Darkwings Serpant skull (Inactive)

Game Master DarkWingD

Serpants skull

Loot sheet


1 to 50 of 415 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

"The repeating splash of small waves crashing against you, and the rotting scent of seaweed finally wakes you up from a nightmare of drowning and visons of someone pulling you to shore.... You manage to sit-up, coughing, and retching water out from your lungs as you feel a slight tugging on your foot. looking up through the haze of sleep you see a tiny crap-like creature tugging on your boot on a beach. Several other people on the beach are stirring from unconsciousness, as you realize your memories of the recent events that got you here are hazy and indistinct. Looking around the beach you see that you are on the beach of a jungle island, remembering a crewmember calling it Smuggler’s Shiv. About 50 yards away from the beach you see that there is a small dune of sand before reaching the shade of the jungle. Birds and other jungle denizens create a small cacophony of sound that can be heard over the waves. You see that you are in a small covered natural harbor in a horseshoe shape. Across the beach you see the wreckage of the Jenivere on some rocks and ripped sails flapping in the winds of the harbor. Standing up from the beach your legs are shaky as a day old fawn, barely finding your balance you see that several items are missing on your person."


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

(BTW above is supposed to be Crab-like stupid pazio spellcheck didn't catch it)everyone needs to roll the following, a Will save DC 15, a Fort save DC 15, a perception chk DC 12, and roll 2d8 five times for supplies. (a 16 counts as a 1 on your list). please delete all other items off your character sheet exluding Class specific items needed.(i.e. spellbooks, holy symbol, thieve tools, bonded item, etc) before you post and adjust your character.

Fort save failure:
you have the shaken condition (may stack if failed will save)

will save failure:
you have the spooked condition, (may stack if failed Fort save) see fear mod under Attutude on campaign info tab.

perception chk DC 12:
Looking around the beach you see that the party is in a natural cove (see map; A) directly north of the cove on the rocks maybe fivehundred yards north and hundred yards out at sea you see the remains of the Jenivere crashed upon rocks with a large hole half submerged on the port side. scattered footprints are on the beach leading to and from the water. the hole in the ship must have been in the supply room because several crates and barrels litter the beach not far from where you wake.

DM rolls:

starting Food in crates in lbs: 3d8 ⇒ (4, 4, 5) = 13
Starting water in barrels in gallons: 3d6 ⇒ (3, 6, 5) = 14


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

Here goes. I'll be able to do a more detailed post later tonight

Will Save: 1d20 + 3 ⇒ (5) + 3 = 8
Fort Save: 1d20 + 5 ⇒ (9) + 5 = 14
Equipment: 2d8 ⇒ (3, 4) = 7
Equipment: 2d8 ⇒ (3, 4) = 7
Equipment: 2d8 ⇒ (3, 8) = 11
Equipment: 2d8 ⇒ (2, 2) = 4
Equipment: 2d8 ⇒ (1, 1) = 2

Perception: 1d20 + 4 ⇒ (20) + 4 = 24


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

Equipment Reroll: 2d8 ⇒ (1, 7) = 8

As he comes to, Roland rolls into his back trying not to let the fear welling up within himself take over. After a moment he stands up. Fortunately Roland has managed to keep ahold of his backpack, but as he searches the contents he realized that the majority of this gear is gone. Frustrated and scared Roland looks around and begins walking to the closest survivor he can see.

Roland's Items:
Acid Flask
Canteen
Masterwork backpack
Sling
Potion of Cure Light Wounds


Male CN Half-Elf Investigator 1 | HP 11/11 | AC: 12 Touch: 12 FF: 10 | CMB: 0 CMD: 11 CMD-FF: 10| Fort: +3 Ref: +3 Will: +3 | Init: +1 | Low-light vision Perc: +10 Sense Motive: +6 | Speed 30ft | Inspiration: 3/3 | Extracts 1st: 2/2 | Active Conditions: Spooked (-2 Perception, Saves vs Fear; +1 to Initiative), Ant Haul

also dotting with rolls, descriptive post later tonight.

Will : 1d20 + 3 ⇒ (7) + 3 = 10
Fort : 1d20 + 3 ⇒ (15) + 3 = 18
Perception : 1d20 + 10 ⇒ (18) + 10 = 28

2d8 ⇒ (8, 6) = 14
2d8 ⇒ (6, 5) = 11
2d8 ⇒ (8, 5) = 13
2d8 ⇒ (2, 1) = 3
2d8 ⇒ (4, 5) = 9

Thieves' tools, waterskin, hand mirror, grooming kit, pith helmet. Haha, awesome. :D
Plus formula book and things for making extracts


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

since we're going to be rolling for items with 2d8, I reorganised them with the items Nali would grab first in the middle, so that they have a higher chance of appearing, like this:
2 Signal whistle 3 Potion of jump
4 Potion of cure light wounds
5 Potion of cure light wounds
6 Spare rapier
7 Belt with 4 daggers (for throwing)
8 Rainproof hooded wax cloak
9 Studded leather armor
10 Rapier
11 Backpack
12 Packet of nibbles (food for 2 meals)
13 Humansized waterskin (water for 2 days)
14 Pouch with comb and scissor (for grooming)
15 Potion of air bubble
16 Potion of cure light wounds

fort save: 1d20 + 1 ⇒ (1) + 1 = 2
will save: 1d20 + 2 ⇒ (18) + 2 = 20

perception: 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6

item: 2d8 ⇒ (2, 5) = 7
item: 2d8 ⇒ (2, 3) = 5
item: 2d8 ⇒ (4, 8) = 12
item: 2d8 ⇒ (7, 7) = 14
item: 2d8 ⇒ (5, 8) = 13

got food and water, but no armor and weapons. No wonder I'm shaken :D


Male CN Half-Elf Investigator 1 | HP 11/11 | AC: 12 Touch: 12 FF: 10 | CMB: 0 CMD: 11 CMD-FF: 10| Fort: +3 Ref: +3 Will: +3 | Init: +1 | Low-light vision Perc: +10 Sense Motive: +6 | Speed 30ft | Inspiration: 3/3 | Extracts 1st: 2/2 | Active Conditions: Spooked (-2 Perception, Saves vs Fear; +1 to Initiative), Ant Haul

Almon lies unconscious on the beach, breathing raspily. His fine white suit - once well tailored and designed to be as slimming as possible (a difficult task), now sticks damply to his expansive figure.

