Serpent's Skull

Game Master CLOAKn

A play-by-post of the Serpent's Skull adventure path starting at level 1.


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A mighty vehicle of lumber and sail tears through the crystalline waters with a determined pace. Hailed as a nigh-legendary trade vessel, the Jenivere is a seasoned caravel of over fifty runs up and down the western coasts of Avistan and northern Garund. These trips take an average of one-hundred days one way, testing the crew and occupants' resolve each day. Comprised of mostly deckhands, the Jenivere also boards travelers and other specialists for a fee. Captain Alizandru Kovack heads the Jenivere with experience and competency, maintaining order and smooth operating conditions.

Aside from the grizzled crew there are a few faces that you've taken notice of. The ship's first mate, Alton Devers, a tall human man of stoic nature, is frequently seen giving orders to crew and maintaining good workflow on deck. A gnome of much less use, Gelik Aberwhinge, eats and drinks three-times his share at each feast and never fails to garner attention, though his reason for being on the Jenivere is talked of only in whispers, pertaining to the theft of some grand artifact. In contrast, Aerys Mavato, a half-elf woman warrior, has remained silent and isolated save for the three men she hospitalized at her boarding on account of some very unsavory remarks regarding her race and gender. Where you have seen Aerys you typically see the rugged fighter, Ishirou, not far behind. The half-elf seems to take little notice of the elderly man of foreign decent and is not bothered by his company even though they rarely speak to one another. Ishirou is typically outfitted in competent leathers with a masterfully crafted katana over his shoulder. Opposite of Ishirou's dour demeanor, a young human woman named Sasha Nevah creates mischief around the vessel with the glee of a child. Several perturbed crew have had whispers of retribution for her silly pranks but the brand of the Red Mantis upon her back keeps them in check. A revered society of assassins, the Mantis is known all across the land, though Sasha's level of involvement is unknown. A man going only by the name Jask is the only prisoner on board, having long braided locks and an overgrown beard. He is only seen during meals where his shackles are removed and armed guards watch over him before he is returned to his dark corner of the ship. The word around the ship is that he was arrested for grand treason against his home country and was being returned for trial. The least memorable of passengers was a plain-looking Varisian scholar named Ieana. Although friendly enough, Ieana mostly kept to herself, and whispers among the crew variously claimed that she was really a Chelish agent, the actual owner of the Jenivere, or even Captain Kovack’s secret lover.

The trip thus far was uneventful and had gone according to plan. For this reason it is wildly unusual that you are sprawled upon a beach with the surf creeping onto the shore behind you. You shake off the cloudiness permeating your mind and realize you're staring at the stars, laying prone. Sitting up you see no sight of the Jenivere or any sort of camp, with only dense jungle on one side and an endless ocean on the other. It is dark but not dark enough to miss the clambering forms coming from the waves onto the beach. Large scorpion-like crustaceans with curved, stinging tails try to take advantage of the stranded and weak crew. Responding on instinct you quickly notice that your equipment is stacked in a pile a distance away from you.

Map of the Beach

Sea Scorpion Initiative: 1d20 ⇒ 17

Mallick Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Kororinda Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Nagl Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Belor Initiative: 1d20 + 2 ⇒ (1) + 2 = 3

This post is a little ahead of its time so don't feel the need to respond right away. The icons I've used on Roll20 are placeholders and I can change them to whatever you'd like. You are wearing armor but all of your weapons and other items are stacked in the pile as denoted on the map. As soon as everyone is ready to go we will roll all your initiatives at the same time.


ROUND 1

Before you know it the creatures are bearing down on you with oversized pincers and striking tails.

Sea Scorpion (1) claws vs Nagl flatfoot AC: 1d20 ⇒ 1 vs 12 (14 base, -2 prone)

Sea Scorpion (2) claws vs Kororinda flatfoot AC: 1d20 ⇒ 6 vs 8 (10 base, -2 prone)

Sea Scorpion (3) stinger vs Belor flatfoot AC: 1d20 ⇒ 14 vs 10 (12 base, -2 prone)

Nagl and Kororinda are able to kick and parry away the claws for now but Belor, still in a haze, is stung deftly with a poisoned barb.

Sea Scorpion (3) stinger damage to Belor: 1d2 - 1 ⇒ (1) - 1 = 0 + poisoned (1 dex dmg/rd, Fort. save)

Belor Dex: 14 (+2) ⇒ 13 (+1)

Map of the Beach (ROUND 1)

It is a standard action to retrieve your items from the pile and you must be adjacent to it.


Noticing his aggressors, the hulking half-orc rises with a shout,"Sakra!" Seeing his possessions nearby, he rushes over for his axe.

Movement: Standing (provokes AoO)
Free: Five foot step places him adjacent to pile
Standard: Retrieve weapon (likely provokes AoO)

Scarab Sages

Male Human Swashbuckler

This assumes I retain at least one of my spiked gauntlets on my person

Shaking the sand out of his ears Malick scrambles to his feet, priming his gauntlet-ed fists for some critter crushing!

Move Action: Standing from prone
Move Action: Move 10 feet to stand behind the Sea Scorpion


Stats:
HP 9/9 Init +2 Perc +0 | AC 12/12/10 | F +2 R +2 W +2
Blast 'n' Bluff Sorcerer/1

"I feel like this has happened before in a dream," says Kororinda shakily, rising to his feet.

Concentration: 1d20 + 5 ⇒ (13) + 5 = 18
Ranged Touch: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Jolt: 1d3 + 1 ⇒ (3) + 1 = 4

He unleashes a small crackling arc of electricity at the scorpion, but it is wide of the mark.


Male Human Druid/1
Stats:
HP 14/14; Init +2; Per +5; AC 16, 12, 14; F+5, R+2, W+3; CMD +15

know natuer: 1d20 + 6 ⇒ (3) + 6 = 9
Belor has a rather rude awakening. He can't sense Lavi and some stranger has his stinger in him. They could have at least brought him flowers first.
"Lavi! Where the hells are you?!"
He jumps to his feet and moves to the pile of gear, hoping the other humanoids were friendly.


As you scramble to regain composure the scorpions assail you with bludgeoning claws.

