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Curse of the Crimson Throne Roll20

Light: Daylight
Time: 3pm

So the shipwrecked survivors set off into the jungle in search of a way off the accursed island. Neil and Nymra lead the caravan and follow the signs they have left for themselves. With everyone in tow, the excursion takes much longer. At various times, Jask and Sasha slow down and fall behind as they try to gather food, but more often than not they come back empty handed.

It's a few hours into the trip when Neil spots a small pool of blood on the jungle floor. A search of the immediate area reveals a dead monkey hanging in a tree above the blood pool, it's arm stuck in a branch of the tree.

DC 10 Heal 10 Knowledge (nature) check:

The monkey has been dead less than an hour. It was savagely ripped apart, killed by claw and fang. Sandy wastes no time grabbing a quick snack on the monkey's remains.

About an hour from the secluded grove the rain begins. At first just a summer drizzle, it quickly becomes more of an extended down pour. It's still raining by the time everyone reaches the grove. Several missteps along the way have left most of the travelers dirty and muddy, as well as wet. Somewhat surprisingly though, Gelik is rather quiet the entire trip. However Aerys is constantly complaining, coughing frequently and continuously asking if anyone has anything to drink, obviously not referring to water. Compounded by the intense heat that peaked early afternoon for a few hours, and everyone is rather miserable by the time you arrive.

It's still about an hour down river to where you last saw the captain's trail.

DM Rolls:

Jask Survival: 1d20 + 8 ⇒ (3) + 8 = 11
Sasha Survival: 1d20 + 4 ⇒ (5) + 4 = 9
Neil Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Nymra Perception: 1d20 + 5 ⇒ (4) + 5 = 9


Male Human Rogue Unchained | HP 15/15 | Hero: 1/3 | AC: 15 FF: 12 Touch: 13 | CMD: 12 CFF: 9 | F: +1 R: +5 W: +1 | Init: +7 | Per: +5 SM: +1 | Status: Normal

Know Nature: 1d20 + 4 ⇒ (3) + 4 = 7

Yay, dice are still sucking!


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

heal: 1d20 + 6 ⇒ (5) + 6 = 11
Nature: 1d20 + 6 ⇒ (4) + 6 = 10

Wow I hear ya, Nimar.

Looks like the bugger was killed 'bout an hour ago. Ripped apart. Question is - what tears something apart with tooth and claw but leaves it uneaten?


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

Neil goes to check on Aerys. How's she doing? Did the Remove Disease potion help her?

Hang in there. I know it's tough, but we face our challenges head on, not through the bottom of a bottle.

Diplomacy: 1d20 + 1 ⇒ (15) + 1 = 16


Curse of the Crimson Throne Roll20

Aerys tries to put on a strong face, but its apparent she is having a hard time with everything. "You are right. It is not fitting to think about such things these days. I will do better. Thank you, that potion did help a great deal. I fear old habits are difficult to break, even with the aid of magic."

Once camp is setup, Aerys finds a spot to sit down and pulls out a book. She spends most of the rest of the day reading and occasionally writing in the book.

Ishirou takes up a guarded spot near one side of the grove.

Sasha takes up position on the other side of the grove.

Gelik finds a comfortable spot to lay down and take a nap.

Jask begins collecting stones for a fire pit.


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

Neil begins working on setting up shelters from the rain for everyone. Using the boats can provide most of the shelter, combined with broad leaves and branches from the jungle and lots of rope or twine. Additionally, he takes out a shovel and digs a small trench around the shelters to guide the rain water to flow around sleeping areas.

He doesn't ask for anyone's help, but will gladly accept assistance from anyone who volunteers.


Male Human Rogue Unchained | HP 15/15 | Hero: 1/3 | AC: 15 FF: 12 Touch: 13 | CMD: 12 CFF: 9 | F: +1 R: +5 W: +1 | Init: +7 | Per: +5 SM: +1 | Status: Normal

Nimar, feeling much better today and a little guilty for being somewhat useless the previous day, tells Neil, "Hand me the shovel. I'll finish that up." After completing the ditch to divert the rain water he'll move a little ways away from the camp to dig a latrine.