"Ughhhh...."

He stirs from the glare of the sun and the persistent tugging on his boot. He blearily squints footwards but is unable to see past the great bulk of his stomach. He half sits up, before suddenly turning to his side and coughing out a mass of seawater.

"..how much did I drink last night?"

One hand reaches out, searching for something, but only finds sand. A beat, then his eyes open wide, taking in the unfamiliar surroundings. He kicks aways the crab and struggles up to his feet, then looks up and down the beach, blanching as he spots the wreck in the harbour.

His hands absentmindedly reach to his pockets, pull out a wineskin and ferry it to his mouth.

"Pfffft!" Spitting out the sea water, his eyes focus back again on the skin as he sadly tips it out. "What a waste of a good year."

Looking around once more, he spots the only other upright figure and calls out to the half-orc.

"Hie there! You were on the crew, yes? What on earth happened to the ship?"

"Ah, you've only just roused too? I don't suppose you've seen who else is up?" Almon gestures towards the footprints. "I wonder where they've gone." He looks worriedly at the jungle inland. "Well, I suppose we'd best try to see if anyone else is alive."

He trundles towards the other people on the beach, checking for signs of life.


Male Human (Varisian) Cleric (Varisian Pilgrim) 1 | HP 9/9 | AC 12, T 12, FF 10 | Fort +3, Ref +2, Will +5 | Condition: | Init +2; Perception +3 | Channel Energy 4/4 |
Domain Abilities:
Storm Burst - 6/6, Enlarge - 6/6
Spells:
1st - 3/3

Fort: 1d20 + 3 ⇒ (12) + 3 = 15
Will: 1d20 + 5 ⇒ (5) + 5 = 10

Perception: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15

Gear 1: 2d8 ⇒ (1, 6) = 7
Gear 2: 2d8 ⇒ (8, 6) = 14
Gear 3: 2d8 ⇒ (2, 8) = 10
Gear 4: 2d8 ⇒ (4, 4) = 8
Gear 5: 2d8 ⇒ (7, 4) = 11

Waterskin, flute, flint and steel, healer's kit, spell component pouch. Plus my holy symbol.


Male Human (Varisian) Cleric (Varisian Pilgrim) 1 | HP 9/9 | AC 12, T 12, FF 10 | Fort +3, Ref +2, Will +5 | Condition: | Init +2; Perception +3 | Channel Energy 4/4 |
Domain Abilities:
Storm Burst - 6/6, Enlarge - 6/6
Spells:
1st - 3/3

Henris coughed, sitting up as he regained consciousness on the beach. Shaking his head to clear the cobwebs. He looked about to see if he could tell what had happened. Out on the rocks, he could see the Jeniver, a hole in her side. Scattered about the beach were several crates, loosed from the ship. Footprints showed someone had walked to and from the water. Looking about to get his bearings, he saw some others on the beach - Roland, the half-orc who'd joined the crew late in the trip, and at least one of the passengers. There were several other unconscious forms on the beach as well. Rolling over on to his knees, Henris had a feeling of being watched, his eyes darting about as he looked for trouble. Breathing ragged, he closed his eyes and whispered a short prayer, "I think the Wind and the Waves for sheltering me from the Storm, and pray for Your continued protection."

Standing, he took stock of his belongings - he had his holy symbol, some medicines, a pouch of spell components, his flint and steel, his waterskin, and his flute. Looking at one of the passengers awake and moving about the beach, he says, "Is anyone injured? I can provide some healing if it is needed."


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

Just like the group the others on the beach begin to stir...…

Aerys mavato- Aerys rolls herself around, until seeing her hat on the ground. With a snarl she grabs the hat and trusts it on her head. Looking around at her waist she pulls out a small book completely ruined in the sea. "By Besmara's smelly teet! When I find the bastard the was at the helm I'm going to ram my foot up his Blowhole." Taking the book in anger she throws it at the nearest rock, it hits the rocks with a loud splat, as some of the pages ooze out.

Aerys description and what you know about her.:

Appearance: Aerys is a trim, athletic woman with short dark hair, tanned skin, and fierce blue eyes. She dresses in tightly fitted leather armor and favors dark clothing and tricorn hats.

Personality: Aerys knew from earliest childhood that she wanted to captain her own ship—it didn’t matter whether as merchant, navy, or pirate. Yet as she grew into adulthood as a woman of rare beauty, she discovered that achieving her dream in such a male-dominated profession would be more difficult than she’d hoped. She downplays her beauty when she can and recently taken to drinking alcohol. Foul mouthed as the worst drunken sailor; she is known aboard the ship as a woman that is quick to a fight, and also willing to use her fists.

in campaign tab, there will be stats info on the character for gaming purposes that will be filled at throughout the campaign, that you can look at any time, including class, relevant skills, and special abilities. that you will unlock as the campaign moves on to see.

Morale- (shaken)
Attitude- (unfirendly)
Quirks- Dislikes Men, loves Poetry, alcoholic
Basic Stat Block Info- H-Elf female brawler.
Faction: (status unknown)

Gelik aberwhinge- As soon as Gelik wakes up he pulls himself off the ground, and with a quick mutter his closes quickly dry off and the sand falls off his clothing. With a quick look around he then closes his eyes as if praying, and then taking deep breaths as if to calm himself.