AoO: Sea Scorpion (1) claws vs Nagl AC: 1d20 ⇒ 20 vs 16
Crit Confirm: Sea Scorpion (1) vs Nagl AC: 1d20 ⇒ 6 vs 16
AoO: Sea Scorpion (2) claws vs Kororinda AC: 1d20 ⇒ 10 vs 12
AoO: Sea Scorpion (3) claws vs Belor AC: 1d20 ⇒ 12 vs 14

Sea Scorpion (1) claw damage to Nagl: 1d2 - 1 ⇒ (1) - 1 = 0 (1 nonlethal)

ROUND 2

Frightened by the sudden movement the critters scurry defensively in dizzying patterns with barbed tails flying overhead.

Each enemy takes a 5 foot scuttle, stinger attacks are made from 10'

Sea Scorpion (1) stinger vs Nagl AC: 1d20 ⇒ 6 vs 16
Sea Scorpion (2) stinger vs Malick AC: 1d20 ⇒ 5 vs 18
AoO: Malick spiked gauntlet vs Sea Scorpion (2) AC: 1d20 + 4 ⇒ (11) + 4 = 15 vs 14
⇒⇒ Malick spiked gauntlet damage to Sea Scorpion (2): 1d4 + 1 ⇒ (2) + 1 = 3
AoO: Kororinda unarmed vs Sea Scorpion (2) AC: 1d20 + 0 ⇒ (2) + 0 = 2 vs 14
Sea Scorpion (3) stinger vs Belor AC: 1d20 ⇒ 19 vs 14

Sea Scorpion (2) is crushed under a weighty gauntlet, producing an echoing crack that splits the air, though still barely alive. Failing to find the mark with their stings the chitinous creatures keep their back to the waves proceeding with a cautious backpedal.

Map of the Beach (ROUND 2)


"TEĎ JSI MRTVÁ! JÍDLO SE MUSÍ STÁT!"
Nagl HATES nonlethal damage. Rage. 5-foot Step.
If anyone watching had wondered what savagery lay beneath the surface of the half-orc's typically calm exterior, their curiosity has been satisfied as he lets loose a guttural, predatory sound simultaneous with the dropping of his blade.
Greataxe: 1d20 + 6 ⇒ (8) + 6 = 141d12 + 7 ⇒ (5) + 7 = 12

Scarab Sages

Male Human Swashbuckler

Side note, my buckler is likely in the equipment pile, so my ac should be 17 for now

"Don't run! Lobster tail is my favorite, and I am feeling peckish!" Malick steps up to the creature and throws a punch with his spiked gauntlet.

Free/non action: Five foot step
Standard: Attack with Spiked Gauntlet
Spiked Gauntlet: 1d20 + 4 ⇒ (9) + 4 = 131d4 + 1 ⇒ (3) + 1 = 4

Despite throwing a solid punch, the blow is wide. Should the scorpion attack Malick, he will expend one panache, and 1 of 3 AOOs to Parry and Riposte. If Malick's attack roll is higher, the attack is negated and he expends an immediate action to counter attack!

Parry & Riposte: 1d20 + 4 ⇒ (16) + 4 = 20
Spiked Gauntlet: 1d20 + 4 ⇒ (7) + 4 = 111d4 + 1 ⇒ (4) + 1 = 5


Belor

Sea Scorpion poison Fort save: 1d20 + 5 ⇒ (14) + 5 = 19 vs 10

Shrugging off the venom in his veins, Belor rises up and tactically moves to the heap of equipment. It takes him only a moment to find and retrieve his gear, turning back toward the overgrown lobsters.

Kororinda

Accepting the breathing room from the backstepping enemies, the sorcerer takes a step back of his own before loosing another arc of electricity. A small patch of sand melts to glass when the awry bolt strikes it.

Kororinda jolt vs Sea Scorpion (2) touch AC: 1d20 + 3 ⇒ (5) + 3 = 8 vs 12

Map of the Beach (END ROUND 2)

ROUND 3

Sea Scorpion (3) is frightened by the nearby electric blast and puts more distance between itself and the sorcerer, tossing itself into the surf. The remaining creature is more aggressive, still attempting to clamp around Mallick's leg.

Sea Scorpion (2) claws vs Mallick AC: 1d20 ⇒ 14 vs 17
Mallick spends 1 Panache to parry.
Mallick parry vs Sea Scorpion (2) AC: 1d20 + 4 ⇒ (10) + 4 = 14 vs 14

Using perfectly timed swings, Mallick bashes the scorpion's claws aside, putting it on the defensive. It tries to run but not before Mallick drops a fist atop it.

AoO: Mallick spiked gauntlet vs Sea Scorpion (2) AC: 1d20 + 4 ⇒ (17) + 4 = 21 vs 14
Mallick spiked gauntlet damage to Sea Scorpion (2): 1d4 + 1 ⇒ (2) + 1 = 3

The attack finds its mark, breaking several legs of the monster though it manages to pull itself to safety in the water. The two living sea scorpions let the waves pull them into the ocean and they sink out of sight. Looking at one another you recognize everyone from one time or another aboard the Jenivere and a silent air of resignation falls over the area.

Map of the Beach (END ROUND 3)

The quiet is interrupted by sounds of battle a short distance down the beach, obscured by some foliage. You hear shouting and a familiar crunching of shells. It isn't long before the noises cease. The bushes part and a composed half-elf steps through, stopping in her tracks when she spots the lot of you. A moment of controlled panic followed by a sigh of relief. “I’ve found some others! No sign of the captain, though”, she called back over her shoulder. In slow form four battered shapes trail the half elf as she moves to parley with you. You observe a rather salty looking gnome, a stoic warrior with determination painted upon his face, a young girl in a state of near shock and baring a highly conspicuous brand across her back, and a dark-skinned man in shackles keeping his face turned down.

A small amount of discussion happens between the nine of you, some speaking much more than others. They inform you that they could see the wreckage of the Jenivere from where they washed up and that it was nearly split in two. Comparing your last memories before the crash it seems everyone recalls attending a large breakfast banquet the captain ordered to be prepared but that was it. The man in shackles speaks for the first time, “We need to find shelter while we figure out a plan. If no one is hurt then we should move out of the open as soon as possible”. Some of the others don’t look convinced; the tattooed girl, Sasha adds, “Maybe we can salvage materials from the Jenivere, food, drink, maybe even dry clothes”.The elderly warrior interjects, "We 'ought to find that stinkin' no-good dog of a captain and beat the meaning of this out of him!". Aerya purses her lips, “I will do what needs done, whatever it is”, she waves an open hand toward your group, “What is your stance on our direction, then? We must remain unified to have the best chance of living through this.”.