Female Half Giant Soulknife (Gifted Blade) | HP: 19/19 | NLD: 0/19 | PP: 4\4 | Hero: 1/3 | AC: 15 FF: 14 Tch: 11 | CMD: 18 FF: 17 | Saves: F +2 R +3 W +4 | Init: +1 | L-L Vision, Per: +6, Sen. Motive +1 | Status: Normal |

Nymra will help set up camp after she hangs up her own tent from a tree branch and settles the rest of her gear. After that, she's pretty excited to continue following the tracks.


Curse of the Crimson Throne Roll20

Light: Daylight
Time: 4pm

Its a little while after arriving at the grove before the camp site is setup. Shelters are erected, food is secured, and ditches are dug. The heat has lessened and the breeze has picked up.

"So you guys going out again?" Sasha asks with a raised eye-brow.

I'm assuming Nymra, Nimar, Neil, and Jask will be following the tracks again?


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

I was planning on us going in the morning. it took us longer than expected to arrive here, but I hadn't thought we'd be taking the rafts nor the daily rain becoming a downpour. Why, did you want to come with?


Female Half Giant Soulknife (Gifted Blade) | HP: 19/19 | NLD: 0/19 | PP: 4\4 | Hero: 1/3 | AC: 15 FF: 14 Tch: 11 | CMD: 18 FF: 17 | Saves: F +2 R +3 W +4 | Init: +1 | L-L Vision, Per: +6, Sen. Motive +1 | Status: Normal |

"Thats why I wanna get out there, a day gone by and rain on top ovit. It rains at all tonight, we risk losin' them tracks for good." Nymra starts getting her gear together. "If you wanna catch up to me in the mornin' I dont mind goin' off on me own. Its jus' that this is the first sign of any other survivors, I jus' dont wanna lose 'em."


Male Human Rogue Unchained | HP 15/15 | Hero: 1/3 | AC: 15 FF: 12 Touch: 13 | CMD: 12 CFF: 9 | F: +1 R: +5 W: +1 | Init: +7 | Per: +5 SM: +1 | Status: Normal

"I don't favor moving out at night, but I'm not letting you go alone, Nym. If you're set on going, I'm coming with."


Curse of the Crimson Throne Roll20

Sasha looks at Neil and responds "Well, I was hoping to get some...practice in. This place is so boring, and frustrating. Sure, you guys get to go off exploring, but I'm stuck here with the foreigner and the pint-sized smart ass. All I do is look for food and play with Sandy. I need a good work out. You uh, you wanna spar for a while? I could use the exercise."


Curse of the Crimson Throne Roll20

As the campsite settles down, Nymra stands up and slings her pack. Nimar, not about to miss any excitement, hustles over to her and they converse for a moment. They turn and begin to head out when Jask approaches them. "If you two are going out, you should take these" he says as he hands each of you another cure light wounds potion. "I hope you won't need them. I should stay here and keep an eye on Aerys."


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

I guess I'll engage in some roleplaying with the NPC's.

Sure, Sasha, I'd love to spar.

Upon seeing that Nymra Nimar are going for s night hike, he says, Hey, be careful. Night explorations into wilderness is extremely dangerous. Do you have a source of light? A way to get back? A way to signal for help? I don't want to go on a corpse searching trip tomorrow morning.

Presuming they don't have light, Neil starts fastening up a torch for them to take.


Female Half Giant Soulknife (Gifted Blade) | HP: 19/19 | NLD: 0/19 | PP: 4\4 | Hero: 1/3 | AC: 15 FF: 14 Tch: 11 | CMD: 18 FF: 17 | Saves: F +2 R +3 W +4 | Init: +1 | L-L Vision, Per: +6, Sen. Motive +1 | Status: Normal |

Nymra produces a sunrod from her pack. "I got some of these. You guys watch yerselves."


Male Human Rogue Unchained | HP 15/15 | Hero: 1/3 | AC: 15 FF: 12 Touch: 13 | CMD: 12 CFF: 9 | F: +1 R: +5 W: +1 | Init: +7 | Per: +5 SM: +1 | Status: Normal

"We'll be back soon enough. Oh, uh, tell whoever is on watch that we'll give a whistle when we get back so you know it is us." We do not want to startle anyone.


