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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At the Jenivere (ROUND 2)

The ship is under relentless assault by the ocean waves, destabilizing the already broken Jenivere. Each combatant finds themselves swaying side-to-side and stumbling when their momentum catches a shift of the boat. With attention squarely on its new predators, the crustacean snips its claws threateningly, making quick stabby twitches with its tail. Nagl, meaning to crush the monster, takes an overconfident swing that nearly topples him forward. Belor lets fly an overhand quarterstaff blow at the monster's flank, deftly deflected by a quick 1 - 2 claw motion, following with a counterattack.

Sea Scorpion claws vs. Belor AC: 1d20 - 1 ⇒ (2) - 1 = 1 vs 14

Lurching from the weight of the last pounding wave, the ship's construction begins to break loose. Debris crashes down around you, some breaking straight through the planks and splashing into the water below.

Sea Scorpion Acrobatics to avoid debris: 1d20 - 2 ⇒ (18) - 2 = 16
Belor Acrobatics to avoid debris: 1d20 ⇒ 5
⇒Damage to Belor: 1d6 ⇒ 2
Nagl Acrobatics to avoid debris: 1d20 + 4 ⇒ (17) + 4 = 21

In the instant Belor dodges the scorpion's attack, he places himself directly in line with a descending plank. It happens in an instant, a rude concussion to the face that rings the ears but Belor keeps enough wit about him to hold steady versus the monster.

Map of Jenivere Mid Deck (ROUND 2)

The new piles of debris require a DC 15 Acrobatics check to maneuver across safely, this includes the table, assume its also trashed.

On the Beach

As if a blessing from some unnamed deity of justice, Malick's fingers are true, freeing the shackles from around Jask's bloodied wrists. Several others look on in awe at how easy the salty dog picks the locks, Jask included. The freed man's eyes glaze with a tear but he maintains his composure, simply uttering, "Thank you...". When he is more clear of mind, Jask lets it be known that he is a cleric of Nethys and can lend his hand as a medic or a hunter of food if needed. The man shows a different air of dignity when unshackled. You find there isn't much you can do with the centipede corpses as they lack much meat and are mostly stringy sinews but it can be eaten in a pinch. +2 Food

With the sun only a faintly glimmer over the horizon, darkness creeps over the beach. Aerys, with the help of Jask, gets a respectable fire started in a makeshift pit to conceal some of the light. Its at this time that there are talks of sending someone out to check in on the others but feelings are mixed and no one volunteers immediately.

Supplies: 11 Food, 3 H20, 12x Water Breathing 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

"I REALLY don't like this boat!"

Quarterstaff Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Minus 2 for 18. finally a decent roll.

damage: 1d6 + 6 ⇒ (5) + 6 = 11


The scorpion goes down in a heap, rolling lifelessly with the sway of the boat. A groan escapes the ship's foundation as if in its death throes, pleading to be released.


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

"Jask, freedom suits you. Can you create water or purify it?"

The sorcerer rolls up his sleeves and glares at the charred and hacked invertebrates. "Those centipedes took away our time to visit the cave for shelter--we'll camp here. I'll go look for the fellows at the Jenivere. We need water, and hands to carry it."

Kororinda places a magical light on his banner in a familiar motion and strides into the dusk. "Figure out shifts for sleeping! Anything could attack under cover of darkness!" he calls out.


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 rubs his head, happy something finally went his way.

"See, sticks ain't so bad. Poor guy...Let's see what he was after, huh?"

He tries the door.

I'm assuming it's locked...If it is

Strength check to break: 1d20 + 4 ⇒ (4) + 4 = 8

"The ships attack has left me weakened, Nagl, but that's a mighty fine ax you've got there."


The double doors don't seem to be locked as the handle spins freely but they do appear to be jammed up. Belor's Bashing at the door makes little progress but there is definitely some give to the frame. The waves seem to have calmed for a moment but there's no telling how long it will last.

Scarab Sages

Male Human Swashbuckler

”Oi! Let us not completely throw caution to the wind!”

Malick gather’s up half a dozen of the water breathing potions, carefully stashing them away. He then pulls a leather thong with bits of glass, shells, and the occasional beast tooth woven into it’s length. He scan’s the crew, nodding to them.

”We’ll be skippin’ back in no time with hard tack, shovels, and maybe even a drop or two. Ishiro, this is my pride,” Malick offers the necklace to him “tis the map of my voyage through this life. You swung your pride without missing a beat, hold on to mine till we scarper back.”

Malick then follows after Koroinda along the beach


The rage unsated, Nagl's eye reach the door as he breaths deeply, his head following in it's own time. In a flash, his axes connects with the wood in an attempt to destroy utterly.