Geliks description and what you know about him.:

Appearance: Gelik is a spry, energetic gnome with blond hair and a neat goatee. He dresses like a noble at all times, no one aboard the Jeniver know whether or not he is. Only the ink stains on his fingers break the illusion of a proper gnome nobleman.

Personality: Gelik is quick-witted and a talented speaker. Unfortunately, he has a mean streak when it comes to the misfortunes of others—he often simply can’t help himself from making a snide comment or a scathing remark at another’s expense.

in campaign tab, there will be stats info on the character for gaming purposes that will be filled at throughout the campaign, that you can look at any time, including class, relevant skills, and special abilities. that you will unlock as the campaign moves on to see.

Morale- (Shaken)
Attitude - (Unfriendly)
Quirks- Sarcastic, Clean freak
Basic Stat Block Info- Male Gnome bard
Faction: (status unknown)

Ishirou - Pulling himself off the ground and retching some of the water out, this Tein man checks his items calmly. Looking first on his back and sighing with relief. When his fingers find a katana strapped to his back. along with two knives strapped to his chest he seems to be a walking arsenal compared to the rest of you. "YAsjk tos nodmma deeatk" he curses in Tein. Looking around for a moment he then starts heading toward the sand dune near the jungle.

Ishirou description and what you know about him.:

Appearance: Ishirou is a rugged Tian man who appears much older than he is, with graying hair worn in a ponytail and a perpetual scruffy beard. His clothing and armor are typically well kept and clean, but obviously of low quality. Only his sword, a beautiful katana has any real value of anything he wears. Ishirou is rightfully protective of it, as it is his only material link to his cultural heritage. Never seen without it, he has never let anyone touch it.

Personality: Taciturn and dour, Ishirou has no sense of humor and little reason to smile. He has little patience for those who strike him as wasteful or spoiled, and is easily flustered by the attention of an attractive woman. He is known to blush fiercely when one addresses him.

in campaign tab, there will be stats info on the character for gaming purposes that will be filled at throughout the campaign, that you can look at any time, including class, relevant skills, and special abilities. that you will unlock as the campaign moves on to see.

Morale- (Shaken)
Attitude- (Indifferent)
Quirks- Honorable, non nonsense
Basic Stat Block Info- Human Male fighter
Faction: (status unknown)
Base camp Roles- (Guard or defender)

Jask derindi- the former prisoner is struggling to get up. maneuvering himself on his back he looks towards anyone, yelling "please free me!".

Jask derindi description and what you know about .:

Appearance: Jask is a middle-aged, plain-looking Garundi man with hair starting to gray and watery eyes. All he has are ragged clothes and manacles that bind his wrists behind his back. his body is not of a fighter but a scholar. the sailors have all seen him locked up on deck. awaiting whatever grim fate will claim him.

Personality: Jask is quiet and no one was allowed to speak to him during the trip on captains orders.

in campaign tab, there will be stats info on the character for gaming purposes that will be filled at throughout the campaign, that you can look at any time, including class, relevant skills, and special abilities. that you will unlock as the campaign moves on to see.

Morale- (Shaken)
Attitude- (Unfriendly)
Quirks- Prisoner, Scholar, secretive
Basic Stat Block Info- Human male
Faction: (status unknown)

Sasha nevah- Groaning and getting up she looks around the beach, and says in a low voice "Poison, yup without a doubt. Dammit Sasha! your better than that." taking both her hands to her head, she shakes it as if wiping away the cobwebs. "Anyone get the name of that Cart?" she mutters while standing.

Sasha's description and what you know about her.:

Appearance: Sasha has tousled red hair and mischievous green eyes, and is missing the pinky finger of her left hand. She bears a tattoo between her shoulder blades— the symbol of the Red Mantis, Slender and athletic, Sasha never stands still or stays quiet for long. a Rapier is still on her hip, but her other sheath is empty.

Personality: Sasha’s optimism and easy laugh border on the manic. Certainly she never stays angry or sad for long, no matter what the circumstances. Sasha thirsts for adventure, as if she wants to experience everything the world has to offer.

in campaign tab, there will be stats info on the character for gaming purposes that will be filled at throughout the campaign, that you can look at any time, including class, relevant skills, and special abilities. that you will unlock as the campaign moves on to see.

Morale- (Shaken)
Attitude- (unfriendly)
Quirks- Optimistic, Lonely, Freedom loving.
Basic Stat Block Info- female human
Faction: (assuming Red mantis)


-------------------------------------------------------------------

Roland and Almon head towards each other... (see map on Serpents skull, for Nali- Click on the Link serpents skull a the top to see a battle map. should go to my google slides. anyone can edit.) along with Sasha being the next closest person.

@Almond Question and everyone hears- Jask says "I remember Alton (the first mate) loading us up into a lifeboat, and yelling at someone in the distance. Before blacking out. now do you think you can help me good Noble?"

@Henris Question and everyone hears- even though several people groan no one yells out that they are injured seriously with the sharp reef surrounding the Jeniver it is surprising that no one was injured.

@Henris and Tharaxis:

Like Sasha you are also aware you are poisoned by a ingested poison, And that the effects will pass after a few moments (lose shaken condition but not the spooked condition if you have it.) It also explains the memory loss. Some thoughts might bubble to the surface but probably lost.

Heal-h: 1d20 + 7 ⇒ (10) + 7 = 17
Heal-t: 1d20 + 7 ⇒ (15) + 7 = 22


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

Nali retches a little while removing rotten seaweed and salty mud from her muzzle. On all fours, she shakes her fur like a dog (or rat), and then sits up to look around. The scales have shifted, obviously. A captain without a ship is no longer a captain, and anyone with a weapon has more say than anyone without. That said... Her rapiers...gone...

