Serpent Skull- Beer and Pretzels (Inactive)

Game Master drbuzzard

A light hearted running of Serpent Skull AP.

Tazion Map

Combat Map


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M Halfling Rogue 2

knowledge local: 1d20 + 4 ⇒ (8) + 4 = 12thrown dagger: 1d20 + 4 ⇒ (19) + 4 = 23damage and sneak: 1d3 + 1d6 ⇒ (3) + (4) = 7

The colonel tries to figure out what these people are while he throws a tiny dagger at one.


M Halfling Rogue 2

critical confirmation: 1d20 + 4 ⇒ (14) + 4 = 18critical damage: 1d3 ⇒ 1


The people are humans.

He hits, but the target doesn't drop.


'blast, that shoulder wound is a problem, need to end this fast.' Being attacked by two of the islanders, one barely slashing his thigh, the other burying his blade in Ivars shoulder, "Aaauuuuggghhhhh" Screaming in rage, Ivar jerks his axe from the corpse of the first islander and swings it at the islander attempting to draw his blade from Ivar's shoulder.

2nd round: Full Attack: Rage, Power attack
attack: 1d20 + 7 ⇒ (13) + 7 = 20 for damage: 1d12 + 9 + 3 ⇒ (9) + 9 + 3 = 21


And Ivar drops another.


M Halfling Rogue 2

"Holy s$#&! Blondi--Goldilocks is a killing machine!"


Shred:
HP 64/64 | AC 22 | T 15 | FF 18 | CMD 18 | Fort +9 | Ref +9 | Will +3 | Init +4 | Perc +16
HP 51/51 | AC 19 | T 13 | FF 17 | CMD 19 | Fort +9 | Ref +5 | Will +13 | Init +2 | Perc +18
Active Effects:
Longstrider(6H), Spider Climb(1H)

Malok staggers from the blow.. Gritting his teeth he 5' steps away and fires again at his attaker.. Swift for Hawkeye..

Attack: 1d20 + 8 ⇒ (17) + 8 = 25
Dam: 1d6 + 2 ⇒ (4) + 2 = 6

At his command his hawk flying charges the guy too..

Attack: 1d20 + 8 ⇒ (4) + 8 = 12
Dam: 1d4 - 2 ⇒ (3) - 2 = 1


Hit, miss.


Need actions from Lalali and Jan.


Male Human (Bonuwat) Cleric of Shimye-Magalla 4 | HP 23/23 | AC 14 T 13 FF 12 CMD 16 | F+5 R+5 W+9 | Init +2 | Perc +8 | Status: Normal

Janzadar takes a 5' step back and tries to fry one of his attackers.
Ranged Touch Lightning Arc: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 + 2 ⇒ (1) + 2 = 3 (Electricity)


Trying to colorspray some of the foes, as many as can be put into one cone without endangering allies. DC 15.

Casting defensively: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16

Spell fizzles...


Jan zaps his target, but he remains standing.

Ivars remaining opponent hacks away again.

to hit: 1d20 ⇒ 2 damage: 1d6 + 4 ⇒ (2) + 4 = 6 miss

Malock's attacks him again.

to hit: 1d20 ⇒ 18 damage: 1d6 + 4 ⇒ (3) + 4 = 7 hit

And the last one on Jan.

to hit: 1d20 ⇒ 20 damage: 1d6 + 4 ⇒ (5) + 4 = 9 hit

confirm: 1d20 ⇒ 8 damage: 1d6 + 4 ⇒ (3) + 4 = 7 fail

NPCs to the rescue.

Ishirou attacks a cannibal.
to hit: 1d20 ⇒ 3 damage: 1d10 + 3 ⇒ (6) + 3 = 9 miss

Jask attacks a cannibal
to hit: 1d20 ⇒ 6 damage: 1d6 + 2 ⇒ (1) + 2 = 3 miss

Sasha attacks a cannibal
to hit: 1d20 ⇒ 3 damage: 1d6 + 3 ⇒ (2) + 3 = 5 miss

Aerys punches a cannibal
to hit: 1d20 ⇒ 17 damage: 1d3 + 2 ⇒ (3) + 2 = 5 hit

It appears that your recovering drunk is a hell of a brawler and she drops the one on Malock.

3 enemies remain. PCs are up.


Shred:
HP 64/64 | AC 22 | T 15 | FF 18 | CMD 18 | Fort +9 | Ref +9 | Will +3 | Init +4 | Perc +16
HP 51/51 | AC 19 | T 13 | FF 17 | CMD 19 | Fort +9 | Ref +5 | Will +13 | Init +2 | Perc +18
Active Effects:
Longstrider(6H), Spider Climb(1H)

Malok is staggered by the blow.. He casts a cure spell on himself..

Heals: 1d8 + 2 ⇒ (8) + 2 = 10


M Halfling Rogue 2

stealth: 1d20 + 12 ⇒ (5) + 12 = 17 The Colonel dives for cover.