Unless something happens that requires some micro-management we will be moving into a macro time period next round where you will find yourself using your skills to complete tasks. Rounds during this period will cover 6 hours each. Finding food and fresh water is vital to survival and thus must be balanced with finding a way off the island. I will have the area map up on Roll20 and will update it with your exploration progress and points of interest. This is a partially open-world campaign so make decisions wisely.


"I think the beating of captains is best put off until we have one and both the beating and finding of one is second to securing shelter and food. The beach is too open to be safe for setting up camp but right now we have to collect any potential supplies that wash up while we still can. Their rarity in what seems to be our fate takes priority over finding the perfect location. Somebody stand guard while others of us find supplies. Some of us should check the woods, some of us the beach, and, if possible, others should try to salvage anything from the water we possibly can. We should get what we can out of these animals, too. He kicks the carcass of the sea scorpion.
Nothing goes to waste. If anyone finds a suitably hidden and defensible place in the woods, take note so we might find our way their today or tomorrow, depending on how our salvaging operations go."

I'm not saying we should skip past these role playing opportunities but it seems to me that there are going to be some survival checks needed shortly. Here's one for each hour.

1d20 + 4 ⇒ (3) + 4 = 7
1d20 + 4 ⇒ (17) + 4 = 21
1d20 + 4 ⇒ (6) + 4 = 10
1d20 + 4 ⇒ (16) + 4 = 20
1d20 + 4 ⇒ (9) + 4 = 13
1d20 + 4 ⇒ (10) + 4 = 14

Scarab Sages

Male Human Swashbuckler

"I certainly appreciate your ardent stoicism, but why scrape for refuse when we can inspect the ruins of the boat, where we may learn more about our sudden and unplanned arrival, as well as pad out our supplies?
Malick straps on his various tools and weapons, grinning at Nagl, "You have a fine cleaver there Chef, I offer my talents as your Sous Chef with this lovely skewer here" then gesturing to his own blade.

Malick will attempt to improve the moral of the crew with a diplomacy check. After Malick will help with the clean up, attempting a knowledge local check to try and figure out where the party has landed, then round it out with a perception check for salvaging items on the beach.

Diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28
Knowledge Local: 1d20 + 5 ⇒ (17) + 5 = 22
Perception: 1d20 + 4 ⇒ (5) + 4 = 9


"Absolutely. We've only got a short window to collect anything from the ship. I don't think that window differentiates between supplies or answers."

This is as good a time as any to throw down some of that sweet, sweet perception, too. The diplomacy roll is to aid, not that we need it.

Diplomacy: 1d20 + 1 ⇒ (5) + 1 = 6
Perception: 1d20 + 4 ⇒ (14) + 4 = 18


Male Human Druid/1
Stats:
HP 14/14; Init +2; Per +5; AC 16, 12, 14; F+5, R+2, W+3; CMD +15

Belor reunites with Lavi and carefully checks the lion for injuries.

"Where were you? Why are you never around when I need you?"

Satisfied the animal is unharmed he gathers his equipment, lights the end of his staff, and the duo joins the rest of the group.

"I can handle water with magic. Food too, but only if the land doesn't want to provide. I think we should split in to two groups seeing as the land has proven initially hostile. One to the boat, one to look for shelter. The shelter seeking party can meet near the boat to haul supplies in an hour?"

Lavi 'helps' Belor dig out a depression in the sand. With some gesturing and mumbling from Belor, several gallons of clean water shimmer in to existence and fill the depression in the sand.

"Anyone thirsty after that hard fought battle with the creatures from the depth?"

He rubs the sting on his arm. A bit sore. Probably harmless.

Know Geography: 1d20 + 4 ⇒ (7) + 4 = 11

"I haven't the slightest clue where we are. Don't know if that information helps anyone.".


Stats:
HP 9/9 Init +2 Perc +0 | AC 12/12/10 | F +2 R +2 W +2
Blast 'n' Bluff Sorcerer/1

Kororinda fills his waterskin, his eyes full of gratitude and respect for the druid. "Thank you for the water. Belor, isn't it? Kororinda, and I agree with Malick that we should find supplies at the boat. I believe I'm better suited to looking in the jungle for shelter, and subduing anything that we encounter--my poor aim on the beach notwithstanding," he says with a rueful chuckle.

He pulls out a brightly trimmed Pathfinder pennon, holding it in a practiced stance in one hand. It is bordered with delightful Mwangi fabrics. "The sight of this always gives me hope," he says in an idealistic voice that would seem hopelessly out of place, if it didn't oddly boost everyone's morale as it flutters in the warm air. Humming something that sounds a mix of Varisian folk song and something a little more polyrhythmic, the sorcerer gathers up his meager belongings and heads with other jungle-explorers to find a proper camp.

Perception: 1d20 ⇒ 7
Survival: 1d20 ⇒ 17


"Perhaps it would be smart for us to do our searching in groups. I like this human's," He wave his hand in Malick's direction without looking his way, "suggestion that we check the salvage from the ship first. Perhaps if we find more survivors we could complete the task that much faster?"

Scarab Sages

Male Human Swashbuckler

"At's right Chef, but cooking slow might give us a more tender dish."

Malick collects some water from the little pool and tosses Belor a toothy grin "Thanks for the drink, and that will be mighty handy if we manage to liberate a soup pot from the ship! Between your stick and Whisker's nose we should be able to stumble properly through the night."

Malick glances at the assembled group and then squats down to scratch a list of items that might come in handy on the island.

"While we seem to have a decent number of whackers and hackers, we are sore and poorly on camp building tools. It's been a while since I was a Junior Tomb Explorer, so I don't know if I could bang out a shovel from a coconut and a crab leg, but I'd hazard we might find something close to one on the ship."


Nagl's words are to the point, drawing everyone's attention with his authoritative tone. Reinforcement of these ideas and of open cooperation by Belor (Diplomacy: 28) bolsters spirits and establishes a good amount of trust between your groups. Attempting to reinforce what Belor said, Nagl (Diplomacy: 6) draws some odd stares, especially from the stuck-up gnome. Mallick (Knowledge (Local): 22) steps up with information about where he thinks they may have landed: Smuggler's Shiv, he proposes. The geography and treacherous, curved coastline with matching vegetation convinces him that it is the infamous pirate island of tales.

Mallick recounts the tales he's heard of Smuggler's Shiv:
Mallick wrote:

"Smuggler’s Shiv 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 rumors are supported by reports of several failed attempts to establish long-lasting colonies on the remote island".