Damage: 1d12 + 7 ⇒ (11) + 7 = 18 Holy crap. Nice.


On the Jenivere ,the double doors don't seem to be locked as the handle spins freely but they do appear to be jammed up. Belor's Bashing at the door makes little progress but there is definitely some give to the frame. The waves seem to have calmed for a moment but there's no telling how long it will last. Without a word, Nagl heaves his axe overhand, driving it into the weakest looking parts of the door.

With only a couple swings of the heavy greataxe the door shatter to splinters, showering the storeroom it closed off. It is clear what the beast was after, standing in a pool of blood. The grizzled first mate, Alton Devors, sits propped against a barrel, bled dry with several wounds. A bandage around his chest covers an old injury while several more were left unchecked.

Nagl Heal to examine Alton: 1d20 ⇒ 17
Belor Heal to examine Alton: 1d20 + 1 ⇒ (20) + 1 = 21

Without disturbing the body too much, each Belor and Nagl give the man a once over, examining his condition. They each conclude that the patched wound looks to be from a thin, stabbing sword, probably some struggle on board before everything went to hell. The untended wounds are obviously lacerated stings from the scorpion outside the door. The discoloration of the face is clear signs that the poison finished him off. Given the tied off life boat outside it looks as if Alton had returned to the Jenivere, possibly to save those on board, and was attacked by the monster, finally barricading himself in the storeroom with little hope of escape. This could explain the neat pile of equipment on the beach and the fact that you woke up so near to one another.

Alton still clamps his mastwerwork shortsword and is wearing masterwork studded leather armor. A quick search of the rest of the supply room turns up several tools and lumber that could come in handy in building a secure campsite: a block and tackle, three large canvas sheets, two fishing nets, a grappling hook, two bullseye lanterns, 12 flasks of lantern oil, 150 feet of hemp rope, and five shovels.

Meanwhile, at the beach, Jask tells Kororinda that he unfortunately does not have the type of magic to create food or water and that his abilities were better suited for defense and healing. No one at the camp seems to comfortable at the thought of Kororinda and Malick leaving to check on those at the ship, but Malick's token to Ishirou reassures as least old-hearted warrior. The couple takes foot down the sands toward the others, a brilliant banner flipping in the warm ocean breeze as they parted from the camp.


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 suppose man made weapons have their place as well."

Satisfied Alton is thoroughly dead, Belor wastes no time gathering the usable equipment. He grabs one of the canvas sheets and spreads it on the ground, stacking the rest of the supplies in the middle, taking care to crudely wrap the rope and netting around the oil flasks.

Between the two of us we should be able to carry something like 1200 lbs out, so getting everything we can find shouldn't be a problem.

"Shame we couldn't get here sooner. Not much we can do for him now. Unless you've some objection, we do need his equipment, no idea what waits for us in the forest. I don't know what you believe, Nagl, but I've no problems leaving his body to be reclaimed by nature."


Winded from his rage ending he sigh as he moves, helping the druid collect the materials in the room. He'll grab some of the rope prior to it being packaged up, tie it around the body's waist, and loosely wrap it around his hand. It is wrapped in such a way that it can be grabbed at an instants notice but will not tie to him if the attached body somehow is torn away.

If you wrap a rope around your hand once it can tighten around you and you can pull with it. You can also straighten your fingers and the loop will free itself. This is what Nagl is doing so if the body falls ot the waters he can try to save it but not be so committed as to follow it if the current is too powerful. If the body goes in, he will enter rage to try to save it if given the opportunity to do so before a strength check is made.

"...We take the body off this boat, strip it, and then I have little interest in carrying around the naked dead remains of a stranger beyond saving. The boat is going to break. No time to do it here."

The boat's cracking and rocking undoubtedly serve to punctuate Nagl's words. He'll attach the sword to his own belt in case the body is unable to be saved although he has no interest in the tool personally.


Stepping through the double doors facing the way you came in you see a door to your left with a conspicuous "Captain" placard and three doors directly across from you, one being blocked off by fallen debris. You can see the sky through cracks in the upper deck and night has fallen without your consent.

Updated Roll20 map.


"Save gear now and try to come back or salvage now? I think we should tie this bundle off to the the rope we have up top and come back down quickly."

Belor, your call.


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

From an encumbrance perspective I don't think there's any need for us to both go up, 'tis a good thing the strongmen went to the boat unless you disagree.

"I think that's the last of the scorpions. For a while. If you want to take that stuff up, tie it off or lower it down to the beach, that sounds like a plan. I want to look around the captain's quarters at the very least while the ship is still above water. See if I can find a map or a log book. I've heard the captain keeps the most valuable things in their cabins, maybe some gold we can trade to the friendly natives."