Nali looks around and doesn't see her only friend, the gnome (as he is behind the rock). "Probably gone with the ship" she mutters sadly.

Alone and without allies, Nali just waits to see how the pecking order of this new pack will turn out. She calmly starts securing her belongings to herself in a comfortable way and quietly walks up to the closest crate to see if it contains anything useful
I moved myself on the map to represent this

While doing that, she starts up a conversation with the prisoner.

"free you, how, human? I have no key. And if I were to succeed, how would freeing you make this beach a better place for me?

Nali is really really bummed that she has neither of her rapiers, and searches for one of those more than for anything else.


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|
Almon Farrel wrote:

"Hie there! You were on the crew, yes? What on earth happened to the ship?"

"Ah, you've only just roused too? I don't suppose you've seen who else is up?" Almon gestures towards the footprints. "I wonder where they've gone." He looks worriedly at the jungle inland. "Well, I suppose we'd best try to see if anyone else is alive."

Hearing Almon, Roland replies, "I... I was working on the ship yes, I'd only signed on a few days ago though. I have no idea what happened.

Yeah, let's go see who else survived."

As Almon and Roland begin walking towards the others Roland continues, This place give's me the creeps. We need to find somewhere safe to gather our wits. I saw a cave that might be a good place. We should check it out after we salvage what we can. I lost most of my stuff. I don't even have a knife, I don't like it, not at all."


Male Human (Varisian) Cleric (Varisian Pilgrim) 1 | HP 9/9 | AC 12, T 12, FF 10 | Fort +3, Ref +2, Will +5 | Condition: | Init +2; Perception +3 | Channel Energy 4/4 |
Domain Abilities:
Storm Burst - 6/6, Enlarge - 6/6
Spells:
1st - 3/3

Henris shakes his head to Jask's question. "I don't have the skill for opening locks without the keys. I'm sorry. Captain Kovack didn't tell us what you were a prisoner for, but I'll do what I can to help you."

Henris's lips quirk into a smile at Sash's comment, and he says, "Unfortunately, I did not get the name of that cart. Hopefully, once the poison's effects fade in a few minutes, we'll all feel a little better."

Henris looks somewhat jumpy, as though he suspects he is about to be attacked any moment. Seeing Nali move towards one of the crates, he says, "Good idea. Let's pull some of these containers away from the water's edge and see what we have in the way of supplies from the Jenivere." Henris moves towards one of the other barrels and begins pulling it away from where it washed up.


Male Human Human 1 Druid (blight)| AC 12 FF 10 Touch 12 | HP 11/11 | Fort +4, Ref +2, will +5 | Perception +7

As Thraxis slowly came to, he heard the sound of others talking nearby. His head throbbed in pain and as he took in a breath, the resulting cough cause sparkles of light to dance about behind his eyelids.

He could feel the sun beating down on him and the sand beneath. Close at hand the sound of waves beckoned him back to sleep. With a deep breath he groaned as he sat up, the pain in his head redoubled and for a moment he felt sick.

Slowly opening his eyes, he squinted and held up a hand to shield them from the glare of the sun off the beach. He sat there for a moment more trying to remember what had happened. His brow furrowed with concern as he failed to recall the events that had brought him there.

He slowly ran his fingers through is hair, gently probing his head. He was relieved when he found no sign of impact or cut. "Good, good. Probably not a concussion. But then why the sickness and headache? And why can't I remember what happened?"

Try as he might, the final events on the ship eluded him. A suspicion started to grow in his mind. He finally looked over at the group as one of the other survivors confirmed his thoughts "Poison, I agree" he stated.

He waited a few more moments as the pain and sickness subsided before weakly standing and bushing the sand from his well worn traveling outfit. Looking about himself he found the tattered remains of his travel pack. The pack itself was a lost cause, but tangled within its remains were a few items that had survived the wreck.


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

@nali- you will eventually find your rapier, I know where I'm going to leave it. (I figure small rapiers being randomly found on a jungle island would strain believability.)

"We can help protect each other, we are better as one." Jask replies. As he tries to stand up pulling his knees to his chest while laying down. trying to stand he only face plans while getting about half way up with a "thump!"

Dex chk to stand: 1d20 + 1 ⇒ (2) + 1 = 3

The first crate you check out is full of Apples and Fruit, a little waterlogged but serviceable.

@roland- Looking into the cave you thought you saw, you see that the cave is too close to the water where during high tide the cave will fill. (sorry, roland. not that easy to find that kind of shelter there only found in certain places, good thinking though, and I applaud to use of RP to get things done.) Ishirou sees you looking at the edge of the jungle waiting in a shade of a tree and says, "That's a good idea but I think we should set up a base camp somewhere close by. Soon everyone need to get off the beach, the midday sun will be up soon and trust me you don't want to be in that kind of heat."

see base camp rules and survival-
Anyone looking for a base camp nearby needs to make a survival check DC 12 (17 with lack of tools for now) and it take one person 8 hours to find, that will be your characters only action for the day if you choose to do this. the adventure is about choosing your own priorities, water food, etc. Currently only Ishirou is willing to help with camp, with either guard duty or defense. if you wish help of the NPC's you have to adjust the attitude of the other NPC's you can only try this once a day. (only one person can try at a time, at the beginning of the day. each person has their own chk DC. they must be at least indifferent to help.)

@Henris- Jask replies spitting out sand. "I was framed, I found out my lord was stealing relics and selling them out of a Black market. Do I look dangerous to you?"