"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 rumors of curses, haunts, and cannibalism".

"Rumors 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 rumors claim that they degenerated into a cannibalistic society, and that their descendants scour the isle’s shores for shipwreck victims to add to their meals".

The sun is low but time remains to complete a few tasks. Gelik, Jask, and Mallick (Perception: 9) stay at the beach gathering up whatever looks useful that had washed up on the beach.

Gelik Perception, searching the beach for supplies: 1d20 + 1 ⇒ (10) + 1 = 11
Jask Perception, searching the beach for supplies: 1d20 ⇒ 6

Ishirou and Kororinda decide to spend the remainder of the day scouting out the immediate jungle for shelter.

Ishirou Survival, discover safe shelter: 1d20 ⇒ 4

Taking Nagl's advice, Areya tells you she will stand guard at the beach and protect those with their backs turned. "One more thing...", she turns to the party departing for the ship, "There is a tome of great value to me likely still inside the wreckage. I don't know how I can repay you but if you have a chance please retrieve it, it is called the Abendego Cantos". Nagl and Belor follow Sasha as she recounts her steps back to where she had washed ashore, where the Jenivere was accessible.

At the Jenivere

It takes a bit longer than you had anticipated to climb atop the sandy bluffs where a thin stone walkway outstretched toward the crag holding the Jenivere. Even a cursory glance is enough to confirm that the ship will never sail again. Only the fortuitous presence of a sharp ridge of rock near the side of the sheer cliff wall has prevented the wreck from sinking entirely into the sea, for only the ship’s stern seems to have survived the wreck. This portion is wedged at an angle between the cliff and the rocks, and each wave shakes and tosses the wreck alarmingly. It won’t be long before the constant pounding of the waves dislodges the wreck and allows the hungry sea to claim the last of this once-fine ship. Descending the rocks to reach the upturned bow requires 3 successful climb attempts, you can attempt to reduce the DC by being resourceful

In the Jungle

Setting off right away, Kororinda and Ishirou have a quiet journey through the thick of the jungle, observing and noting everything around them. They noted the locations of a huge, creeping snake making its home underneath a large tree as well as a nest of leathery, winged birds called dimorphodon atop a cliff. On their way back to the other the two scouts uncover a cave covered by large vines. Inside was two tunnels leading to a 12'x20' chamber each though the cave is very humid and holds a high amount of moisture with a dripping green lining across the ceilings. Make another Survival check to navigate back to the beach.

Ishirou Survival, navigate jungle: 1d20 ⇒ 7

On the Beach
The lot scavenging the beach has a hard time finding salvageable materials. Gelik, Jask, and Malick (Perception: 9) have a small pile of goods when they've satisfactorily picked the beach, consisting of : 3x Crates of Fruit (+9 Food), 1x Cask of Ale (+3 H20), Crate of Unknown 12x Potions, and a Large Fishing Net. The sun is almost gone by the time you are done and neither of the other groups have returned. Areya helps you carry the supplies and the sea scorpion carcass to the edge of the jungle and put them away safely.

Everyone is required to consume 1x "Food" and 1x "H20" per day to stay healthy. These are generic game terms but refer to other named items you have and collect. The "Supplies" listed below will track what you as a commune have collected and share. If you abuse these supplies you may upset the others. H20 consumption can be ignored as long as Belor is able to produce clean water in safety.

Supplies: 9 Food, 3 H20, 12x Unknown Potions, sea scorpion corpse


Male Human Druid/1
Stats:
HP 14/14; Init +2; Per +5; AC 16, 12, 14; F+5, R+2, W+3; CMD +15

Belor stands on the edge of the cliff and looks down at the wreckage.

"Wonder what kind of sailor it takes to hit an entire island. I have some climbing equipment. Spent some time wandering mountain ranges."

He removes rope, a hammer, and some pitons from Lavi's saddle. He talks constantly to the lion.

"I think you're gonna have to go down unassisted, the two of us probably aren't strong enough to lift you. But I want you down there to help in case we're attacked again by the spawn of Cthulhu. Hear all kinds of stories about these tropical islands. Madness in the fog, evil cults and all that."

He loops one end of the rope around a suitably smooth boulder and hammers a piton in above the rope to prevent it from sliding off.

"That'll get us fifty feet down, at any rate."

How treacherous does this climb look?


Is this is an accurate depiction of a "sandy bluff"?

Nagl looks at the large cat several times through the corner of his eye as they traverse the way to the wreck. When they get there, he addresses Belor, "I have rope if case we need more. Your pet might have trouble climbing down or up." His look at the animal this time is much more overt but his gaze rests on the druid.

"Who is Cthulhu?"
Knowledge: Religion (Untrained: Cannot exceed DC10): 1d20 + 1 ⇒ (13) + 1 = 14
Knowledge: History (Trained): 1d20 + 2 ⇒ (1) + 2 = 3

GM: Choose your own adventure (The rest of my post is dependent on GM input):

Is there vegetation we can use to tie this down? Pitons + Sand don't sound sturdy. Belor, wait for GM imput and then you can respond to the appropriate one.

If there is enough rope and they have an anchor
"I would prefer you go second in case your pet has correctly decided I look as delicious as I know myself to appear."

If there is enough rope and they do not have an anchor
"If you can swear your pet is not going to attempt to eat me, I would lower you down and climb after you. When we finish I would climb up after we finish and pull you up."

If there is not enough rope
"I think the animal may have some trouble with this climb. Four limbs and none of them for climbing. It looks like we've got one way to do this. The Old Way." Apparently climbing warrants such titles.

No matter what we go with here are 5 checks in case two fail by 4 or less, indicating neither falling nor progress
Climb: 1d20 + 6 ⇒ (18) + 6 = 24
Climb: 1d20 + 6 ⇒ (16) + 6 = 22
Climb: 1d20 + 6 ⇒ (19) + 6 = 25
Climb: 1d20 + 6 ⇒ (10) + 6 = 16
Climb: 1d20 + 6 ⇒ (8) + 6 = 14

Scarab Sages

Male Human Swashbuckler

“Loading cargo, unloading cargo, even liberating cargo, that is all par for the course out of Port Peril, but I gotta say salvage is a new one for me.”

Malick wipes the sweat from his brow and considers the selection of potions.