Unless Nagl objects, Belor'll try for the captians cabin after making sure Nagl gets over the debris. Here's three acrobatics checks to get across the pile.

Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21
Acrobatics: 1d20 + 2 ⇒ (3) + 2 = 5
Acrobatics: 1d20 + 2 ⇒ (17) + 2 = 19

Scarab Sages

Male Human Swashbuckler

Walking With Kororinda:
"...an' that's why we don't throw squid in the grog anymore. So what brings had you sailing on this lovely voyage?"Malick hovers a bit closer to the illuminating banner as they walk along, admiring it's patterns


Nagl nods his agreement and will tie off the load to the rope before coming down to help.

Acrobatics: 1d20 + 7 ⇒ (20) + 7 = 27
Acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21
Acrobatics: 1d20 + 7 ⇒ (20) + 7 = 27

My character sheet is unavailable. I'm guessing for the bonus, but I'm 90% sure it's right.

Priorities upon return below deck(for GM narration use if I'm not available):
In order:

1) Survival

2) If the captains door is locked, break it open. Quick search of the room.
Perception: 1d20 ⇒ 9 Unknown bonus PS wamp.
2b) Opening chests or desks.

3) Check the other accessible room.

4) Clear the debris and check that room.

I'm worried the ship will break if we check all the other rooms before we clear the debris or something but, realistically, time is short and the low hanging fruit is more likely to be the bird in the hand. Woo mixed metaphors. As a player I want to clear that debris now, despite the possibility that that, too, is the trigger to the actual countdown of the ships destruction and not just flavor and terrain modification. Nevertheless, gotta stay in character.


On the Jenivere:
Surprisingly, the door to the captain's office isn't locked and opens with ease. The door swings a few feet inward before catching on some flotsam, enough for you to fit through. Peering inside its hard to miss the large hole in the outer wall, allowing 2 inch deep water to cover three-quarters of the room. Broken planks and various ruined documents float out the hole, littering the bay. A cursory search reveals some useful supplies, most of which are found in an overturned desk (fortunately, the desk was too large to fit through the hole in the wall). One upper drawer contains several keys on an oversized keyring. Another drawer contains several sea charts and maps, along with the captain’s log. The maps include one of the west coast of Garund that plots the Jenivere’s route to and from Sargava — the island of Smuggler’s Shiv is not marked on this map, but it is marked on a second map of Desperation Bay, though the map provides no details on the island apart from its general outline and a note warning of danger. Another drawer lower on the desk appears to be locked. Your first thought is to try the keys but none of them fit. A large footlocker leaning against the desk contains confiscated gear with a label reaching "Jask Derindi" , including a masterwork dagger, a suit of leather armor, two potions of cure light wounds, a holy symbol of Nethys, and a spell component pouch.

Satisfied that they'd collected everything they'd need from the captain's office save from the locked drawer, Nagl and Belor (Acrobatics: 21 & 27) clamber over the 5 foot high pile of broken boards. A gaping hole in the deck above reveals the stars that now twinkle overhead, accentuating their need to hurry. Trying the doors just south of the stairs, they find that each is locked but can be unlocked with a corresponding key on the keyring. The first room looks to be a larder, having food stores set upon the walls. Also inside, however, is a plump sailor's corpse, tossed haphazardly inside, who you recognize as the ship's cook.

Nagl Heal to examine the cook: 1d20 ⇒ 18
Belor Heal to examine the cook: 1d20 + 1 ⇒ (18) + 1 = 19

All around the cook's head and neck are sores or small wounds. Upon closer inspection the injuries seem to have been caused by fangs, likely a serpentine judging by the curve of the wound, and a big one at that. The cook's face has similar discoloration and veining as Alton's, leading you to believe that both of these men suffered greatly from poisons before their deaths. Being done with that grom business you gather what food you can; about twenty four days worth for a single man, you reckon. Inside the next room are a few beds, likely for more privileged staff. You quickly tear through the room finding two clean outfits, shaving utensils, and a finely bound tome with the imprinted title, "Abendego Cantos" across its cover. Finally, you work together to move the blocking trash and access the last door. Opening the door inward Belor nearly falls into the open expanse in the floor inside. Only about 20% of the floor is left in this room with the rest broken away into the dark waters below. You can see what would have been the majority of the food floating about below with little chance of it being salvageable. Deciding that they've spent as long here as they can, Nagl and Belor (Acrobatics: 21 & 5) make their way back over the debris with their new found items. Belor has trouble at the top of the heap and twists an ankle on the way down, certainly not a scavenger friendly area.