Curse of the Crimson Throne Roll20

The sun is still high in the sky when Nymra and Nimar set out. The trip down river is easy and uneventful. It takes about an hour to get back to the tree that Nymra marked.

DC 20 Survival (track):

The tracks head north west from the end of the river.

Neil:

Sparring with Sasha is intense. She keeps you on your toes and constantly threatens you from unexpected angles. Her attacks are relentless and tire you out quicker than you would have thought, but she doesn't let up. Even after brief rest periods, she insists on another round or two. She does not take no for an answer once you've started.
The training results in a +1 permanent increase to Initiative, but you have to spend the rest of the day training.


Male Human Rogue Unchained | HP 15/15 | Hero: 1/3 | AC: 15 FF: 12 Touch: 13 | CMD: 12 CFF: 9 | F: +1 R: +5 W: +1 | Init: +7 | Per: +5 SM: +1 | Status: Normal

Aid another on Nymra's Survival: 1d20 + 6 ⇒ (13) + 6 = 19

Nimar let's Nymra take the lead on tracking, knowing she's picked up the trail before and knows what to look for, but tries to point out a bent branch here, a boot-print there.


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

Totally wasn't expecting that. That's really cool.

Whew! I haven't trained liked that in some time! That was good. We should continue to do this.

So; you said you were running from your old guild? What is it that you did? What did they do?


Curse of the Crimson Throne Roll20

Let's just say there are benefits to getting to know the NPC's.

"Thanks! Its been a while since I've gotten in a good workout. You're not too shabby yourself.

My mother was...is, a member of a guild of assassins, the Red Mantis. Which is really weird. I mean, its not Red Mantises, just Red Mantis, but they have more than one member. I just don't get it. Anyway, mom wanted me to follow in her footsteps and join up, so I did. For a time anyway, but it wasn't for me, so I left. Don't get me wrong, I don't mind the killing, but I don't like to be bossed around. I'm a person, you know? With feelings and all that. Well, they don't like people quitting their club, and apparently it was a big embarrassment to mom, so I escaped. But not before she cut off my pinky. I miss my pinky. She said if I ever returned to Ilizmagorti I won't leave again. So yeah, it's kind of like I'm grounded...from going home, I guess. So what's your story?"


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

As they sit and talk, Neil brews up some weak coffee for an evening drink. He gives the appropriate ooo's here and winces there (especially at the pinky).

Once the drink completes its brewing, he serves up a cup to Sasha and then himself. He then offers some to anyone else who would like some.

So, you're running from home. Well. I'm trying to find it. I grew up on sunny beaches and warm turfs - when I wasn't sailing on my parent's replica brig. I graduated from an advanced educational school, and then joined my country's navy. Once in, I signed up for their elite military unit - where only 20-25% of those who apply ever make it to graduation. I was on my first mission when we hit a huge storm and I became stranded at sea. I eventually washed up on shore and found myself in a place called Varisia.

After asking around and getting quite a few odd looks, I discovered that a place called the Mwangi Expanse may hold the answers to getting home. So I signed up to crew a ship sailing there, and that's how I made it on the Jenivere.

I'm not sure what it is that's supposed to help, and not a few times have I thought that I was told that just to get me to go away, but I've got nothing else. I was also given Nimar's name and told he could help. Well, he hasn't helped me find whatever it is I need to get home, but damn sure if that man ain't useful to have around. Good eye, good arm, and a good brain on him.

So yeah. Neil finally takes a sip of coffee.

Now I'm shipwrecked. Again. And I just really don't know what to do. I'm experienced at survival situations and living off the land and sea - but this place? It's something else. Did you know that that guy over there - he points to Jask - can heal up cuts and bruises with his mind? Most amazing thing I've ever seen. And that giant of a girl, Nymra, can just materialize a blade out of thin air. And before you ask, no, we didn't have things like that where I'm from. The only people who could do magic were stage magicians, and that was mostly slight of hand and misdirection. Nothing like what I've seen here.

Neil takes a look out onto the sea, listening to the waves crash against the rocks and the sand.

So here I am. With a mismatch of people all trying to survive. Some want to be rescued. Some want to disappear. Some just want to avoid where we were going to begin with. I've got a missing captain toeing the line to a seductress. And a lot of newly acquired friends that are missing or dead. And those of us that are still here - we're all together, barely hanging on, on one of the most deadly islands I've ever been on. But hey, at least we're all together, right?