“This a trick my ole Bosun showed me when it comes to mystery drinkables. You would think that the wide spread of casters and cultures would produce variety in potions, but for some reason most lesser healing potions taste like warm spiced milk.”

Unless the NPCs with me try to stop me, Malick proceeds to try to identify potions by tasting with perception.:

The DC is 15+Spell level.
Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Perception: 1d20 + 4 ⇒ (3) + 4 = 7

“I recall seeing you at meal times,” Malick nods to Jask, “Those don't think we have spoken, nor have I seen you flash your pearly whites in pleasure. Might be that we are on the wrong side of the food chain right now, might be that your crimes can wait and we can let you use your hands, for your good and ours.”

Malick shrugs and makes a face as he tastes one potion, setting it aside from the others.

“But I am no king or captain or goaler, so your fate is not in my hands. However, if you want to speak for your situation and we are all in accord, I can take a crack at those manacles.”

Malick finishes is tasting and nods to Gelick and Areya with a chuckle, “This has to be the wind up for a grand joke, but our motley crew aside, we outta survive this mess, maybe even to our profit, or at least our revenge.”


Stats:
HP 9/9 Init +2 Perc +0 | AC 12/12/10 | F +2 R +2 W +2
Blast 'n' Bluff Sorcerer/1

Who is Cthulhu? -rolls eyes- Iä!

Survival: 1d20 ⇒ 14

Koro nods to the older Tian fellow. "I think the beach is that way," he says, somewhat bewildered. "We should try to hunt for that snake once we bring a few people back this way. I don't know about that cave, though. Very wet."


At the Jenivere

The drop down is about 50 feet, leaving you with basically no slack in the rope. Standing atop the high plateau can make you feel very small, with huge, imposing natural waters and jungle on either side of you and an endless gust of warm air blowing all about. The sun barely peeks above the horizon, sharing only another hour and one half of its light.

Sasha peers over the ledge, "I think this is where I will stay. I am not much of a climber, especially in these conditions. Besides, someone needs to stay with the cat and keep watch", she explains.

Nagl (Climb: 24, 22, 25) grabs up the rope in both hands and lowers himself over the edge, finding footholds to be plentiful in the sandstone. In only a few minutes he touches down on the angled deck of the Jenivere. The rear portion of the ship is smashed entirely and sunken below the waves. Belor, once waved down by Nagl, takes the rope in hand...

I'll let Belor decide what he wants to do. You can take 10 also if you're willing to let Nagl hang out on board alone for a few moments.

Nagl Perception, inspecting the wreckage: 1d20 + 4 ⇒ (8) + 4 = 12

Looking upward, Nagl can see Belor mulling over his options so the orc turns back to the ship. One set of stairs remains leading to the mid deck below. When you near it you hear a terrible racket coming from the mid deck, the sound of creaking and scratching wood.

Due to the pounding of the waves on the ship and its awkward angle, movement on board the Jenivere is treated as difficult terrain, and you take a –2 penalty to hit on all attacks.

On the Beach

Sipping on the newly-found corked potions, it doesn't take Malick long to determine that these are Potions of Water Breathing.

Malick Perception, examine the container: 1d20 + 4 ⇒ (6) + 4 = 10

A fairly exotic elixer, this crate must have been aboard the Jenivere. You notice that the crate was designed to hold 14 potions but has had two removed already.

Jask is watching Malick look over these things when he decides to respond, "I know that I look like a criminal and you will likely not believe me, but I am unjustly in chains. I was once employed by the Sargavan government when I uncovered evidence of corruption involving illicit deals with the Free Captains of the Shackles. I confronted my superiors, trying to be the man to step forward and stop this. Of course I was betrayed and charged for the same crimes I was trying to stop. I was to be locked away by a judge paid to do so. Feeling I had no other choice I fled all the way to Corentyn, where I lived a modest life as a scribe for a peaceful decade. I’d thought my enemies in Sargava had forgotten me, but a Sargavan agent caught me in the dead of night and put me in irons. I was handed over to the captain of the Jenivere to be returned to Sargava for trial and here we are". Staring at his feet, he continues, "I've never done anything to deserve being locked away, but being hunted makes a man feel guilty. I turned to my deity, Nethys, for insight about immorality and guilt and she was generous". He smiles for the first time and asks about what you think you've found in the potions.

In the Jungle

Kororinda and Ishirou take a different path back than they did going into the jungle. It isn't hard for you, Kororinda (Survival: 14), to maintain clear direction, though, and you feel like you're making good time considering the sun still barely hanging in the sky. Ishirou isn't much help in blazing the trail as he mostly just follows you and uses his fine katana to cleave branches and vines when needed. There isn't much banter between you and Ishirou until you mention hunting the snake. At this, he begins a very long-winded story of a time he and his brothers hunted a snake for several miles and how delicious it was when they finally caught it.

Kororinda Perception, listening to the sounds of the jungle: 1d20 ⇒ 7

Several times during your trip back you hear what you would swear was a third set of steps trailing yours but each time you stop you fail to recognize it. The bantering warrior does not help, either, but eventually you draw near to the beach with information of the immediate area.


Stats:
HP 9/9 Init +2 Perc +0 | AC 12/12/10 | F +2 R +2 W +2
Blast 'n' Bluff Sorcerer/1

"There's shelter...of a sort...back there," Koro says to the people gathered at the beach. "A cave, and it's hidden with vines. Two tunnels, leading to a fairly large chamber. Well, large enough for everyone to lay down in, I think." He squints and looks up to remember other details. "It was humid inside, though, and there was something wet and green on the top of the chamber."

"We also saw a large snake and some sort of reptilian birds, or bird-like reptiles...and I could have sworn someone or something was following us. I couldn't tell you what or how far away, but we should be careful."

Kororinda turns to look at Jask, having missed his speech. "I dislike seeing kinsmen in chains," he says quietly. "What happened to him?" he asks Malick.

Scarab Sages

Male Human Swashbuckler

"Dripping and green... that could be good if the water is fresh, it sounds worthy of inspection, even if it is a bit hot. Jask here has been put in chains for crimes true or not, of politics." Malick offers an apologetic look to Jask "Not to make light of your struggle, but chains are for murderers and madmen, those lacking restraint. These lovely little things are Potions of Water Breathing, excellent for salvage or shellfish diving."

Malick massages his chin distractedly

"We want shelter for safety, we want tools for shelter, we want to trust each other. Does anyone wish to voice other concerns or opinions? If we can clear the air we can then tackle snakes and stalkers and shelter."