Male Human (Bonuwat) Cleric of Shimye-Magalla 4 | HP 23/23 | AC 14 T 13 FF 12 CMD 16 | F+5 R+5 W+9 | Init +2 | Perc +8 | Status: Normal

Janzadar, feeling about to faint, decides a good offense is the best defense and takes a 5' step back and keeps shooting electricity at his attacker.
Ranged Touch Lightning Arc: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d6 + 2 ⇒ (4) + 2 = 6 (Electricity)


Casting daze on a foe threatening Malok (DC 15 with 1 arcane reservoir point).


Ivar's axe rips free of the corpse as it's blade drops to the ground. Flinging blood, his own and his enemies, he chops at the third attacker; "Die!"

3rd round: Full Attack: Rage, Power attack
attack: 1d20 + 7 ⇒ (15) + 7 = 22 for damage: 1d12 + 9 + 3 ⇒ (11) + 9 + 3 = 23


Lelali tries to daze onewill save: 1d20 ⇒ 17 pass
but he shrugs off the spell

Ivar splats another.


Angered about the savage resisting her spell, she tries it on another one. Daze DC 15.


Jan also hit his target, who remains standing, but quite hurt.

the allies attack.

4d20 ⇒ (14, 19, 17, 11) = 61

and with 3 of them hitting, the last 2 baddies go down.

Combat is over.


Male Human (Bonuwat) Cleric of Shimye-Magalla 4 | HP 23/23 | AC 14 T 13 FF 12 CMD 16 | F+5 R+5 W+9 | Init +2 | Perc +8 | Status: Normal

Seeing his fellow castaways hurt, while he himself can barely stand, Janzadar prays for deliverance from their wounds (standing near them, and away from the cannibals, of course).
Channel heals for: 1d6 ⇒ 3
Channel heals for: 1d6 ⇒ 1
Channel heals for: 1d6 ⇒ 6
Channel heals for: 1d6 ⇒ 5
Everybody heals 15 HP.


'That certainly feels better' Ivar lowers his axe, his shoulder sliced open like a holiday ham, splattered in the blood his dead enemies he drags his axe over to stand beside Janzadar giving a heavy sigh as Janzadar prays to his god. Ivar nods at the Bonuwatu standing up a little straighter, wiping the blood from his face, "Shall we drag the bodies out into the jungle and finish sleeping till dawn? Then we can go to our new camp."


Not sure if that is the best idea Ivar, it will certainly attract some wild animals or worse. But better in the jungle than in our camp. We could also take the time to bury them and perhaps make sure they don´t come back as zombies somehow. We encountered some before, so i reckon there must be something or someone behind those zombies.


You drag the bodies out into the jungle, where you are fairly sure something will eat them eventually. If you wish to dig a hole big enough for five bodies, that will take a while.


M Halfling Rogue 2

"Zombies?!? Yeah, I don't want that to happen again."


Ivar quickly drags the corpses into the jungle, then there are several thunking sounds, similar to what you would hear in a butcher. Ivar comes out of the jungle, carrying four heads by the hair, the fifth bald head he is kicking in front of him like ball. Going down the beach to the ocean he throws the heads far out into the water. Looking back at the team, he shrugs his shoulders and observes. "I couldn't carry it, it didn't have any hair. And beheading them should keep them from coming back, right?"

Going to bed, sleeping like a baby the rest of the night, Ivar wakes with the dawn. When the team is ready he carries his designated part of the camps gear, lifting his axe to his shoulder. Taking point he heads south down the beach, headed toward the grassy knoll that seemed clear enough that it would make a good camp.


Mh i guess that´s fine. If you want to get into local traditions, you could dry and stuff those heads perhaps. Or shrink them. Not my thing though. What i wonder more is were they came from and if there are more.


M Halfling Rogue 2

The Colonel blanches and runs to find a place to vomit.


Male Human (Bonuwat) Cleric of Shimye-Magalla 4 | HP 23/23 | AC 14 T 13 FF 12 CMD 16 | F+5 R+5 W+9 | Init +2 | Perc +8 | Status: Normal

Janzadar shakes his head.
"We will burn them. Even if evil people, they don't deserve being left out for the beasts to eat, or for a necromancer to desecrate."
He will make a pire, and take the bodies into it for burning.
"I beg you all to help me."


While you are building a pyre, Ivar is busy punting heads into the drink. The bodies, however are present to be roasted over a log fire.

The rest of the night passes uneventfully.


Shred:
HP 64/64 | AC 22 | T 15 | FF 18 | CMD 18 | Fort +9 | Ref +9 | Will +3 | Init +4 | Perc +16
HP 51/51 | AC 19 | T 13 | FF 17 | CMD 19 | Fort +9 | Ref +5 | Will +13 | Init +2 | Perc +18
Active Effects:
Longstrider(6H), Spider Climb(1H)

Malok helps to dispose of the bodies.. "Thats just nasty.."


Ivar "Goldilocks" Theodinson wrote:
Going to bed, sleeping like a baby the rest of the night, Ivar wakes with the dawn. When the team is ready he carries his designated part of the camps gear, lifting his axe to his shoulder. Taking point he heads south down the beach, headed toward the grassy knoll that seemed clear enough that it would make a good camp.