@everyone-after about 10-15 minutes of searching the crates and barrels you find a total of 13 lbs. of food and 28 gallons of water. (currently your party needs to consume without starving a total of 18 gallons, and 9 lbs of food per day.)

special-
Each player that rolled food or water is considered 1 lbs per day or one gallon to add to the Pot. (example thraxis can throw he food together with the group for 5 lbs of food= 5 days rations)


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

Oops, reviewing it now I realize I misread cove as cave when I was speeding through it last night.

Once everyone has sorted through the crates Roland calls out to the group in general, "is there anyone who wants to help me look for a place to set up camp? I don't want to go into the jungle alone if I can help it. I've got a sling, and I can use a bit of magic so we won't be completely defensless."

Diplomacy: 1d20 - 1 ⇒ (15) - 1 = 14

I figure we will wait in the shade during the hot part of the day, or we do so can we still do a full search?


Male Human Human 1 Druid (blight)| AC 12 FF 10 Touch 12 | HP 11/11 | Fort +4, Ref +2, will +5 | Perception +7

Thraxis, his mind still groggy collects his thoughts for a moment. Ishirou's assessment of the situation immediately earned him a measure of respect.

He looked over the survivors. Many of them had the look of civilized folk about them, disconnected from the land. They would not last if left to their own devices, but then who was he to interfere? If they lacked the skills necessary to survive, then perhaps it would be best to simply let nature run its course.

And yet, he would be remiss if he let this opportunity pass by. Maybe under the circumstances it was his place to teach these people to respect the wild places. Maybe one day, if his plans came to fruition, a few of these people might have learned the skills they would need to survive in the wilds when their civilization ultimately failed them.

He brushed some more sand out of his black hair before clearing his voice "Ahem, Isharou and Roland are correct, we have water and food for two.." he tossed the remnant of his pack in the centre of the group, a couple of carefully wrapped trail rations spilling from it "... maybe three days if we ration carfully. Our priority needs to be finding a place that can provide shelter from both the weather and the denizens of the jungle."

His green eyes peered at the group from under bushy eyebrows "The prisoner is partially correct, we are stronger as a group as long as everyone contributes. I freely offer what skills I may to any that would accept them so long as they offer what they can in kind. With that said, we need to find a way to free this man. He is a liability otherwise."

Still feeling a little weak, he slowly set himself down on a rock "After shelter, we will need people to tend the camp and others to forage, water being the next priority and food shortly after that. Perhaps a trip to the wrecked ship can help in both those regards after we are more secure. But we do need to search the wreck at some point. Several if not all of us were poisoned on the night of the wreck, and I think it is important for us to know why."

Thraxis rubbed his temple to ease the last vestiges of his headache. "Understand that this is simply my council that I give freely. Follow it, or not, it is your own decision. I don't seek to be responsible for the welfare of anyone, but will support anyone who does."


Male CN Half-Elf Investigator 1 | HP 11/11 | AC: 12 Touch: 12 FF: 10 | CMB: 0 CMD: 11 CMD-FF: 10| Fort: +3 Ref: +3 Will: +3 | Init: +1 | Low-light vision Perc: +10 Sense Motive: +6 | Speed 30ft | Inspiration: 3/3 | Extracts 1st: 2/2 | Active Conditions: Spooked (-2 Perception, Saves vs Fear; +1 to Initiative), Ant Haul

Almon eyes a familiar looking helmet half buried in the sand, and exclaims in delight as he picks it up and discovers a sack underneath it.

"One spot of luck, at least." he comments as he rummages in the sack and pulls out a book relatively free of water damage. Replacing the book, he pulls out a small pouch lined with tiny vials that he fastens to his belt.

--

At Jask's comments about being framed, Almon raises his eyebrows, intrigued.

"Appearances can be deceiving, old chap. I knew a killer who was quite unassuming at first glance. But it's true the more unchained hands we have the better, and I have no with to see you restrained while we're all stuck on an island anyway. Fortunately for you, I may be in a position to free you - plus I'm in the antiques business myself. Tell me a bit more about your lord and the stolen relics. If your story checks out, I'll see what I can do about the manacles." Almon studies Jask carefully as he answers.

Sense Motive + Inspiration: 1d20 + 6 + 1d6 ⇒ (2) + 6 + (4) = 12
Knowledge (history) + Inspiration: 1d20 + 7 + 1d6 ⇒ (19) + 7 + (2) = 28

--

Almon is alarmed at the talk of poison. "Poison? Then that means sabotage - and we were presumably meant to sink with the ship. But there are footprints showing someone else has been wandering about before we woke. If they were the saboteur, why not finish us off? And if not, then why not help us? This is most worrying."


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

The talk of poison goes over Nali's head, for now. She doesn't really pick up on that possibility, simply assuming an honest storm and an honest shipwrecking

And so the pack forms, with Roland taking charge and Thraxis taking the role of advisor, there is a basis for a pack that is infinitely more attractive to Nali than what Aerys Mavato would have to offer.

To Jask, Nali says: "Well, human, if you figure out a way for us to release you, we might do just that. I can't break steel."

trained in survival:
Nali adds to the discussion: "When we set up camp in that jungle, we should endeavor to hold an overlook, check the jungle for predatory trails, and first and foremost set up a dry and safe location for our salvaged foods in the middle of the camp. I also have my own full waterskin, which I'll happily share"
Nali has no qualms about leaving her nibbles (two rations) securely packed and personal with no one knowing

Nali continues to salvage and search through crates, gladly working together with Henris in this. She makes a soft chittering, mirthful noise when, during the work, she asks Henris: "so, did you forget your offerings to the Sky and Sea for awhile, or what?"
she tries to say this as a friendly joke. Please consider for yourself if you pick up un that

I can only assume that during our search of the crates and barrels, Nali encounters Gelik Aberwhinge
When Nali sees the gnome, she let's out a squeek of you, and kind of inappropriately hugs him with her wet fur. She says to him: "Glad you made it, my friend! We're inside of your stories now, huh? Would you care to help us set up camp?"
diplomacy: 1d20 + 1 - 2 ⇒ (18) + 1 - 2 = 17

Nali won't take charge, but is more than willing to assist Roland, Thraxis, and Ishirou in setting up a safe camp:
survival assist roll: 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13

During the work of the day, one of the most often heard question anyone ever gets from Nali, is: Have you maybe seen one of my rapiers?"