Female Half Giant Soulknife (Gifted Blade) | HP: 19/19 | NLD: 0/19 | PP: 4\4 | Hero: 1/3 | AC: 15 FF: 14 Tch: 11 | CMD: 18 FF: 17 | Saves: F +2 R +3 W +4 | Init: +1 | L-L Vision, Per: +6, Sen. Motive +1 | Status: Normal |
The Many-Faced GM wrote:

The sun is still high in the sky when Nymra and Nimar set out. The trip down river is easy and uneventful. It takes about an hour to get back to the tree that Nymra marked.

Survival: 1d20 + 8 ⇒ (14) + 8 = 22

Nymra spots the tracks and points them out.
"This way. Looks like they're hookin' back up towards the inner coast." Keeping her gaze on either the tracks or her surroundings, she addresses Nimar.
"Thanks fer comin' along Nimar, good to 'ave someone 'ave me back out 'ere. 'Specially with the day you 'ad yesterday," she adds with a chuckle. "Sure yer feelin' up for this?"


Male Human Rogue Unchained | HP 15/15 | Hero: 1/3 | AC: 15 FF: 12 Touch: 13 | CMD: 12 CFF: 9 | F: +1 R: +5 W: +1 | Init: +7 | Per: +5 SM: +1 | Status: Normal

"Without a doubt," he grins, "Just needed a good night's sleep and lots of water. Almost glad to be going out at dusk like this. And you know I'd have your back anytime, right? Differences aside, I respect you and your skills."


Curse of the Crimson Throne Roll20

Not more than 20 minutes after leaving the river, the pair encounter a fifty-foot diameter clearing in the jungle that allows the sun to beat down upon a field of wilted-looking plants, their leaves a sickly, diseased yellow. Two humanoid figures stand in the middle of the clearing.

DM Rolls:

Stealth: 1d20 ⇒ 20
Nymra Perception at 50 ft.: 1d20 + 5 - 5 ⇒ (2) + 5 - 5 = 2
Nimar Perception at 50 ft.: 1d20 + 5 - 5 ⇒ (18) + 5 - 5 = 18


Male Human Rogue Unchained | HP 15/15 | Hero: 1/3 | AC: 15 FF: 12 Touch: 13 | CMD: 12 CFF: 9 | F: +1 R: +5 W: +1 | Init: +7 | Per: +5 SM: +1 | Status: Normal

Assuming we haven't yet been spotted:

Nimar crouches low in the brush, trying to remain still and quiet. He peers at the humanoids, trying to size them up.

Stealth: 1d20 + 7 ⇒ (19) + 7 = 26
Perception: 1d20 + 5 ⇒ (6) + 5 = 11


Curse of the Crimson Throne Roll20

You do not appear to have been spotted. There are no outward indications.


Female Half Giant Soulknife (Gifted Blade) | HP: 19/19 | NLD: 0/19 | PP: 4\4 | Hero: 1/3 | AC: 15 FF: 14 Tch: 11 | CMD: 18 FF: 17 | Saves: F +2 R +3 W +4 | Init: +1 | L-L Vision, Per: +6, Sen. Motive +1 | Status: Normal |
Nimar wrote:
"Without a doubt," he grins, "Just needed a good night's sleep and lots of water. Almost glad to be going out at dusk like this. And you know I'd have your back anytime, right? Differences aside, I respect you and your skills."

"Likewise mate, even if yar a smug bastard." she says with a grin.

Upon spotting the humanoids, the wilted clearing, and Nimar hiding, she will follow his lead and summon her sword.
Stealth: 1d20 + 1 ⇒ (5) + 1 = 6
Nymra is clearly too distracted by the clearing, a stark contrast to the lush jungle, to try being sneaky.
"What in the hells could cause somethin' like this?" she says, only slightly quieter than normal speaking volume.
"Whaddya make of them two? Shoulda borrowed Neil's spyglass."
Perception: 1d20 + 5 ⇒ (4) + 5 = 9


Curse of the Crimson Throne Roll20

Both figures remain in place, swaying slightly with the breeze. It's rather quiet and they take no action towards you. Occasionally an arm moves or a head turns, but you don't appear to have been noticed yet.