Leading the castaways south down the beach Ivar keeps an eye out for anymore natives, or zombies, or traps or any of those little lobster-scorpions that the met the first day.

perception: 1d20 + 6 ⇒ (17) + 6 = 23


GM stuff:

1d100 ⇒ 22

1d100 ⇒ 2

1d100 ⇒ 45

You pull of what little supplies from your current camp, and your NPCs all assent to the plan, though some with grumbles.

Around noon, you run into a bunch of monkeys who start flinging poo at you.


Ivar quickens the pace to get past the poo flinging monkeys and continues on the way to the cleared hillock, keeping a keen eye out as he goes. K

Perception: 1d20 + 6 ⇒ (16) + 6 = 22


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Male Human (Bonuwat) Cleric of Shimye-Magalla 4 | HP 23/23 | AC 14 T 13 FF 12 CMD 16 | F+5 R+5 W+9 | Init +2 | Perc +8 | Status: Normal

Janzadar makes a light rain fall on the monkeys, trying to disuade them from soil them, before following Ivar.
Casts Create Water.


It's a long day's hike to get to the new location, and you don't have any time left to set up a proper camp once you get there. However, other than the feces monkeys, is was uneventful.


Shred:
HP 64/64 | AC 22 | T 15 | FF 18 | CMD 18 | Fort +9 | Ref +9 | Will +3 | Init +4 | Perc +16
HP 51/51 | AC 19 | T 13 | FF 17 | CMD 19 | Fort +9 | Ref +5 | Will +13 | Init +2 | Perc +18
Active Effects:
Longstrider(6H), Spider Climb(1H)

"Guess we will take standard watch tonight.."


I must have lost a post

Dropping his gear, but too late to set up, Ivar agrees with Malok, "Good idea Malok, standard watch. In the morning we will let those who are staying here set up camp and we can explore the cove to the north and west."


That´s as good a plan as any. Standard watch procedure it is. Maybe put up a fire or two and build a ring around it.


The lack of any foliage on the top of the hill makes it a bit harder to set up shelters (no trees to base a lean to against), but with time they can build some shelters.

Just let me know where you want to go.


I was thinking, looking at the map, from K we head north west we would find the trail that we set the two traps of on. Then follow it to L1 and then head west up the coast.

Waking in the morning Ivar, rucksack and axe on his shoulders, points to the northwest, "I believe the trail we were following was that direction, shall we follow it to the cove and search the northwestern part of the island?" Setting off that direction, assuming the explorers would follow and the campers would set up camp.


Solid assumption.


You head back west across the spine of the island. Passing the location of the trap which you triggered earlier, you see it is reset, but you can avoid it because you are familiar with the location.

Eventually you make it back to the beach and follow that along in the direction you wish to go. It is relatively easy trekking and less likely to be trapped than the paths, you suspect.

Coming along to L you see:

The waves crash against a narrow beach of white sand, swirling around an immense red and orange crab the size of a small house that crouches on spiny legs.


kn:nature: 1d20 + 8 ⇒ (2) + 8 = 10

Wow. This looks immense and dangerous. If we catch it, we can feed on it for a real long time i think. Are you up to the task?


Male Human (Bonuwat) Cleric of Shimye-Magalla 4 | HP 23/23 | AC 14 T 13 FF 12 CMD 16 | F+5 R+5 W+9 | Init +2 | Perc +8 | Status: Normal

Janzadar crouches, looking at the point where the sky meets the sea.
"With Shimye-Magalla help, we will prevail."


'Crab is good eating' Seeing the large crab, Ivar smiles signaling everyone to spread out, "lets try and surround it, It would feed us for quite a while!"

knowledge: nature: 1d20 + 5 ⇒ (17) + 5 = 22
perception: 1d20 + 6 ⇒ (19) + 6 = 25

Is it moving toward us, or standing still?


Shred:
HP 64/64 | AC 22 | T 15 | FF 18 | CMD 18 | Fort +9 | Ref +9 | Will +3 | Init +4 | Perc +16
HP 51/51 | AC 19 | T 13 | FF 17 | CMD 19 | Fort +9 | Ref +5 | Will +13 | Init +2 | Perc +18
Active Effects:
Longstrider(6H), Spider Climb(1H)

"Am I the only one that thinks it might be a bad idea to attack something that large?"

Know Nature: 1d20 + 5 ⇒ (18) + 5 = 23


knowledge nature DC 15:
You are pretty sure it's not a living crab, but a shell with something moving it.

As you approach the crab begins to emit low pitched moans.


Shred:
HP 64/64 | AC 22 | T 15 | FF 18 | CMD 18 | Fort +9 | Ref +9 | Will +3 | Init +4 | Perc +16
HP 51/51 | AC 19 | T 13 | FF 17 | CMD 19 | Fort +9 | Ref +5 | Will +13 | Init +2 | Perc +18
Active Effects:
Longstrider(6H), Spider Climb(1H)

Malok readies his bow and awaits his companions to interact with whatever is moving it.


'That's not alive.' Ivar points out the obvious, "That's a empty crab shell, there's something inside." He moves forward a little and calls out "You in the crab, can we talk to you?"

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