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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The savage, again chanmed by the precocious peck tittters "Tee, hee, hee. You funny little man. You like Dinos too!"

"But me not know what scry number is. I hunt around mine. Mine very bad . Evil things in mine. No go there if you smart. "

You guide pipes up "Yet our shortcut is through the mine. "


I'm thinking about the dino. I'd just as soon not give out something a lot tougher than a warhorse.


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

A horse, triceratops, and stegosaurus are all pretty comparable at that level.


Ivar looks from the girl to their guide, "so are we going through the mine? Or staying on the jungle path?" He then looks up to the sun and then back toward the savage, nodding at the halfling. "Were burning daylight, well Anthyra any chance Randy here talked you into going with us?"

Just wondering which way the 'tracks' go and if she's going with us.


Railroad says you are going through the mine or losing the race to the city. I'd say it's your choice, but...


M Male LN Cleric (Erastil) 4 | HP 31/31| AC: 19 (14Tch, 15 Fl) | CMB: +3, CMD: 18 | F:+ 6, R: +5, W: +8; | Init: +3 | Perc: +3, SM: +3 | Speed 30ft |

Yeah then we go to the mine.


"I not go in mine. I want to live. " she would take some serious convincing to head into the mine.


Look, i see we had a bad start, so let´s try again. We respect your country and also love dinosaurs. But we also aren´t stupid and want to go into a dangerous mine without a very good reason. We really need to reach that hidden and lost city where we want to go very fast to prevent bad things from happening. Those bad things will most likely influence your country and all the dinosaurs. Just imagine a bunch of snake people raising an empire just next to your country! Pretty sure they would invade and come dinosaur hunting very soon! That way you can also spend more time with this adorable halfling here.

Diplomacy: 1d20 + 11 ⇒ (3) + 11 = 14


"I don't know about snake people or lost city. I know mine bad. Full of dead things that not dead. "

I have no idea what you are even trying to accomplish with that lousy roll. If you wanted to talk her into joining you, the dice have failed you. I'm reasonably sure you won't have too much trouble in the mine.


M Male LN Cleric (Erastil) 4 | HP 31/31| AC: 19 (14Tch, 15 Fl) | CMB: +3, CMD: 18 | F:+ 6, R: +5, W: +8; | Init: +3 | Perc: +3, SM: +3 | Speed 30ft |

"Uh..its ok, you can stay here, we'll do what we need to do and get moving through the mine." Dargorath shooes the party ahead of him.


The cleric chivvies you all down to the mine, leaving the savage behind.

Map is updated. Note, the map sucks, given the 20' squares. It will be a bit of a pain to use it for combat

The sagging and overgrown remains of a small camp mark the site of the old mine, its gaping entrance visible in the hillside behind the camp.

The mining camp is abandoned, and consists of a large barracks and meeting house, an operations office, two storage buildings, and a small house for the mine owner and his family.


M Male LN Cleric (Erastil) 4 | HP 31/31| AC: 19 (14Tch, 15 Fl) | CMB: +3, CMD: 18 | F:+ 6, R: +5, W: +8; | Init: +3 | Perc: +3, SM: +3 | Speed 30ft |

"I wonder why the mine is abandoned. I think we should find out."Dargorath answers.

He will then suggest that the party searches the barracks, meeting house,operations office, storage buildings and small house in that order.


Need some perception rolls.


M Male LN Cleric (Erastil) 4 | HP 31/31| AC: 19 (14Tch, 15 Fl) | CMB: +3, CMD: 18 | F:+ 6, R: +5, W: +8; | Init: +3 | Perc: +3, SM: +3 | Speed 30ft |

perception barracks: 1d20 + 3 ⇒ (9) + 3 = 12
perception meeting house: 1d20 + 3 ⇒ (3) + 3 = 6
perception operations office: 1d20 + 3 ⇒ (10) + 3 = 13
perception storage buildings: 1d20 + 3 ⇒ (20) + 3 = 23
perception small house: 1d20 + 3 ⇒ (9) + 3 = 12

Dargorath looks around.


'huh, a cleric taking point, don't see that very often...' Ivar follows Dargorath into the mine, keeping a keen eye out.

perception: 1d20 + 9 ⇒ (1) + 9 = 10


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M Male LN Cleric (Erastil) 4 | HP 31/31| AC: 19 (14Tch, 15 Fl) | CMB: +3, CMD: 18 | F:+ 6, R: +5, W: +8; | Init: +3 | Perc: +3, SM: +3 | Speed 30ft |

What I meant was I stay at the back, others search. The problem is that if no one recommends a search plan the game stalls. Thus the word suggest, so that others can take point and the game moves.

Not to mention I never mentioned going into the mine yet, just the mining camp buildings in a systematic fashion.


I'd like perception from everyone. There's something out here as well. While I appreciate the sentiment of keeping things moving, I do wish everyone to be involved. I suppose I should have specified that.


Perception: 1d20 + 6 ⇒ (10) + 6 = 16


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

perception: 1d20 + 9 ⇒ (20) + 9 = 29

"Stop! Look! Listen!"

Grand Lodge

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) //
Temporal Effects:
// Panache: 5/5 Smite Evil 1/2 ; Lay on Hands 4/6

Randy bids Dinocute farewell feeling a little sad, but duty comes before booty.
Perception: 1d20 + 10 ⇒ (14) + 10 = 24


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)

Perc: 1d20 + 14 ⇒ (18) + 14 = 32

"Don't you mean stop, think, act, review? Just remeber STAR to avoid future human performance incidents!"


While poking around in the operations office, Malok finds a journal of sorts, maybe a logbook.

It's covered in some kind of mold. As you pick it up, I need a fort save, since it's a nasty sort of mold.

However you do learn something from perusing it.