Male Human Druid/1
Stats:
HP 14/14; Init +2; Per +5; AC 16, 12, 14; F+5, R+2, W+3; CMD +15

"Looks like you're staying, Lavi. Don't let anyone touch my rope."

Handle Animal-Guard Sasha VS DC 10: 1d20 + 7 ⇒ (13) + 7 = 20

"He'll protect you if you don't do anything silly. Like bleeding. Should be safe. Probably."

Belor grabs the rope and backs over the edge without waiting for a response from the woman.

Climbing stuff:

Climb: 1d20 + 4 ⇒ (1) + 4 = 5
Climb: 1d20 + 4 ⇒ (17) + 4 = 21
Climb: 1d20 + 4 ⇒ (19) + 4 = 23

Lulz. Looks like I'm taking the fast way down.


Stats:
HP 9/9 Init +2 Perc +0 | AC 12/12/10 | F +2 R +2 W +2
Blast 'n' Bluff Sorcerer/1

"Due to snakes, birds, and potential lurkers following us, I suggest we move in a larger group if we want to inspect that cave," Koro to says Malick. "Jask, if you're not a murderer, perhaps we should set you free right now. You are going to die in those chains if you can't defend yourself and move in the jungle. Anyone opposed?" He looks at each person in turn, as if daring them to keep a fellow dark-skinned man in shackles.


Perception to identify the noise below deck. Is it possible it comes from something alive?: 1d20 + 4 ⇒ (1) + 4 = 5


At the Jenivere

Kicking around the deck, waiting for Belor, Nagl moves to the stairs and begins to take slow, cautious steps down to investigate. At the bottom of the stairs is a short hallway forward that splits left and right with a much larger walkway. The scratching intesifies and it's clear that it's something large brushing against part of the ship to the left. Nagl takes a step back and looks up to see Belor speaking with his lion before stepping up to the edge.

In the blink of an eye, Belor disappears over the edge of the cliff, plummeting toward the water below. Nagl turns when he first hears the, "Oh, no!", from Belor but the druid had already crashed into the warm, rolling waters around the ship. He plunges deep into the sea, disoriented and feeling himself being effortlessly pulled by the wild sway of the waves. Sasha peers over the edge in disbelief with Nagl looking on, also, waiting for the druid to reappear.

Belor Swim, saving his own life: 1d20 + 4 ⇒ (4) + 4 = 8
Belor Acrobatics, avoid being bashed on the rocks: 1d20 + 2 ⇒ (1) + 2 = 3
Damage to Belor: 1d4 ⇒ 1

Caught up in the current, Belor cannot pull himself free and is consequently hostage to the sea. Carried by each wave, he slams into the hard stone wall with his backside, jarring his vision as he dips back below the water.

Those above him see Belor being tossed about and the tide does not seem to be calming anytime soon.

On the Beach

Jask tells you that his cuffs are of good fabrication and would require a highly skilled smith the break them loose. He says that when they brought him on board he was interviewed by the captain in his quarters, this was where he'd seen the captain keep the key, in his desk. He expresses a little remorse for not mentioning it to the party before they set off for the Jenivere, he explains that his mind has felt very cloudy since his arrival on the island, possibly head trauma from the crash.


Nagl wastes no time. The immediate danger is Belor. He gets his rope out of his pack and throws one end of it to the druid. "GRAB ON!"

Ranged attack on a 5 ft square: 1d20 + 3 ⇒ (16) + 3 = 19

I could be wrong but this seems to me to be about 2 rounds worth of actions for Nagl, if it's important. I think a 5 ft sq has an AC of 5.


Male Human Druid/1
Stats:
HP 14/14; Init +2; Per +5; AC 16, 12, 14; F+5, R+2, W+3; CMD +15

Belor isn't sure what happened. He went over the lip of the cliff and just...let go. Stupid water scorpion poison. Probably inflicted him with the jungle madness. Swimming wasn't his forte, there was only one lake on Storval Rise and very few people risked swimming in it. After a brief skirmish with some rocks he feels something, a rope, land right on top of his head, and grabs on.

Probably a trap. Stupid water scorpions.


Male Human Druid/1
Stats:
HP 14/14; Init +2; Per +5; AC 16, 12, 14; F+5, R+2, W+3; CMD +15

I'm just gonna assume Nagl hauls me out. I'm terrified of the dice now and that doesn't have any associated checks. Might set the water on fire if I roll again.

Belor grips the rope as Nagl pulls him out of the water, then hoists himself over the railing. He only spends a moment on his hands and knees, coughing up water, then jumps to his feet. He's wasting everyone's time.

"Thanks, Nagl. I couldn't let Lavi see someone else descend the cliff faster than me so I jumped. You know how lions are. Where to? Found anything? Split up?"

He lights the end of his quarterstaff again and quickly peers around the area.

Perception: 1d20 + 5 ⇒ (12) + 5 = 17


Male Lion Lion/1
Spoiler:
HP 7/11; Per +6; AC 14, 13, 11; F+4, R+6, W+2; CMD +16

I'll just stay here with this complete stranger then. Don't be surprised if I'm dead or missing when you get back. Oh there you go. In to the water with you. Somehow I'm not surprised.

The large feline nuzzles the woman.

Pet me, weak female, and I may let you live.


Stats:
HP 9/9 Init +2 Perc +0 | AC 12/12/10 | F +2 R +2 W +2
Blast 'n' Bluff Sorcerer/1

"We should have Belor check on you," says the sorcerer. "And I cannot blast that chain off you, it's true." He frowns.

Perception: 1d20 ⇒ 20

"...did you hear something? A splash?"


He definitely would have pulled Belor out so that's a safe assumption.

Once Belor is on board, Nagl little consideration is taken as to whether he needs a moment to recuperate.
"Be alert, something is below decks. Are you well enough to fight?"
Once belor is on the deck, Nagl will wrap his rope around something so it won't be washed away and can be retrieved later. Out comes his great axe. "I don't know what is down there but we may have very little time to search this place It feels ready to break apart. If you have been hurt badly we may want to turn back."