On the map, I've moved myself towards the slope leading off the beach, to indicate that I'm helping with setting up a jungle camp


Male CN Half-Elf Investigator 1 | HP 11/11 | AC: 12 Touch: 12 FF: 10 | CMB: 0 CMD: 11 CMD-FF: 10| Fort: +3 Ref: +3 Will: +3 | Init: +1 | Low-light vision Perc: +10 Sense Motive: +6 | Speed 30ft | Inspiration: 3/3 | Extracts 1st: 2/2 | Active Conditions: Spooked (-2 Perception, Saves vs Fear; +1 to Initiative), Ant Haul

on going into the jungle

Almon removes his hat and wipes the sweat from his brow. "I suppose a camp among the trees would be slighly cooler than baking in the sun. I've no idea what kind of creatures one might find there though. I would feel better with a weapon to defend myself. I'm sure I don't know what could be lurking among the trees.
I do know how to fashion a few minor elixirs to do a few things, but I'm afraid they are attuned to my physiology."


Male Human (Varisian) Cleric (Varisian Pilgrim) 1 | HP 9/9 | AC 12, T 12, FF 10 | Fort +3, Ref +2, Will +5 | Condition: | Init +2; Perception +3 | Channel Energy 4/4 |
Domain Abilities:
Storm Burst - 6/6, Enlarge - 6/6
Spells:
1st - 3/3

Henris nods in agreement with Roland, Ishirou, and Thraxis's assessment. "We don't have to worry too much about water, at least. Gozreh has blessed me with a minor spell to provide fresh drinking water when it is needed. He may provide me with other blessings that allow me to protect and help us survive." Create Water orison.

After Nali's joke, a look of pain flashes across Henris's face, as though an unpleasant memory had been brought up. Aloud, he says, "I have not forgotten my devotions. There was poison involved - can you not feel the bitter aftertaste on your tongue? The loss of everyone's memory? I have lived through storms on the sea, and I have seen one or two men forget the events after getting hit on the head, but I have never seen almost a dozen do the same. Someone intended for the ship to crash into this island, just as someone pulled us off the Jenivere before we could go down with it. Who those people are, however, is the question. Perhaps we will solve it before we need to do anything."

He joins Roland in searching for a suitable site for a base camp, saying to him, "I'm sorry you lost your weapons. If you are willing to improvise, perhaps we can find a branch suitable for use as a club. I know it isn't much, but we can try to prepare as best we can."

Survival: 1d20 + 9 ⇒ (6) + 9 = 15

GM, are we allowed to Aid Another on this check?


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

Roland is eagar to accept anyone's help. Soon he asks Thrasis to join him as he goes forms a search party together. As the group begins their journey Roland makes sure to stay close to the others. To Henris he responds, "it would not be my first choice, but it will have to do. Personaly I like to have something with more reach. Maybe we can make a decent spear."

"Thrasis, thank you for helping us with this, I'm not really skilled at any of this."

Survival Check: 1d20 - 2 ⇒ (18) - 2 = 16 Hopefully this can be an aid another check.


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

5 food
1 gallon- Rolands canteen-
1 gallon- Almons waterskin-
2 water- nali-
1 gallon- Henris-
3 food- Sasha-

+8 food, +7 gallons- Create water +2 gallons by henris-

(going to now list your food and water stores under my name where you can keep track for now. I'm going with the assumption that everyone chipped in their supplies, so unless some are holding some back like nali let me know.)

@almon addressing his questions and everyone can hear. (from now on to save time I will spoiler private questions otherwise assume everyone can hear)-

I was once employed by the Sargavan government, a Middling man when I found out my boss Leroy Jenkins (they don't give the name for some reason though some might recognize the name reference, lol.), was stealing then selling relics they "acquired" from the jungle. when I found out I didn't the only sensible thing, I ran and didn't stop. Over the next few years I lived as a scribe until one of the Spies of the Sargavan government spotted me and captured me, and with fake documents I was being transferred back as a murderer. If you can get me back my Holy symbol or make me one I can do more to help out."

Ishirou also replies "that was my thought also, however I quickly lost the tracks out into the jungle within a few moments. I know it isn't much but here." with that he throws down one of his daggers for someone to use. (added to group treasure. will be updated on sheet)

Ish survival: 1d20 + 3 ⇒ (2) + 3 = 5

@Nali- Gelik hugs the ratling back, "Sorry little one, we will be rescued in awhile. I am well known in the area and people will look for me." with that Gelik goes to wait at a rock calmly looking out on the water. (sorry Gelik is considered unfriendly until changed and will not assist, he might be nice to you due to posts but overall he isn't.)

Nali announced she is helping to setup a base camp, so her roll is wasted unless someone helps. this takes her 8 hours she can do no other actions for the day besides, RP and checks in the immediate area.

@henris- (added create water gallons to your total, because you don't have more than one you created 2 gallons today. and yes aid another can help on survival check. with the +2 Nali gives you help find and make a base camp near the harbor.)