DC 20 Survival check:

The tracks do not continue into the clearing. They instead skirt the edge of the clearing and continue on westward.

DC 10 Knowledge (Geography) check:

The clearing, the wilted-looking plants, the sickly, diseased, yellow leaves; none of it is a natural occurrence.

DC 13 Knowledge (Nature) check:

The sickly, diseased yellow leaves and the wilted-looking plants are indications of a yellow musk creeper being somewhere close by.

DC 18 Knowledge (Nature) check:

The yellow musk creeper is a strong predator that spreads its seed by reanimating whatever it kills for a brief period of time.

DC 23 Knowledge (Nature) check:

The creeper can spray hypnotic pollen that it uses to entrance it's prey so that it can insert it's roots into the victim's head.


Male Human Rogue Unchained | HP 15/15 | Hero: 1/3 | AC: 15 FF: 12 Touch: 13 | CMD: 12 CFF: 9 | F: +1 R: +5 W: +1 | Init: +7 | Per: +5 SM: +1 | Status: Normal

Survival: 1d20 + 6 ⇒ (6) + 6 = 12
Knowledge Geo: 1d20 + 5 ⇒ (10) + 5 = 15
Knowledge Nat: 1d20 + 4 ⇒ (2) + 4 = 6

"Can't see quite well enough to know what's up with them, but I know for sure that this clearing is most certainly not natural. Your call what our next move is, I'm pretty sure they haven't noticed us yet.


Female Half Giant Soulknife (Gifted Blade) | HP: 19/19 | NLD: 0/19 | PP: 4\4 | Hero: 1/3 | AC: 15 FF: 14 Tch: 11 | CMD: 18 FF: 17 | Saves: F +2 R +3 W +4 | Init: +1 | L-L Vision, Per: +6, Sen. Motive +1 | Status: Normal |

survival: 1d20 + 8 ⇒ (11) + 8 = 19
success if Nimar is aiding lol
"Those people haven't moved much, probably more zombies. Don't know what to make o' this clearin' though. If those are zombies, I figure we oughta give 'em peace, draw 'em outta the clearin', take 'em as they come, what say you?"


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

Nimar! Stop rolling low!


Male Human Rogue Unchained | HP 15/15 | Hero: 1/3 | AC: 15 FF: 12 Touch: 13 | CMD: 12 CFF: 9 | F: +1 R: +5 W: +1 | Init: +7 | Per: +5 SM: +1 | Status: Normal

I'll try harder :P

"Sounds good. I'll stay concealed, you catch their attention. If they're hostile, I will hit them hard from hiding and you can finish them off."

Do you need me to make a fresh stealth check or should I hold onto the last one?


Male Half-Orc Cleric 2 | Init +3 | Perc +2 | AC:18/ T:13/ FF:15 | HP 15/15 | CMB +2 / CMD: 14 | Saves F +4/R +3/W +6

Last one looks sweet.


Curse of the Crimson Throne Roll20

You can keep the old roll. I'll get a map up some time today.


Male Human Rogue Unchained | HP 15/15 | Hero: 1/3 | AC: 15 FF: 12 Touch: 13 | CMD: 12 CFF: 9 | F: +1 R: +5 W: +1 | Init: +7 | Per: +5 SM: +1 | Status: Normal

Nimar unslings his crossbow and quietly loads it. Once ready, he nods to Nymra.


Female Half Giant Soulknife (Gifted Blade) | HP: 19/19 | NLD: 0/19 | PP: 4\4 | Hero: 1/3 | AC: 15 FF: 14 Tch: 11 | CMD: 18 FF: 17 | Saves: F +2 R +3 W +4 | Init: +1 | L-L Vision, Per: +6, Sen. Motive +1 | Status: Normal |

Nymra moves through the brush, closer to the edge of the clearing and waits to see if they react.


Curse of the Crimson Throne Roll20

As you move closer to the clearing, the humanoids do not appear to notice you yet. However, the time you have spent observing the clearing has allowed you to witness a few additional things. After a few minutes of observation, some rather large leaves unfurl revealing some of the largest flowers you have seen on the island. The plant they are attached to is incredibly large. A nasty yellow cloud of vapor rises up from a few of the sickly, yellow flowers. The skeletal remains of a humanoid lies in a pile at the base of the plant.