Damage to Belor: 1d2 ⇒ 2

On the Beach:

Talking quietly among yourselves, Kororinda and Malick, you see Sasha's form from atop a high peak overlooking the bay. She's waving her arms above her head, trying to get your attention. You also spy a massive animal form near her but it doesn't seem to be hostile.

Kororinda Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Malick Perception: 1d20 ⇒ 20

Malick stops abruptly, eyeing the treeline about 50 feet from them. He scans it all about before locking eyes for just a moment with a deeply tan figure in the shadows. Wild eyes, unlike that of a sound minded man, and a mouth agape with filed teeth like that of a deep ocean fish. Malick can't tell where the man escapes to but he is gone in the blink of an eye, before Kororinda has even a chance of turning his head.


Knowledge: Religion (Nethys: 1d20 + 1 ⇒ (12) + 1 = 13
Knowledge: History (Nethys: 1d20 + 2 ⇒ (11) + 2 = 13

He'll help the tumbling Belor to his feet, reach into his pack, take out his rope, and give it to the druid.

"Bring this. Tie it with the rest," He points as he speaks, first at the new bunch of goods and then towards the stairs. "I'm going to open that drawer and then follow. Can you climb on that ankle? Climb up carefully, I will follow, and then we can pull up the gear together."

Tactics plan in OOC, subject to Belor's priorities:

I'm not sure if there's a push to get us together so my future plans are the following and are subject to Belors opinion.

-Wrap Alton's body to the packages
-Take 10 climbing.
-We can STR check with 10s after that to pull up the gear, all the while wrapping the rope around it's original supporting branch.
-When it gets to the edge of the lip, rather than blatantly force it up (some of the gear is a bit fragile), lean over to it (or climb on it) and start emptying the contents over the edge of the cliff.
-Get masterwork studded leather.
-Leave body. (Another survivor may have a funeral rite or something to observe. If alone, Nagl would toss it over the edge.)
-Repack gear, putting the captains log and mwk studded leather in my own pack, putting the short sword with the repack of the supplies.
"The book is to be read by all. I will not have a stranger whose intentions I do not know have a chance to keep from us valuable information that may be as important as food and water."

Scarab Sages

Male Human Swashbuckler

For Kororinda:
"Not sound the alarm, but I have heard tales that this island might have a tribe of cannibals on it, debris from a Chelish ship wrecked up seventy years past. I just saw a mad looking native with filed teeth."

Malick clicks his tongue in irritation

"We draw near, but those behind don't know a thing. Yah got any tricks we could use to caution the camp?"


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

To Malick:

"A desire to see my parents' homeland, coupled with a goodly helping of natural curiosity. As for signalling...I just have this light. My electrical bolts probably won't be seen at this distance." Koro slaps around on his person. "Wait. I have a signal whistle. If we sound it, it will let everyone know we're here...Nagl and that druid on the boat, our friends on the beach...and this pointy toothed native."

He pulls out the whistle in question. "Nevertheless, I think we should do it. Are you agreed?"


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 a good plan to me.

"Yeah...Yeah. I'm fine. I think I got the dose of poison meant for the cat. Heh. Looks like our prisoner is a cleric. Wonder if he's a good one or an evil one."

Overall, Lore would say he's pretty unhappy with the day. Everything hurt.
He carries the newfound gear up to the deck and puts it with the rest. He uses the rope to make a makeshift carriage around the canvas bundle for extra support, straps Alton's body to the side, and connects the package to the rope leading up the cliff.

Happy with his ropework, he leans against the railing and waits for the half-orc.

Scarab Sages

Male Human Swashbuckler

Continuing with Kororinda:
"We have signals from ship to ship fer overtaking an' passing in the night, or warning of danger like reef or rocks. Might do it. It will announce us, but the cat is out the bag already."

Malick gives Kororinda a quick lesson in ship whistle signals


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

w Malick:

Following Malick's lead, the Mwangi-Varisian sorcerer puts the whistle to his lips and lets out a series of shrill blasts. He turns to the buccaneer, eyes faintly crackling with stray sparks. "I think we should head back to camp. Cannibals are more likely to get to the beach than the boat."

Scarab Sages

Male Human Swashbuckler

Chattin' away:
"Fair, but jumping some blokes burdened with booty seems easy pickings. Hopefully that one is just running off to share the news. If you light me up like your banner I can forge on ahead."

Malick fishes out a worn coin

"Heads we split, tails we head back?"

We could roll a d2, heads being a 1, tails a 2.