At the Jenivere

Safely on board the ship, Belor follows Nagl's gestures toward the stairs leading below deck. It isn't long before Belor hears the same commotion from the mid deck, giving Nagl a strange look. (Perception: 17) "It sounds like large claws scratching to get at something...", Belor explains. Stepping down the stairs as quiet as he can, Belor peers around the corner toward the sounds and sees the source of the noise. Right behind him, Nagl spots a lifeboat moored next to the wreckage, tied to the Jenivere as if someone had been here after the crash. Unfortunately it looks like the waves have battered the small boat against the rocks and it won't be of use. In an instant, Belor is turned around and staring Nagl in the face, "We have a problem", he says, explaining that a large sea scorpion is furiously clawing at a barred, wooden door at the end of the hallway. The beast's claws are each the size of the previous monsters you encountered. It seems to determined to break through the sturdy double doors, paying no mind to its surroundings.

Map of Jenivere Mid Deck (ROUND 0)

On the Beach

No one directly opposes setting Jask free but no one steps up to do the honors, either. It seems that there is little in the way of confirmation to his story and each of those on the beach fail to be a character witness. Kororinda stops mid-conversation to turn toward the east, where the other group had set out for the Jenivere, he is certain that he heard something fall a great distance into the water, possibly stones from the cliff side or a person. He greatly hoped it was not the later.

The whole group turns to face Jask when they hear him let out a yelp of surprise. You see the shackled man frantically swatting at his hair at what appears to be nothing. That is, before you notice the grotesque centipede of 3 feet that squirmed on Jask's back, many tiny claws gripping and ripping at his back. He tries to reach back and remove it but his manacles restrict him; the centipede buries its strong mandibles into Jask's back.

Giant Centipede bite damage to Jask: 1d6 - 1 ⇒ (4) - 1 = 3 + Poison
Jask poison Fort save: 1d20 + 1 ⇒ (17) + 1 = 18 Success!

Giant Centipede Initiative: 1d20 + 2 ⇒ (1) + 2 = 3

Mallick Initiative: 1d20 + 5 ⇒ (13) + 5 = 18
Kororinda Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Jask Initiative: 1d20 ⇒ 3
Aerys Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Gelik Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Ishirou Initiative: 1d20 + 2 ⇒ (14) + 2 = 16

Tie Breaker

Giant Centipede Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Gelik Initiative:: 1d20 + 2 ⇒ (16) + 2 = 18

Dropping from it's vantage point, the centipede lands with a heavy thud on the sand. It observes the oncoming party members and gives a weak screech you wouldn't have thought possible from an insect. It writhes behind Jask's legs and tries to bite deep again.

Giant Centipede bite vs Jask flatfoot AC: 1d20 + 2 ⇒ (13) + 2 = 15 vs 10
Giant Centipede bite damage to Jask: 1d6 - 1 ⇒ (2) - 1 = 1 + Poison
Jask poison Fort save: 1d20 + 1 ⇒ (10) + 1 = 11 Failure!
⇒⇒Jask poison Dex damage: 1d3 ⇒ 2

Jask Dex: 11 (+0) ⇒ 9 (-1)

Listen, I messed up the initiative by editing the post; Gelik and the centipede tied at 19 and the centipede broke the tie by a wide margin, like 18 to 5. Sorry about that.


The half-orc looks over the druid's head towards the large sea scorpion. "What can you bring to a fight, human Belor? We may be forced to decide between the destruction of this creature or the saving of our own skins. If you can hold your own, I say we take it on rather than lose our only opportunity to salvage whatever we may find."


Male Human Druid/1
Stats:
HP 14/14; Init +2; Per +5; AC 16, 12, 14; F+5, R+2, W+3; CMD +15

"Normally I bring a large predator to a fight."

He draws one of the shortspears from his back.

"I'm not one for attacking scared, confused animals but these guys have proven particularly hostile. Unfortunately someone might be in there and this ship doesn't seem long for this world."

Belor will hold his range attack until you're ready to unleash your own range attack if you have one. I assume since we haven't rolled initiative it hasn't noticed us.

Shortspear range attack: 1d20 + 2 ⇒ (6) + 2 = 8
Damage if applicable: 1d6 + 4 ⇒ (4) + 4 = 8


Stats:
HP 9/9 Init +2 Perc +0 | AC 12/12/10 | F +2 R +2 W +2
Blast 'n' Bluff Sorcerer/1

My HeroLab is away from me, so I may be incorrect in the bonuses here…

"Hold on, Jask!" shouts Kororinda, and aims a bolt of electricity at the centipede, his banner raised.

+4 to hit, -4 into melee, +1 for banner…I think. +1 for damage and to hit for everyone who sees the banner.

Ranged Touch: 1d20 + 1 ⇒ (7) + 1 = 8
Jolt: 1d3 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Scarab Sages

Male Human Swashbuckler

Move: If Malick was not close enough already to engage the wee beastie, he hops over, producing his buckler as he goes.
Free: Utilizing Quick Draw Malick slips his Rapier from its sheath
Standard: Malick attempts a melee attack against the deep fried treat waiting to happen

Rapier: 1d20 + 4 ⇒ (6) + 4 = 101d6 + 1 ⇒ (6) + 1 = 7 +1 to hit and damage should Koro’s banner get my juices flowing, but Malick is not a pathfinder

“Big Bug Stew, the sands of Osirion are calling me home to my dear Mum’s cooking!”


"Is that all you have? A stick to throw? Its children-kin were nothing to worry about but I would rather not die today."


Male Human Druid/1
Stats:
HP 14/14; Init +2; Per +5; AC 16, 12, 14; F+5, R+2, W+3; CMD +15

"I like sticks. No need to build things when nature is happy to provide. I'm sure who or whatever that thing is after doesn't want to die either, and I would rather it not sneak up on use while we're scrambling for supplies."

Know Nature(if applicable): 1d20 + 6 ⇒ (18) + 6 = 24


At the Beach (ROUND 1)

I don't particularly feel we need a map for this one, assume you're each < 30 feet from the copse of trees Jask was standing by when he was attacked. Also, Ishirou is a rogue though I may have referred to him as a "warrior" previously.

Ishirou

Moving at a shockingly quick pace the Tian rogue takes a few steps forward.In a single, fluid motion he looses his katana from the sheath upon his back and strikes downward in a flashy crescent. Crawling up Jask's leg the centipede is severed vertically with perfect precision.

