Serpent Skull- Beer and Pretzels
(Inactive)
Game Master
drbuzzard
A light hearted running of Serpent Skull AP.
Tazion Map
Combat Map
There's still a pit in the way taking up a 10x10' space.
Are there any planks or something that could be used to cross the pit nearby?
Else enlarge person could enable anyone but the halving to lift us over.
Or we take a rope and climb, although Lalali would probably hate that.
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Many post are disappearing with this app.
"So either you go search some planks or something, or install a rope to climb the pit, or I enlarge Ivar to lift us over. "
Any materials nearby?
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There are no planks. This is an ancient temple, not a construction site.
Skinwalker Bloodrager 1 | HP:16/16 | AC:15 FF:15 T:10 (-2 raging) | CMD:16 | F:+7 R:+0 W:+2| Init:+0 Per:+8 | Rage:9/9
"How deep? I've got a rope and a hook."
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
"We can try and jump..." - syas Janzadar while peeking into the pit.
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
With spikes at the bottom, with a couple impaled skeletons?
Nope, sorry no spikes or skeletons. Given how old this place is, normal decomposition would reduce even a skeleton.
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
Boooooring! :P
They could be plastic skeletons, just for "ambiance".
After 10000 years, I'm not even sure about how well plastic would fare.
The plastic should be degraded after 10k years. I meant some wood or similar material stuff which could be used to craft something planklike to get over the pit. With 30 feet deepness, a large Ivar won´t be able to lift us over i guess.
I only mentioned plastic because of Jan's joke.
Again: this is not a construction site. There are no building materials like planks sitting around inside.
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 detects magic over the pit, and if he don't see anything suspicious take distance, asks for Shimye-Magalla's help (Guidance) and runs to jump across.
Acrobatics (+1 Guidance): 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
If able to make the jump, he will take his rope from his backpack, toss one end to his friends, and looks for a place to tie the other end on his side.
Male Halfling || (HP 44/48) | AC: 21 | T:15 | FF:18 | CMD 17 | Fort +14| Ref +13 | Will +12 | Init +4 | Perc: +10 | Speed 20ft) Rapier +12 (1d4 + 5 / 18-20 x2) // // Panache: 5/5 Smite Evil 1/2 ; Lay on Hands 4/6
The halflingdin, decided not to be outdone by Jan, follows suit and after a short running start jumps.
Acrobatics: 1d20 + 10 ⇒ (15) + 10 = 25
With a grin, he turns to the others and poses dashingly.
Both are able to make the jump, if only barely for Jan.
'Can everyone cast light except me?' Ivar smiles as Janzadar lights his, watching and waiting to see who jumps the farthest. Once hey are both across the hole Ivar waves "So who's throwing the rope?"
Skinwalker Bloodrager 1 | HP:16/16 | AC:15 FF:15 T:10 (-2 raging) | CMD:16 | F:+7 R:+0 W:+2| Init:+0 Per:+8 | Rage:9/9
Barton will toss a grappling hook to/at the peck.
It's an easy toss, no need for a roll. You can anchor the rope at both ends and get across.
You head up the stairs, and the tunnel branches. You realize that to the west is just the balcony over the other room (though it does continue west past that room).
HP 51/51 | AC 19 | T 13 | FF 17 | CMD 19 | Fort +9 | Ref +5 | Will +13 | Init +2 | Perc +18
Malok follows along, content to set near the back, bow at the ready.
Quickly crossing the rope, Ivar follows behind Barton, at the intersection he asks. "Left or Straight?"
Skinwalker Bloodrager 1 | HP:16/16 | AC:15 FF:15 T:10 (-2 raging) | CMD:16 | F:+7 R:+0 W:+2| Init:+0 Per:+8 | Rage:9/9
"Watch where you step."
perception: 1d20 + 7 ⇒ (15) + 7 = 22
Male Halfling || (HP 44/48) | AC: 21 | T:15 | FF:18 | CMD 17 | Fort +14| Ref +13 | Will +12 | Init +4 | Perc: +10 | Speed 20ft) Rapier +12 (1d4 + 5 / 18-20 x2) // // Panache: 5/5 Smite Evil 1/2 ; Lay on Hands 4/6
"If I watch where I step, I won't see any skeletons I bump into, Bart." answers the halflingdin. "I say we try left first!"
Bart finds another pit. You'll need an acrobatics check to have someone jump over it.
Male Halfling || (HP 44/48) | AC: 21 | T:15 | FF:18 | CMD 17 | Fort +14| Ref +13 | Will +12 | Init +4 | Perc: +10 | Speed 20ft) Rapier +12 (1d4 + 5 / 18-20 x2) // // Panache: 5/5 Smite Evil 1/2 ; Lay on Hands 4/6
Randy goes for a pirouette midair this time.
Halfling acrobat madman: 1d20 + 10 ⇒ (15) + 10 = 25
"Neato!"
The East German judge gives you a 7, the other judges give you 9s or 10s.
Skinwalker Bloodrager 1 | HP:16/16 | AC:15 FF:15 T:10 (-2 raging) | CMD:16 | F:+7 R:+0 W:+2| Init:+0 Per:+8 | Rage:9/9
Bart throws a grapnel at the hobbit.
rope: 1d20 + 3 ⇒ (19) + 3 = 22
Male Halfling || (HP 44/48) | AC: 21 | T:15 | FF:18 | CMD 17 | Fort +14| Ref +13 | Will +12 | Init +4 | Perc: +10 | Speed 20ft) Rapier +12 (1d4 + 5 / 18-20 x2) // // Panache: 5/5 Smite Evil 1/2 ; Lay on Hands 4/6
Shouldn't be possible, given his small size, but a canny observer would recognise the bird that Randy flipped to the invisible Eastern German Judge as a roc.