Double-checking everything to make sure it's tied securely, Nagl and Belor climb the rope to the top of the ledge. It is much easier going up than it was down due to the direction of the weathering on the cliff face. When they crest the lip, Sasha informs them of their approaching visitors; Koro and Malick. Figuring that they'd not need the extra help, those at the ridge decide to pull up the tied supplies post-haste. It's an exhaustive amount of work that leaves all three of you sticky with sweat and panting. Everything seems to be intact in the bundle and it's time to head back to camp, dragging this massive knapsack.

A series of whistles fills the night air drawing attention to the couple walking the beach. Looking around them, those leaving the boat don't see any immediate dangers but are on alert nonetheless. Seeing the group approaching, Koro and Malick trot just a short distance more to meet up with the salvage crew. Malick tells them what he had saw in the trees causing an uneasy silence to take hold.

When everyone arrives back at the camp, lit by a low-burning fire, they're questioned about the whistling. Telling them the same, Malick recounts what he saw. "So we have neighbors and they know we're here", Aerys says with disdain. Trying to tend to stains in his out-of-place fancy clothing, Gelik adds, "I would typically say diplomacy is our prime avenue but a man with sharpened teeth probably won't be quick to sign a treaty. It's bad enough every brainless beast on this rock wants to make us a meal and now we've been cursed to deal with those who've half a brain!". Ishirou interjects, "Easy there, little one", which draws a cold glare from Gelik, "We know not who these people are or what they want from us. Is it not possible we could help one another or at least feign our cooperation until we learn what they know about this island and how to get off of it?". "We don't even know where to find them", Sasha reminds them, "And by the time we do it may be too late, they may already have a warband marching at us right now". Aerys stands tall, "There is nothing we can do about them right now. They have seen us and they probably know that we've seen them. They will not risk attacking when we're on our guard. It's true we don't know who or what they are but we should assume all groups are hostile until our situation improves", she says matter-of-factly, not waiting to hear any retorts.

Aerys steps toward the large canvas wrap of supplies, "What were you able to find on the ship?". Nagl and Belor tell the others about the large sea scorpion that they killed as well as they murdered crew that was on board. Gelik looks remorseful, "Here I was secretly hoping the cook would wash up alive; by the gods could that man make some succulent food!", he looks woefully at his crunchy, charred centipede steak, "But alas, it looks to be but bugs in my future". Ignoring the gnome, Aerys asks, "You say he died from snake bites? That is highly unusual, it looks as if it was a murder but why use a snake and not a knife or traditional poison?". The duo continue, showing those present what they had taken. When she sees her book, Aerys almost sequels with excitement, an odd emotion for the typically all-business half elf. "Oh, my word, thank you from the depths of my heart for finding this tome. It is a memoir of all the things I've learned while at sea and it is nearly complete. When I finish it you will get the grand privilege of being the first ones to read it". Upon spying his possessions a grin finds Jask's face. He shows those around him the label with his name on it and explains that it was taken from him when he boarded. He reacquires his things seeming to be much more at ease.

The supplies are stashed away with what had already been found and the group sits down to examine the captain's logbook, looking for answers about what happened. An examination of this log reveals that the Jenivere’s captain seemed to be suffering from some sort of madness that grew over the course of the ship’s final voyage. Earlier entries from previous voyages are precise in recording progress and events along the way, as are entries from the first two-thirds of this last trip. Yet as one reads further, the more recent the entries get, the less common they become—in some cases, several days are missing entries. What entries do appear are strangely short, focusing more and more on one of the passengers — the Varisian scholar Ieana, with whom the captain seems to have become obsessed. Severa entries are nothing more than poorly written love poems to Ieana, while others bemoan Captain Kovack’s inability to please her or catch her attention. Near the end, the entries begin to take on a more ominous tone with the captain starting to complain that other members of the crew are eyeing “his Ieana”. In particular, he suspects his first mate is in love with her, and writes several times about how he wishes Alton would just “have an accident”. The final entry is perhaps the most disturbing, for in it the captain writes of how he’s changed course for Smuggler’s Shiv at Ieana’s request. He hopes that the two of them can make a home on the remote island, but also notes that the crew are growing increasingly agitated at the ship’s new course. The captain muses that “something may need to be done about the crew” if their suspicions get any worse.

With night upon them and a small amount of food in their bellies, sleep comes over the camp once the fire is extinguished. Sasha tells the camp that she will set some makeshift traps around the edges of the forest near the camp and keep watch for the darkest hours of the night. The dawn comes without any incidents; the camp is slow to get moving in the morning. Those awake discuss what course of action they will take today. Jask says he will act as a medic, collecting what useful herbs he can and diagnosing anyone feeling ill as disease is a serious concern. Sasha feels like she has a good lay of the immediate area and chooses to act as a defender, scouting out tactical locations. Without anyone asking for him to, Gelik begins to tell jokes, simply saying, "Someone has to remind us of our humanity and I don't think anyone else has the wit to do so". However, Ishirou and Aerys keep to themselves and don't volunteer to help with anything right away.