DC 13 Knowledge (nature) check:

The yellow musk creeper is a strong predator that spreads its seed by reanimating whatever it kills for a brief period of time.

DC 18 Knowledge (nature) check:

The creeper can spray hypnotic pollen that it uses to entrance it's prey so that it can insert it's roots into the victim's head.

You get another chance at the knowledge (nature) checks and the checks are somewhat easier since you have seen the plant now.

Elsewhere, back at camp...

Sasha approaches Neil, "I was thinking about going scavenging some, you wanna tag along? I think we can head to the beach and do some fishing, maybe see if any ships are passing by. You up for it? If not, I'll take Ishirou and you can stand watch."


Male Human Rogue Unchained | HP 15/15 | Hero: 1/3 | AC: 15 FF: 12 Touch: 13 | CMD: 12 CFF: 9 | F: +1 R: +5 W: +1 | Init: +7 | Per: +5 SM: +1 | Status: Normal

Knowledge Nat: 1d20 + 4 ⇒ (14) + 4 = 18

"Nym..." Nimar finally realizes what is going on. Better alert her to the dangers of those plants. "That plant is a yellow musk creeper. It's pollen can create a sort of zombie under the plant's control, which is probably what those are. That's how it reproduces."


Female Half Giant Soulknife (Gifted Blade) | HP: 19/19 | NLD: 0/19 | PP: 4\4 | Hero: 1/3 | AC: 15 FF: 14 Tch: 11 | CMD: 18 FF: 17 | Saves: F +2 R +3 W +4 | Init: +1 | L-L Vision, Per: +6, Sen. Motive +1 | Status: Normal |

That's super spooky O.O but Nymra has a sword and doesn't afraid of anything.
Nymra, now notices the plant, and sudden anger crosses her face. She rushes forward and swings her blade with all of her might.
Charge Power Attack: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Damage: 3d6 + 9 ⇒ (2, 3, 6) + 9 = 20
I dunno if that hits, maybe if its flat footed lol. If a zombie gets into melee range with her, she will use Psychoportive Talent to move out of its range


Female Half Giant Soulknife (Gifted Blade) | HP: 19/19 | NLD: 0/19 | PP: 4\4 | Hero: 1/3 | AC: 15 FF: 14 Tch: 11 | CMD: 18 FF: 17 | Saves: F +2 R +3 W +4 | Init: +1 | L-L Vision, Per: +6, Sen. Motive +1 | Status: Normal |
Nymra Jahana wrote:
EDIT: If a zombie gets into melee range with her *and attempts to attack her, she will use Psychoportive Talent to move out of its range.

Also -2 AC for the round.


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal
The Many-Faced GM wrote:
Sasha approaches Neil, "I was thinking about going scavenging some, you wanna tag along? I think we can head to the beach and do some fishing, maybe see if any ships are passing by. You up for it? If not, I'll take Ishirou and you can stand watch."

That sounds like a great idea. Neil says, grabbing his bag and weapons.

How hot does it get during the day and how cold during the night? And is it still raining?


Male Human Rogue Unchained | HP 15/15 | Hero: 1/3 | AC: 15 FF: 12 Touch: 13 | CMD: 12 CFF: 9 | F: +1 R: +5 W: +1 | Init: +7 | Per: +5 SM: +1 | Status: Normal

Guess she's planning on holding her breath, Nimar chuckles to himself and creeps forward. Too far back to aim precisely.

Half speed move under stealth to the edge of the jungle. I'm assuming we're doing a surprise round.


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

Or Nymra doesn't know what pollen is. Lol


Curse of the Crimson Throne Roll20

@Neil - It still gets pretty hot from about noon to three, but the rain has stopped. Although you do expect it to rain briefly at some point. It pretty much has every day that you've been on the island. Night time is fairly nice weather, not cold at all.

@Nimar - Yes, it was a surprise round.

Nymra charges into the clearing and delivers a near lethal blow to the large plant while Nimar creeps closer to the tree line. In response, the yellow musk creeper unleashes a cloud of pollen spores that cover Nymra.

