary. We still don't know what kind of natural threats might be on this island."

Miles thinks to himself, or unnatural threats, giving a look to Jask after his tales earlier in the day. But the rogue was skeptical then, and he remains skeptical now.

"We can also set out some traps to keep the perimeter of this shelter secure. I know a little bit about simple traps and I can help advise anyone willing to put in that work tonight before heading out in the morning."

At that point, he seems done, and looks around for anyone willing to volunteer to help out in whatever way they think is best.


I'll go venture out my camping skills are rather worthless.


Shot Putter Funkmeister

At this point, Sasha, Gelik and Jask are willing to help, Sasha and Gelik only at certain roles. Jask will do almost anything. You still need to ask them to do something, but I will push it forward anyway...

It starts to get dark...

"I must get a good night's sleep if I am to be of any use around the camp tomorrow," Gelik says, "so I leave night watches to you big strong fellows."

Sasha rolls her eyes. "Yeah, we wouldn't want you tired, Gelik. You might forget to magic your clothes clean and then we wouldn't be able to take you seriously. As for me, I'm happy to help out with the watches overnight."

"Hrrrmph!" is all Gelik says in response.

Who is on guard duty and at what times, there is the four of you, Sasha and Jask who can do guard duty.. Gelik can't guard


I don't care what watch i take, but i have to point out i am a pretty bad guard...


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

"I must have rest to prepare my spells, yes. But maybe Yana and I can take the first or last watch, yes? I also haven't been a guard before, not at all. But I have kept a watch out, yes! I can try my best to help at night! But I would like to explore with Miles and Finn tomorrow. Perhaps one more to come with us. Grimma?"

"Perhaps we take turns tonight, and whomever stays at camp tomorrow takes turns on guard then? Maybe Finn takes first, then Miles, Grimma and then myself? Sasha, Jask and Ishirou can all take turns guarding tomorrow then! Hmm, but many other things to be done tomorrow, yes. We still need food to survive. We can keep an eye out for food while traveling, yes, but may not be much. And fresh water. Can any of you divine water? It's a skill I'm quite jealous of! And possibly to treat wounds?"

Diplomacy: 1d20 ⇒ 15 For Ishirou, to help convince to aid, in guarding and mutual survival.

Also attempting to learn what everyone can do to help out, or which roles they can fulfill. With Miles and Gelik's talk, that looks like he'll be an entertainer. If we can only get three of the NPCs to help right now, what other two roles should we reinforce? Hunter and Guard probably? Or maybe Hunter and Defender?


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 suggests 3 watches at 3 hours apiece. He asks Sasha to cover first watch, but if she resists, he will. He asks Jask to do a midwatch and then he will get up after 6 hours of rest and cover the early morning watch.


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 also asks if Finn wouldn't mind having a chat with Aerys. "She wasn't keen on the crew. Maybe she'll listen to a fellow passenger, which is something you have in common with her."

Trying to put Finn's points in Diplomacy to use cause I don't wanna wrack up at IOUs.


Fresh water won't be a problem and the only way i know to treat wound is by using magic replied finn

What do you want me to try and convince Aerys to do ?


Shot Putter Funkmeister

With no objections to the watch schedule, you prepare to settle down for the night.

And now for lots of rolls!

First off, disease exposure. With a shelter, and a designated medic, exposure chance is 10%.

Finn 1d100 ⇒ 34
Miles1d100 ⇒ 83
Grimma 1d100 ⇒ 77
Viata 1d100 ⇒ 36
Aerys:1d100 ⇒ 85
Gelik: 1d100 ⇒ 11
Ishirou: 1d100 ⇒ 96
Jask: 1d100 ⇒ 79
Sasha: 1d100 ⇒ 15

Random encounter probability 5%.
Nighttime encounter:1d100 ⇒ 5
Nighttime 1d100 ⇒ 40

2d4 ⇒ (3, 1) = 4 monkeys appear during 1 Finn's watch, 2 for Viata, 3 for Miles, 4 for Grimma, 5 for Jask 1d5 ⇒ 2

Viata sees 4 monkeys wander into camp during the night searching for food.


{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

Viata, seeing the monkeys wander into camp, at first Viata is completely fascinated. So many more Yanas! She watches them, but quickly realizes they're after food. "No, no, you can't do that!" Standing she grabs a branch from the fire and wanders over to them, waving the flaming stick back and forth trying to scare them away. "Off with you! Shoo, get out of here!"

Intimidate: 1d20 + 0 ⇒ (7) + 0 = 7

Not trying to be quiet, so hopefully it'll wake some others up.


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
Quote:
What do you want me to try and convince Aerys to do ?

Miles thinks. "Maybe ask if she'll at least learn to set a few traps. We've got a bit of food to last us a few days."


Shot Putter Funkmeister

Jask hears all of the racket with the monkeys and casts light at them, causing them nightblindness and they run off scared and he screams OOOOOGGGGAAAAA BOOOOGGGGAAAAAA!!!!

Morning encounter 1d100 ⇒ 38 no

NPC Morale Saves:
Aerys Will:1d20 - 1 ⇒ (12) - 1 = 11, she stays shaken
Gelik Will:1d20 + 2 ⇒ (15) + 2 = 17 he becomes normal
Ishirou Will: 1d20 - 1 ⇒ (12) - 1 = 11 he stays shaken
Jask Will (+4 bonus for general good treatment and morale boosting during the day): 1d20 + 8 + 4 ⇒ (1) + 8 + 4 = 13 stays shaken
Sasha Will 1d20 - 1 ⇒ (9) - 1 = 8 she is now frightened

As morning dawns, you begin preparing yourselves for the day's exploration. Gelik is up bright and early, and spends quite some time grooming himself. Jask begins sorting food supplies to make certain both the explorers and those remaining at camp have something to eat during the day. Ishirou is his usual silent self. Sasha looks withdrawn this morning, quieter than usual and a definite look of sadness in her eyes.

However, Aerys is the most noticeable this morning. Upon waking, she immediately starts rifling through Miles' pack. "Where is it?" she demands. Not finding what she's looking for, she tosses the pack aside and goes for Grimma's, screaming obscenities all the while.


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

Although Miles could handle Aerys, he instead secures his belongings...checks them to make sure nothing's missing...and then signals Finn to take his opportunity to address her.


Calm down Aerys, what are you looking for? can we help you with what ever it is you need? By sticking around and helping each other out we shall prevail and get out of here

Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23


Male Caucasian Scout 3 Snoop 1

I saw that bottle of brandy, I know I did... damn I need a drink... I really do... this place... Hand me a drink would you?


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

"Last I saw, you put it in your pack yesterday on the beach. I was tempted to bum a swig off you, 'til I realized I was thirstier for water than booze."


Well Aerys your are going to have to take it upon yourself. Because we are on island and there is no more alcohol to be have. If you need help you will get it but i fear you are going to have to overcome your addiction.

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