It is 6:00AM. The sun is very low but the heat is already becoming uncomfortable. A PC can choose to dedicate his whole day to either hunting, defending, entertaining, or acting as a medic; these things provide a more passive bonus to your group. Alternatively you can spend a smaller portion of your day foraging or looking for and establishing a more secure camp with actual shelter; each of these two require a survival check. You don't have enough water to sustain everyone, you need to find 6 gallons of fresh water to sustain.

Supplies: 26 Food, -6 H20, 12x Water Breathing Potions, sea scorpion corpse, masterwork shortsword, masterwork studded leather armor, shaving utensils, building tools, lumber, 5x shovels, block and tackle, three large canvas sheets, 2x fishing nets, grappling hook, 2x bullseye lanterns, 12x flasks of lantern oil, 150ft hemp rope,


To Aerys, "How do you take away that snake bites mean he was murdered?

My character can't know this but in case we weren't on the same page: Belor can create an infinite quantity of water. If he cast for every round in a 24 hour period he could create 120.096 tons of water or 28800 gallons. 0-lvl spells and all.

Sense motive on Jask's claiming to want to be a healer.: 1d20 ⇒ 18

With a push from his foot, the half-orc nudges the sea-scorpion "We cannot store this corpse. It should be breakfast for us all before it goes bad." Looking around the group, he notices Ishirou and Aerys's silence. "You two are always together, are you not? Would you let others provide for you and not offer your help? We have much work to do and every bit of help brings us closer to safety."

Sense Motive on them. I know they're not technically speaking to me but if I register shadiness I wouldn't ask the following question: 1d20 ⇒ 17

"Perhaps you might protect our supplies while the rest of us go off for a time?" Looking to the group at large. "Who would help me search for better shelter? We have supplies enough to do so."

Scarab Sages

Male Human Swashbuckler

"Kororinda and Ishirou found lovely soundin' cave yesterday. Bit hot and drippy, but big enough for the lot of us. Might be worth poking around there today, or exploring less hot-an'-drippy options. Bit of elbow grease and a workin' tune could shape that cave up nice!"

Malick nods at Nagl's suggestion

"We can't all run about in the jungle though. Us three are all salt crusted barnacles. Wrecks can ruin you, or might birth you out anew. We will all bear scars for this voyage, but we can make them marks of pride. If we come out hallow and marked, who will want us as crew? If we come back full of piss and vinegar, laden down with the riches of uncounted wrecks, we can captain our own damn ships!"

Malick chuckles at the thought shaking his head

"Though I ain't captain material, might be one of you? If you feel up to it, my back would itch a while lot less if one or both of you was of a mind to guard our goodies."

Diplomacy and Such:

Diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20 Check for Ishirou

Sense Motive: 1d20 + 0 ⇒ (7) + 0 = 7 Did it work?

Diplomacy: 1d20 + 8 ⇒ (13) + 8 = 21 Check for Areya

Sense Motive: 1d20 + 0 ⇒ (20) + 0 = 20 Did it work?

Malick looks avariciously at the Masterwork Short Sword from time to time, seeing if anybody else makes a claim to it.

Malick will readily aid those seeking to set up a more comfortable and fortified camp.

Survival: 1d20 + 0 ⇒ (3) + 0 = 3

"Though on the subjects of captains, sounds like ours was all mast and no sail when it came to women."


A bit of appreciative surprise reaches Nagl's eyes and his eyes flicker over as he learns of Ishirou's assistance yesterday but his gaze fall back to the speaker quickly enough. He lets out a private yet audible grunt whose meaning is ambiguous at the suggestion of finding treasure and again with the final statement about the previous captain, although this time it is accompanied with a single nod.

"I have been on two ships. The Compass Rose and the Jenivere. The first brought me to the Mwangi Expanse, the second brought us here. Never did I learn much about them besides it would do many well to eat less and that many ropes need to be tied. If you speak of leaders, however, I imagine we would do well to heed one others council and rely on one others knowledge. Perhaps you are right. It may be time we serve as cave explorers."

Just some dice for a few thangs:

Survival: 1d20 + 4 ⇒ (15) + 4 = 19
Survival: 1d20 + 4 ⇒ (6) + 4 = 10
Diplomacy in last post: 1d20 + 1 ⇒ (6) + 1 = 7


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

"Ahh, you decided on the prisoner's fate. Good, since the other option was to kill him. Now we have handcuffs AND keys, all kinds of fun. The cook was probably murdered because Alton most certainly was."