Ishirou mwk. katana vs giant centipede AC: 1d20 + 6 ⇒ (8) + 6 = 14
⇒ Ishirou damage to giant centipede: 1d10 + 3 ⇒ (10) + 3 = 13

Jask is visibly shaken, looking all around the ground as if expecting a swarm of them at any minute. It didn't happen, though, and Gelik comes to coax Jask away to get a drink of ale and calm down. Aerys sheathes her weapon and steps forward looking at the giant insect. "By the gods, is everything bigger in the jungle?", she stands next to the tree with hands on hips, "This would make a great addition to my...", she looks up into the dark of the tree to see a falling, 4 foot long, centipede collide with her head. Aerys is knocked off of her feet and onto her back, with the insect slithering around her body looking to bite. Two more centipedes slither from the tree branches but are out of arm's reach.

Aerys

Being the fighter that she is, Aerys doesn’t hesitate to wrap her hands around what could be considered the beast’s neck and throttle it with a punch thrown in for good measure.

Aerys unarmed strike vs giant centipede AC: 1d20 + 6 ⇒ (5) + 6 = 11

The tough hide of the thing absorbs the brunt of the blows. Aerys stands to her feet trying to escape the other two approaching insects.

Gelik & Jask

They are a good distance away when the other monsters appear and make haste to return to the group when they see panic.

The plot at the Jenivere will continue in my next post soon. It is round 2 for those on the beach and Kororinda/Malick can act now.

Scarab Sages

Male Human Swashbuckler

Move:~30 feet to where Areya is, setting up the flank!
Standard: Attack with Rapier

Rapier: 1d20 + 6 ⇒ (15) + 6 = 211d6 + 1 ⇒ (3) + 1 = 4 +2 to hit from flanking
"Your new hat does not suit you Areya, let us find a better one."

If the one I attacked attacks back:
Spending 1 panache and 1 AOO, Malick rolls against the creature's assault, then counters if he negates the attack!
Rapier: 1d20 + 6 ⇒ (1) + 6 = 7 +2 to hit from flanking
Rapier: 1d20 + 6 ⇒ (7) + 6 = 131d6 + 1 ⇒ (5) + 1 = 6 +2 to hit from flanking


I misunderstood the creature to be much larger than it actually is.[ooc]

The placid-faced half-orc nods right before his expression changes from one to civility to one of anger. His arms spread, his back arches forward slightly, his teeth begin to bare, and his brow becomes furrowed. "Nagl smash. Kill it dead. No more move." He lumbrs forward, clearly attempting to be quiet but failing miserably.

Stealth as he descends the stairs: 1d20 + 4 ⇒ (5) + 4 = 9
Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
[ooc]If we have a surprise round, this is a charge attack. If we do not and the creature approaches me so I can't charge, I will end up raging. The damage presented assumes I am charging. If not, please add +3.
Greataxe: 1d20 + 6 ⇒ (20) + 6 = 26
Confirm: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d12 + 4 ⇒ (1) + 4 = 5


Stats:
HP 9/9 Init +2 Perc +0 | AC 12/12/10 | F +2 R +2 W +2
Blast 'n' Bluff Sorcerer/1

Kororinda takes aim at another approaching centipede. "I wonder if these things are edible," he muses. "In any case, let me see if I can roast one."

Jolt Ranged Touch: 1d20 + 3 ⇒ (10) + 3 = 13
for: 1d3 + 2 ⇒ (2) + 2 = 4

He aims another electrical arc at the arthropod, arching an eyebrow as he concentrates.


At the Jenivere (ROUND 1)

Taking a moment to scrutinize the monster from hiding, Belor (Knowledge (Nature): 24) recognizes it to be the same type as those on the beach but faster and with a more lethal toxin in its sting. He tells Nagl that the beast, once having tasted blood, will beat itself to death on the door trying to get in before it would think of checking its surroundings.

With a nod of acknowledgement, Nagl proceeds to run the creature down with his axe, splitting the thick carapace and spraying himself with a warm mist. A high pitch wail escapes the sea scorpion as it reels from the blow. Belor follows up with a spear thrown overhand seeking a fleshy target but the throw is wide and the projectile sticks deeply in the swollen, wooden wall.

Sea Scorpion stinger vs. Nagl AC: 1d20 - 1 ⇒ (9) - 1 = 8 vs 16

In retaliation the eurypterid spins in the blink of an eye and lashes out with its barbed tail, forgetting for just a moment about the prey it was after before. Fortunately, Nagl is able to distance himself from the quick strikes with little room to spare. The creature turns to completely face Nagl, backing itself up against the door behind it, waiting to strike.

On the Beach (ROUND 2)

Quick stabs from Malick's rapier destroys the centipede assaulting Aerys and Kororinda leaves a blackened centipede still clinging to the tree in its position of death. From behind them both flies a bolt from Gelik's crossbow:

Gelik mwk. crossbow vs centipede AC: 1d20 + 5 ⇒ (14) + 5 = 19
Gelik damage to centipede: 1d4 + 1 ⇒ (2) + 1 = 3

It pierces the remaining creature but the beast manages to survive, squirming its way back into the treetop, out of sight, likely to die. Aerys brushes herself off, obviously still uncomfortable about having large insects fall onto her and try to murder her. Ishirou sheathes his sword, "I'll have the burnt one", he points up at the centipede Kororinda electrocuted.


The rage bubbles forth as the half orc again brings his steel to test the natural armor of the creature's shell. Rage. Attack. 5-foot step. AC dropped to 14. 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11

Scarab Sages

Male Human Swashbuckler

”Now that is a vote for liberation if I ever saw one. We’ll make sure kids come home with the keys. Meantime while these bugs get roastin’, I’ll take a crack at those cuffs of yours. Perhaps yer fickle god o’ balance can tip the scales in my favor?”

Malick frets over Jask, washing his wound and giving him water before ferreting out his set of thieves tools. Malick paces himself through the first attempt, trying to get familiar with the lock. Taking Ten: 10+10= 20 Should this not be enough, Malick gives it his best shot!

Disable Device: 1d20 + 10 ⇒ (20) + 10 = 30


Male Human Druid/1
Stats:
HP 14/14; Init +2; Per +5; AC 16, 12, 14; F+5, R+2, W+3; CMD +15

The wreck shifts as Belor lets the spear fly. He watches it plunk harmlessly in to the bulkhead.

"Gettin' real tired of this boat."

He grips his quarterstaff and moves behind the scorpion, setting up the flank.

Quarterstaff Attack: 1d20 + 4 + 2 - 2 ⇒ (9) + 4 + 2 - 2 = 13

Damage: 1d6 + 6 ⇒ (4) + 6 = 10

That might hit...

Init if it's needed: 1d20 + 2 ⇒ (12) + 2 = 14

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