The last few entries in the logbook are dated 15 years ago and document the mining company’s downfall. The mine’s owner, a man named Feran Crinhouse, was looking for new salt deposits and decided to secretly try connecting his mine with another mine on the far side of the hills, abandoned earlier under mysterious circumstances and rumored to be haunted. Just as the miners broke through to the abandoned mine, they unearthed a strange orb that glowed with a pulsing blue light. Crinhouse decided to go down into the mine to personally investigate. The final entry is in a different handwriting, and reads, “They’ve come up from below! They’re all dead, and their touch withers the f lesh! May the gods have mercy on us!”


M Male LN Cleric (Erastil) 4 | HP 31/31| AC: 19 (14Tch, 15 Fl) | CMB: +3, CMD: 18 | F:+ 6, R: +5, W: +8; | Init: +3 | Perc: +3, SM: +3 | Speed 30ft |

"Ok - at least we know the mine is trouble. Everyone please stay on the alert and be on your guard. I think there's some kind of undead lurking in there." Dargorath warns the party.


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)

Fort: 1d20 + 8 ⇒ (14) + 8 = 22

"Cough, Cough.."

"Stale ass book there.."

Reads...

"Sound like some sort of nasty undead to me. Should we even bother messing with it?"


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

"Apparently it's our vital shortcut."


Malok doesn't get sick.

You are on the railroad, into the mine you go. Determine the order. Again, remember the map has a ridiculous 20' square scale.


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 will hold up the read with his pet dino..


anyone have a light spell.

"Well, if were going let's go. I can take point, who has a light?" Ivar hoists his axe on his shoulder. and heads down the mine following the rails.

perception: 1d20 + 9 ⇒ (19) + 9 = 28


M Male LN Cleric (Erastil) 4 | HP 31/31| AC: 19 (14Tch, 15 Fl) | CMB: +3, CMD: 18 | F:+ 6, R: +5, W: +8; | Init: +3 | Perc: +3, SM: +3 | Speed 30ft |

Dargorath makes Ivar light up like a Christmas tree. Light spell "There you go!" He beams at Ivar proudly.


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

"Luckily, they taught the light spell in the archaeologist correspondence course I took last year."

Bart casts light on his sword and leads the group into the mine, looking for danger.

perception: 1d20 + 9 ⇒ (18) + 9 = 27 (+2 for traps)


order? I assume Ivar is in front, Malok said rear.


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 pulls a scroll for his pouch in preperation of casting it if they should run into something..


Barton Savage wrote:
Bart casts light on his sword and leads the group into the mine, looking for danger.
drbuzzard wrote:
order? I assume Ivar is in front, Malok said rear.

Or, Bart, doesn't matter to me. Throw in Randy third, Dorgorath fourth, Lalali fifth and Malok bringing up the rear.


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

I lined us up on the map


Lalali lights the way as well.


You all get moved along through the mine tunnel, until you get to a large open area with water.

The wooden beams supporting the mine’s main entrance are weathered and sagging. Water trickles down the sloping floor among the wooden footholds leading down the main shaft .

Both Bart and Ivar notice that there's something odd about the water. Something transparent (with a slightly different diffractive index) is present under the water.

Dungeoneering to figure out what it is.


Lalali, made aware by the two, takes a look.

kn:dungeoneering: 1d20 + 10 ⇒ (14) + 10 = 24

Grand Lodge

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) //
Temporal Effects:
// Panache: 5/5 Smite Evil 1/2 ; Lay on Hands 4/6

"Might be the proohesized Natural Formation of Booze! Is this the Promised Land?" says the peck to himself.


You see all the signs of a crystal ooze, and think there is one lurking beneath the surface of the water.


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

"I'm guessing we shouldn't step in that."

How far is it across the water?


M Male LN Cleric (Erastil) 4 | HP 31/31| AC: 19 (14Tch, 15 Fl) | CMB: +3, CMD: 18 | F:+ 6, R: +5, W: +8; | Init: +3 | Perc: +3, SM: +3 | Speed 30ft |

"Or would it be easier to try to poke it with a stick so it comes out, and then we kill it?" Dargorath suggests.


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

"Maybe we just skirt around the edge of the pool and not disturb it."


Looks like at least 40' of water to cross to me (you have the map).


M Male LN Cleric (Erastil) 4 | HP 31/31| AC: 19 (14Tch, 15 Fl) | CMB: +3, CMD: 18 | F:+ 6, R: +5, W: +8; | Init: +3 | Perc: +3, SM: +3 | Speed 30ft |

"I feel better if it didn't jump us in the middle of the crossing." Dargorath states, then throws a rock into the pool.


@GM general question:when you name a monster like that, are we supposed to look it up, ask more questions or is that all info we get?
I don't want to go looking up things I don't know when we're not supposed to.


It's a neutral ooze. You can ask 3 questions.


1. Special abilities?
2. Special Attacks?
3. Defenses?


Special Abilities: It's transparent, so hard (ok, not really) to spot
Special Attacks: Acid, paralysis
Defenses: ooze traits (no crits, or sneak, mindless), immune fire/cold


I agree with Dargorath. Besides being acidic and able to paralyze you, this thing is suspiciously lurking in the water, what seems uncommon for an ooze. We probably should avoid fighting it in the water if possible. There seems to be a ridge, maybe we can walk along there?


M Male LN Cleric (Erastil) 4 | HP 31/31| AC: 19 (14Tch, 15 Fl) | CMB: +3, CMD: 18 | F:+ 6, R: +5, W: +8; | Init: +3 | Perc: +3, SM: +3 | Speed 30ft |

"What I'm afraid off is that it starts climbing the ridge and attacking us at the most inappropriate time. I would rather fight it here."Dargorath tosses a few more rocks into the pool, hoping to agitate the ooze.

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