-wandering monsters-
once at dawn, once at noon, once at dusk, and once at midnight. There’s a 15% chance of an encounter occurring each time.

wandering monsters check 3 times noon: 1d100 ⇒ 29
wandering monsters check 3 times dusk: 1d100 ⇒ 74
wandering monsters check 3 times nighttime: 1d100 ⇒ 62

@everyone- Base camp is setup during the first day. by the time everyone is done doing that it is near evening time.(Tharaxis and Almond can use their time to survival check for food since everyone else used their time doing a base camp or some other action if they wish. because Ishirou is indifferent you can assign him a job at the base camp.(see base camp rules)


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

With the evening time you are happy you setup a base camp, because the sounds of the jungle are very intimidating. with the evening even Gelik comes to the camp disheartened that a rescue ship didn't arrive in the first day. a light rain descends onto the camp, as everyone gathers around the campfire. you see that Aerys seems to be perturbed and in a extremely bad mood. Sasha added her food to the stores, and offers to even make dinner, however it is quite bad.

Thaxis and almond can still take actions, I just those the campfire background might be good for more get to know you time and to plan for tomorrow.


Male Human (Varisian) Cleric (Varisian Pilgrim) 1 | HP 9/9 | AC 12, T 12, FF 10 | Fort +3, Ref +2, Will +5 | Condition: | Init +2; Perception +3 | Channel Energy 4/4 |
Domain Abilities:
Storm Burst - 6/6, Enlarge - 6/6
Spells:
1st - 3/3

DM, Create Water is a 0-level spell, which means I can cast it at will as many times as needed. If you feel the spell undermines some of the survival aspect and want to change it to be 1st level, just let me know and I'll re-arrange my starting spells.

It is quite obvious to Henris that everyone is upset. Even though they'd found shelter and been able to keep people potentially safe and fed for the night, people were still upset. Unsure what to do, Henris suddenly realizes that maybe he can pick people's spirits up a bit. Uttering a short prayer to Gozreh to guide his fingers, he pulls out his flute and softly plays a cheery song to see if he can lift spirits.

Perform (flute), Guidance: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15

You didn't list any kind of check for fulfilling the Entertainer role, so I didn't know if I needed to make one or not.


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

Nali is quite tired and is still shaken, apparently by the poison, so won't stay up long after her fur has dried up. However, during dinner, she asks: So, Henris seems to think we were all poisoned. What do you people think of that? I do feel a little less sure of myself than usual, and I forgot some things. Do you have that, too? Who would poison us and then leave us here?"

later in the conversation:
"speaking of poison. Perhaps we could gather some. I lost both my rapiers, and with only my daggers I really could use every edge I can get. I know a bit about plants, and alchemy. Would anyone like to look for plants or insects with me, tomorrow, so that perhaps we can milk or extract their poison?"

And also, whenever she can put it in:
"Hey, could anyone of you create some javelins for me? I don't suppose a rapier is an option, but at least something more to throw would be nice. I really miss my rapier, though. You all sure that you haven't seen it?"

Nali is quite happy for Henris's tune. It makes her a bit less scared.

Having set up part of the camp, herself, Nali made certain she'd have a nice spot to sleep for herself, that's not big enough for most anyone else. She does, however, invite Gelik to make use of the spot, if he so wishes.

Nali is acting with certainty and bravado, but is actually more than a little scared and really misses her pirate family right now. The gnome is the closest thing to recognizable comfort, and she'd like him close.
Also, if Gelik mentions a wish to be armed, Nali is willing to part with one of her (small sized) daggers


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

Roland's mind wanders during Hendris's performance. He's still scared but feels better with the other gathered around.

Why have so many of them looked to me as a leader? All I did was point out the obvious and ask if anyone would help. No one seems to mind that I'm what I am either How are we going to keep everyone safe? I don't want to be responsible for everyone, but someone needs to take charge, and keep people busy. I NEED and weapon!

Then end of the song cuts Roland's thoughts short. Roland takes a deep breath and stands up. In a voice loud enough that everyone can hear him, Roland speaks his thoughts. "Very nice, thank you Hendris, I'd love to hear another, but I have something to say first. I want to say thonk you to Handirs, Thraxis, and Nail for helping to get a camp set up. I hope everyone can see the advantages of working together. We need to help each other if we are going to survive. I don't know what happened last night, I've heard some of you mention poison, and I'm not sure why we're not all dead. Whoever did this could have killed us all or just left us to drown. Whatever the case I'm not happy about being marooned and when I find out who did I'm going to give them a piece of my mind" Roland pounds his fist into his other hand with a loud smack and his eyes burn with anger.

After a moment the tension seeps out of him and With a sigh Roland continues. "Regardless, for now we need to focus on staying alive. I think in the morning we should mount an expedition to the wreck of the ship. There may be some more supplies there and even if their aren't maybe we can learn some more about who sabotaged the ship. Is there anyone who has magic that could make the attempt easier? I don't want to have survived the shipwreck only to drown myself trying to get the things needed to survive.

Also, I think we should post a guard for tonight. Sasha, I see you managed to hold onto your rapier. Please, since we have built this campsite and welcomed you into it, will you help to guard against any creatures that might come to bother us?"

"That's all I had to say. Hendris, can you give us another song? I don't want to think about where we are right now." Finished addressing the group Roland turns to Ishirou, "Can I use your knife?" Taking the proffered dagger Roland picks up a straight heavy stick from the pile of firewood they'd gathered and sits back down. He then begins to whittle at it without a great deal of skill. A club isn't a very sophisticated weapon though. With determination Roland works to shape the branch into something more serviceable.

Diplomacy vs Sasha: 1d20 + 1 - 2 ⇒ (15) + 1 - 2 = 14
Craft Weapon: 1d20 ⇒ 11

I'm not super familiar with the crafting rules, so I don't know how quickly Roland can managed to make his attempt. I figure he'll work on this with his downtime each day for the time being


Male Human Human 1 Druid (blight)| AC 12 FF 10 Touch 12 | HP 11/11 | Fort +4, Ref +2, will +5 | Perception +7

Satisfied that the camp preparations are suitable, Thraxis forages out into the jungle. He does not wander too far from camp, the terrain is unfamiliar and the dangers still unknown.

survival: 1d20 + 9 ⇒ (5) + 9 = 14

His efforts are modest, but not in vain as he finds a variety of grubs, a pair of birds he was able to hunt with his sling and a rodent, the likes of which he was unfamiliar with.