Belor would have used CLW the night before. He got pretty banged up. Also did Nagl manage to get the locked drawer open? Belor can't use the masterwork gear and I don't think Koro would want to so I think that argument's up to you two. I'll prepare Goodberry and CLW for my spells today.

Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8

"Looks like the Deep Ones gave the captain madness, called him to the island. I've read about this, I'm an expert."

Belor spends a few minutes creating some clean water in the morning. He grabs a couple of the water breathing potions and puts them in a pocket.

"Seeing as we're on an island it would be best if everyone kept one of these on them at all times. Lavi and I will explore and look for food. No one go off alone, huh? Try and find us a lovely cave to live in. I'll try to bring back a balanced meal of meat and fruit. Do try not to get eaten by water scorpions while we're away."

Lavi has scent, track, and +2 survival. Dunno what that does for me. Here's some survival rolls if needed.

survival: 1d20 + 7 ⇒ (2) + 7 = 9
survival: 1d20 + 7 ⇒ (17) + 7 = 24
survival: 1d20 + 7 ⇒ (12) + 7 = 19


"I would be glad to have you by my side again as Malick and I explore the unknown within cavern, Belor. We can go another day without replenishing our food stores and we may yet find time to forage further if the cave is clear. Nagl takes one of the potions of water breathing and the grappling hook.

I think a hidden cave may be a dungeon which would be good to explore as a party.


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

Fair enough, as long as I'm alive we should never be desperate for food and water.

"We can do that. A giant cave monster could provide food for a while."


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

"I'll come too; I think I can find the way back, and I recall where that big snake is. It will be shady in the jungle, if not cooler...the cave certainly will be, although we must be careful in close quarters. We need to make sure that everyone else is well armed and keeps a good watch while on the beach. We can take a grapple and rope, and Ishirou, do you think you can make some defensive stakes out of some of this lumber? Anything to slow down an attack."

The sorcerer eyes the lantern oil. "I can make light most any time, but that oil will be good in case something needs to be burned," he says somewhat grimly.


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

Survival to re-find cave: 1d20 ⇒ 3

"...Belor, I may need your help. Which way did Ishirou and I walk?"

While Koro appears to be unable to discern mauka from makai, so to speak, he ponders the Captain's journal. "Do you really think he went mad? Is he dead in the wreck, or did he escape with Ieana to a life of sin and pleasure somewhere on this savage island? Were they in cahoots? Did she poison him? So much intrigue." He extends his best smile to the Red Mantis assassin.

"Sasha, as you are well versed in these matters, do you have an opinion? A snake, used as a murder weapon? A captain possibly going insane? We would benefit from your considerable expertise, with the understanding that your trade secrets remain sacrosanct."

Diplomacy: 1d20 + 4 ⇒ (19) + 4 = 23

Scarab Sages

Male Human Swashbuckler

Malick is gonna scoop up that lovely weapon, a water breathing potion, a shovel, and some building tools.


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

Survival to find the magic cave/follow their tracks back: 1d20 + 7 ⇒ (16) + 7 = 23

Lavi Assists: 1d20 + 2 ⇒ (3) + 2 = 5

So I should be able to follow their tracks back from yesterday with that roll.

"Yeah, we can follow your tracks back, not a problem. That'll help us avoid natural hazards, quicksand and the like."

Scarab Sages

Male Human Swashbuckler

"Might be good to remember what kinda booties we are all wearin' in case we spot some bear-footed tracks of the natives, or other two legged critters."


Nagl wrote:
How do you take away that snake bites mean he was murdered?

Aerys: "As far as I know the Jenivere held no serpents on her decks aside from one that may've been stowed away or conjured by a passenger. It's only a hunch, I suppose, but the amount of bites coupled with the corpse being in a closet and not the infirmary defers the possibility of an accident, in my opinion"

Nagl wrote:
You two are always together, are you not? Would you let others provide for you and not offer your help? We have much work to do and every bit of help brings us closer to safety. (Diplomacy: 7)

Ishirou glances at Aerys across the fire pit and says, "What are you implying, greenskin? Is it not our own business who we're around, eh!?". Drawing his katana from its sheath he brandishes it threateningly toward Nagl and continues, "I am already tired of that toothy maw of yours; what do you know of safety being a deadly beast yourself? Draw your weapon, monster, and let us be done with you!". Aerys stands nearby with a hand on the hilt of her rapier but not moving or speaking.