Nymra must attempt a DC 14 Will save or be entranced for 6 rounds. An entranced creature can take no action other than to move at its normal speed into a space within the yellow musk creeper's reach, at which point an entranced creature remains motionless and allows the creeper to insert tendrils into its brain.

It is now regular round actions.

Initiative
Yellow Musk Creeper
Nimar
Zombie #1
Zombie #2
Nymra

DM Rolls:

Yellow Musk Creeper Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Yellow Musk Zombie Initiative: 1d20 ⇒ 9
Nimar Initiative: 1d20 + 7 ⇒ (2) + 7 = 9
Nymra Initiative: 1d20 + 1 ⇒ (6) + 1 = 7
Pollen Spray vs. AC 13: 1d20 + 4 ⇒ (14) + 4 = 18 Ranged Touch Attack
1d6 Rounds: 1d6 ⇒ 6

DM Notes:

Yellow Musk Creeper: 2/22
Yellow Musk Zombie #1: 12/12
Yellow Musk Zombie #2: 12/12


Male Human Rogue Unchained | HP 15/15 | Hero: 1/3 | AC: 15 FF: 12 Touch: 13 | CMD: 12 CFF: 9 | F: +1 R: +5 W: +1 | Init: +7 | Per: +5 SM: +1 | Status: Normal

Nimar aims at the zombie in front of him and looses a bolt.

Lt. Crossbow: 1d20 + 3 ⇒ (9) + 3 = 12
Damage if hit: 1d8 ⇒ 8
Sneak if applies: 1d6 ⇒ 5

Then quickly reloads the weapon.

Attack and move action to reload.


Curse of the Crimson Throne Roll20

Nimar's bolt thunks loudly into the skull of the zombie. It does not seem to notice and advances on Nymra's position.

DM Notes:

Yellow Musk Creeper: 2/22
Yellow Musk Zombie #1: 12/12
Yellow Musk Zombie #2: 4/12


Female Half Giant Soulknife (Gifted Blade) | HP: 19/19 | NLD: 0/19 | PP: 4\4 | Hero: 1/3 | AC: 15 FF: 14 Tch: 11 | CMD: 18 FF: 17 | Saves: F +2 R +3 W +4 | Init: +1 | L-L Vision, Per: +6, Sen. Motive +1 | Status: Normal |

Probably not a poison effect is it? No auto hypnosis for me :/
Gods be with me! Will: 1d20 + 4 ⇒ (11) + 4 = 15
The gods are good! Assuming the zombies have gone (posting from my phone, so I can't see the map)...
Nymra, realizing she is in a messy situation, lets her anger go and swings again in her typical form.
Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 3d6 + 6 ⇒ (1, 1, 6) + 6 = 14
AC is back to normal. If Psychoportive talent has not been used, she will save it for the next attacking zombie, unless it works for the pollen spray, not sure about that though.


Curse of the Crimson Throne Roll20

Despite being covered in psychedelic pollen, Nymra maintains her battle lust thanks to the adrenaline running through her veins. As the zombies close in around Nymra, she sidesteps one only to be clocked by the other. Ignoring the zombie, Nymra continues her onslaught against the wilted plant, but her sword swings high slicing through only air. The creeper's tendril lashes out an Nymra striking a devastating blow dropping the warrior into the dirt.

Nymra takes 9 points of slam damage from the Zombie and 7 points of damage from the Yellow Musk Creeper, dropping her to -4.

Nimar is up!

Initiative
Yellow Musk Creeper
Nimar
Zombie #1
Zombie #2
Nymra

DM Rolls:

Zombie Slam: 1d20 + 4 ⇒ (20) + 4 = 24
Critical Confirmation: 1d20 + 4 ⇒ (6) + 4 = 10
Slam Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Yellow Musk Creeper Tendril: 1d20 + 5 ⇒ (18) + 5 = 23
Tendril Damage: 1d4 + 4 ⇒ (3) + 4 = 7


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

In addition to going hunting/fishing with Sasha, Niel will keep an eye out for where the river meets the ocean. He's looking for a nearby source of fresh water in order to bathe and wash his clothes in privacy later.

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