You are once more able to traverse the pit without any trouble.
Bart walks up to the door, accepts the sign on it that says 'No Traps' and opens it.
inside he sees:
Bits of bone and fragments of wood lie scattered through this room. The walls are carved with hundreds, perhaps thousands, of strange runes interspersed with the periodic image of a stylized rune that looks like a fanged skull.
'someone had an odd sense of decoration, that's for sure.' following Bart into the room, Ivar asks, "Can anyone read these runes?" He then helps inspect the room, double checking the stairs on the left.
perception: 1d20 + 7 ⇒ (3) + 7 = 10
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 tries to make some sense of the runes.
Knowledge (History) (+1 Guidance): 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Perception (+1 Guidance): 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Skinwalker Bloodrager 1 | HP:16/16 | AC:15 FF:15 T:10 (-2 raging) | CMD:16 | F:+7 R:+0 W:+2| Init:+0 Per:+8 | Rage:9/9
Bart tries some archaeology.
Knowledge(history): 1d20 + 6 ⇒ (1) + 6 = 7
"No, no, no Janzadar .... these people were a tribe of carnivorous duck worshipers...."
kn:x: 1d20 + 9 ⇒ (14) + 9 = 23
Linguistics: 1d20 + 8 ⇒ (4) + 8 = 12
Mh interesting. I wonder why there are so many pits. And what are those runes?
You recognize the runes as being in Azlanti. They are prayers to Zura, the vampire god of old. There's also something more than that, but it will take you a while to put it all together (10-15 minutes). There's a lot of cracks in the wall, and other things which make reading it a bit tricky.
Skinwalker Bloodrager 1 | HP:16/16 | AC:15 FF:15 T:10 (-2 raging) | CMD:16 | F:+7 R:+0 W:+2| Init:+0 Per:+8 | Rage:9/9
"The vampire duck god..."

Taking your time to study everything carefully you can glean out:
This chamber was once a scriptorium where books and scrolls sacred to the worship of Zura were transcribed and illuminated.
• This temple was built over an even more ancient temple— one that was dedicated to a deity referred to only as the “Beheaded One,” an entity that was apparently an enemy to the ancient Zura cultists.
• Several prayers seem to indicate that the ancients made use of undead slaves created from both “humans culled from the unbelievers and slaves of the Beheaded One.”
• As much hatred as the Zura cultists had for the “slaves of the Beheaded One,” they also seemed to despise their own kind—especially those they called the “misbegotten of Saventh-Yhi.” A DC 25 Knowledge (geography or history) check recognizes the name “Saventh-Yhi” as a legendary but still undiscovered lost city said to lie hidden somewhere in the depths of the Mwangi Expanse. Knowledge of Saventh-Yhi is rare, and these mentions would be of a great value to a scholar interested in the topic.
Also, you are pretty sure that if you can get some paper or parchment, taking rubbings of the runes on the wall would be valuable.
knowledge: geography: 1d20 + 7 ⇒ (17) + 7 = 24 any chance we do 'aid another' on geography?
'Saventh-yhi? Why does that seem familiar?' Lifting his axe-torch so he can see clearly, Ivar looks around at the odd picture words. "Too bad we don't have anyway to take these images with us."
Kn:x: 1d20 + 9 ⇒ (6) + 9 = 15
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HP 51/51 | AC 19 | T 13 | FF 17 | CMD 19 | Fort +9 | Ref +5 | Will +13 | Init +2 | Perc +18
"Indeed.. Im all out of paper at the moment."
I'll let the assist go, so you recognize the name as an ancient lost city somewhere in Garund.
That´s really embarrasing...
Allright, so what do we do with this knowledge? A temple of people with undead slaves of human and reptile origin build on a site of their enemy god the beheaded one. Hints of Saventh-Yi seem to be rare and it would be awesome to find that city, but how would we get there, we are still stranded here.
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
"I think evil is stirring here. We need to make sure whatever was buried and forgotten here remains that way."
As to the stranded part, your flunkies are working on the lighthouse as you are off adventuring and once that it working you should be able to signal for rescue.
Where to now? Lots of map to explore.
Craft some paper from seaweed or something, come back redoing the ritual and then copying those runes and stuff.
Craft Paper: 1d20 + 4 ⇒ (4) + 4 = 8
Feel free to aid another! Some nice days halfnaked at the beach going about to craft paper is a nice job^^
Dang those rolls lately! Is it possible to take 10 or 20?
You are in the middle of exploring an ancient temple to a vampire god, and you want to make paper right now?
Walking around the room looking uncomfortable. Ivar, scratching his head, asks "Shall we try and find the thing we followed in? Then come back and do the rubbing? Standing here waiting around is making me jumpy."
Male Halfling || (HP 44/48) | AC: 21 | T:15 | FF:18 | CMD 17 | Fort +14| Ref +13 | Will +12 | Init +4 | Perc: +10 | Speed 20ft) Rapier +12 (1d4 + 5 / 18-20 x2) // // Panache: 5/5 Smite Evil 1/2 ; Lay on Hands 4/6
Randy shuffles through his backpack until he finds his holy text, which he handles to Lalali "You can fill the blanks as you please, m'lady, noy like the Drunken Lords has much written there... but son't screw pages 20 to 35, those are some blasted good cocktail recipes!"
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
I say we go the North west door of the Z2 room. After checking it for traps, of course.
Bare alcoves line the walls of this hallway, each containing a scattering of wood and cloth fragments. A larger empty chamber lies ahead.
There are human skeletons in here that animate and attack you. 6 of them.
init: 1d20 + 4 ⇒ (9) + 4 = 13
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