A grim expression appears on Nagl's face as the man reacts to his words. It lasts.
Sense motive DC 10 for a vague interpretation, DC 15 for a more specific one.
Time is short to act, though, and he does. With a charge, he crosses the distance between himself and the armed man. As his pace increases, his axe is taken from it's sheathe behind his back and swings in a single motion...
1d20 + 4 ⇒ (7) + 4 = 11
"I do not want to kill you! Drop your weapon and I will not!"


Previously sitting atop an overturned log, Ishirou kicks off a roll to the side dodging the incoming axe. The lumber beneath him is turned to splinters by the half-orc's ferocious attack. Ishirou counteracts with a flurry of horizontal slices across Nagl's flank. At this point everyone is in shock of how quickly mere words escalated to violence, the other castaways stand back.

Ishirou masterwork katana vs Nagl AC: 1d20 + 1 ⇒ (18) + 1 = 19 vs 14
⇒ Ishirou damage to Nagl: 1d10 + 3 ⇒ (3) + 3 = 6

Mallick Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Kororinda Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Nagl Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Belor Initiative: 1d20 + 2 ⇒ (20) + 2 = 22

Ishirou Initiative: 1d20 + 2 ⇒ (4) + 2 = 6

Scarab Sages

Male Human Swashbuckler

Shock jumps to rage on Malick’s face. No joviality dances in his eyes, nor smile on his face and he dives into the fight. Malick jumps between the combatans new shortsword darting in, seeking to liberate the wild orc’s axe from his grip.

Free: Draw Shortsword
Move: Running into the fight
Standard: Disarm attempt on Nagl, this provokes
Disarm: 1d20 + 5 ⇒ (20) + 5 = 25

Should Nagl take that AOO:
Malick spend's one AOO and one panache to try and parry the blow
Parry: 1d20 + 5 ⇒ (15) + 5 = 20
If successful, Malick spend's and immediate action to try and trip Nagl
Trip: 1d20 + 5 ⇒ (9) + 5 = 14

”NO ONE DIES TODAY!”


Not interested in losing his weapon while fighting for, potentially, his life, he takes the opening presented by Malick's attempt to disarm.
1d20 + 4 ⇒ (17) + 4 = 21
1d12 + 4 ⇒ (12) + 4 = 16


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 slams his fists together.

"Yeah, let's rearrange the food chain! Winner fights me AND the lion!"

So begins our decent into madness.

Far as I can tell you can't diplomacy your way out of a fight so we'll probably wait a turn and see what happens...


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

Lavi lets out a deafening roar.

This is what happens when the pride has no clear leader. I should kill someone to remind these fools who's in charge.


Basically.

After being struck, Nagl's reluctant reactionary blow to the Malick only serves to further push the barbarian into a rage. His wound seemingly ignored he bounds towards Ishirou and attacks again with his immense axe.

Rage.

1d20 + 6 ⇒ (14) + 6 = 20
1d12 + 7 ⇒ (11) + 7 = 18

If Ishirou falls (directed at Belor but can be seen by all but Ishirou and Malick. Heh.):
He turns towards the direction of Belor and Lavi, preparing for an attack (based on the declaration of the druid), but stepping back a single step, indicating his stance as defensive, not offensive.

This is entirely flavor text. The step is not even 5 feet. The direction I face has no combative influence. I am not readying actions I don't have available to ready.


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

Let's not get too far ahead of ourselves, Koro's ahead of you both in initiative and one spell could undo everything but my useless threat.


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

Kororinda glowers. "Have you all gone mad! We need to work together!"

He concentrates and makes arcane gestures and utterances, rubbing two fingers and focusing on a spot in the fray. Grease directly under Nagl and Ishirou, and whomever else is about. Koro will step back if he needs to get out of the range of his own spell...actually, he'll step away from melee anyhow.

This maayyyy be it for my posts until apres backpacking. How are you all still up? o.0


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

Don't get eaten by bigfeet!

Scarab Sages

Male Human Swashbuckler

Lots of explosions outside my window keepin' me awake. Have a lovely-Sasquatch-free trek!


Reflex: 1d20 + 2 ⇒ (10) + 2 = 12 Down I go.


Ishirou barely keeps his composure, legs slipping about underneath of him. "Blast ya devils and yer magic! I hadn't the thought to fight the lot of you, If it's going to be like that I'll be seein' myself to another part o' this damned island". He sheathes his weapon symbolically, trying to get off the grease. He exchanges glances with Aerys with hope in his eyes but the emotion isn't repaid as she takes on a dour expression and just shakes her head. A moment of panic and sadness cross over Ishirou's face but he steels it and composes himself the best he can. "Let us be done with this mess, aye?", he turns to leave the opposite direction of the Jenivere.

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