Bringing his catch back to the camp he tossed them down by the fire. "Someone with a blade will want to clean those".

Later he takes Henris aside to speak with him. "These people are fortunate to have one favoured by Gozreh. You are no stranger to surviving in untamed lands. If I may make a suggestion though, I know that you have within your power the blessings of water. I would ask that you consider refraining from its use unless necessary. Consider the wisdom in teaching these people the skills necessary to help fend for themselves, to reap the bounty provided by His waters and the lands nourished by Her rains. It would benefit them if they were not wholly dependent on you or I should something happen to either one of us."

Thraxis also talks with Isharou "I see you are no stranger to hardship. I trust that you are skilled with your blade. We are going to need someone to guard the camp while the foragers away. Would this be a duty you would be willing to accept?"


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

As long as she hasn't gone to sleep yet, Nali doesn't mind taking a dagger and cleaning some of Thraxis' catch.

Survival: take 10 +5 -2 = 13

As to the words spoken, Nali doesn't comment on them. She doesn't feel like checking the shipwreck, but knows very well that it doesn't pay to be the one to complain.


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

@Henris- you are right, you can. however I don't think this adventure considered it (otherwise no tracking really since a Cleric or druid in the group is a must). I have been looking at all the forums on this and I managed to find a good compromise house rule. that should allow a good give and take. you can use the Oth level spells a total of (# of Oth level spells + main casting stat; yes I know this isn't how the game is designed, but I think this would keep the feel without nerfing your character from using the spells you need too.) per day (like a Sor spells) that should allow you to use the create water at the end of day to refill a good portion of the water used but not take out the whole survival hook of the AP completely. because the theme in this AP is very much routed in the Choice aspect of everything if you use spells for party you will be weakened later. I am trying very hard to capture the mood of the AP. (I also came up with a alternate idea on the discussion tab that I think I like and that you would like better. I was able to edit this post. but didn't want to delete it.)

entertainer role needs all day to accomplish it. the roles are really just for the N.P.C.'s or P.c.'s if your crafting or waiting for something.

Gelik- "phhhtt, I heard better music. no one will take you seriously in your music unless you can do better." he speaks while eating some of the gruel Shasha made. wincing at food when it is ingested.

@Tharaxis- Ishirou- "I will help, It would be a honor. Unfortunatly this is not my first time stranded but i do hope it is not my last...... If you get my drift." looking around to the others. (ishirou takes gaurd duty.)

- am not adding to the food pounds with your survival check. according to the rules in this book it take 4 hours. unless you want to miss sleep and do it at night in the jungle by yourself. basically its split in the day to 3 4 hour actions in alot of the book for survival and base camp opperation.

@Nali- Gelik thanks you for your offer, "I appreciate it little one, but alas no, I'll leave the brute work to the brutes." he does however make his pallet near yours.

@roland- Sahsa sniffs at what Roland purposed. "I'll be able to wake if needed, its not necessary to leave a guard." with a shrug she beds down for the night

she is still unfriendly she will not assist, you also were not able to complete your club tonight. however you didn't ruin the work. you can retry tomorrow, (you need a 12, lol. typically you would take a -2 for not having the right tools but since it was just a club no negatives.)

------ - the first complication ------
@everyone- Aeyrs- when you are in the middle of the music she stands up and says "Shut that racket down! you boil on the back mudfish! lest I take it and plug up your stern!" clenching her fists up you clearly see she means business.


Male Human (Varisian) Cleric (Varisian Pilgrim) 1 | HP 9/9 | AC 12, T 12, FF 10 | Fort +3, Ref +2, Will +5 | Condition: | Init +2; Perception +3 | Channel Energy 4/4 |
Domain Abilities:
Storm Burst - 6/6, Enlarge - 6/6
Spells:
1st - 3/3

Henris looks at those in the camp, then turns to Thraxis and quietly says, "I think some of these people may surprise you. Were fewer of them so morose and melancholy, I'd think they would be able to adequately aid us in surviving. Besides, Her waters are not owned by any one person, and His rain falls almost everywhere. Let us see if we can encourage them to aid us and band together in order to ensure survival first; then, we shall see what they need to be taught. A larger group will better dissuade predators from finding us easy prey. Though I have not yet used it, He has also granted me the ability to enhance the power of berries, to provide healing and nourishment."

To Roland's plan, Henris says, "I agree. The ship may very well have more supplies, and perhaps some of our other belongings remain on board. I will pray to Gozreh in the morning and see what blessings He will grant me to aid us in swimming there. Should any of you wish to join me, I will be happy to lead a prayer circle. Perhaps Her blessings will apply to you, as well."


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|
Darkwing DM wrote:

------ - the first complication ------

@everyone- Aeyrs- when you are in the middle of the music she stands up and says "Shut that racket down! you boil on the back mudfish! lest I take it and plug up your stern!" clenching her fists up you clearly see she means business.

"Hey, if you don't like it fine, you're free so say so, but if you start hitting others over something as stupid as he's playing a song you are going to regret it." A dangerous light flashes in Roland's eyes as his grip tightens on the dagger he's whittling with.

Intimidate: 1d20 + 1 - 2 ⇒ (3) + 1 - 2 = 2

Whelp, that dice roll sucks and I'm pretty sure that this is not the best way to handle the situation, but it is what Roland would do. He's been beat up too many times for just being different to idly watch as someone else is threatened with similar


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

"Personally I don't Bloody Care, Shorebound. I didn't ask for your opinion, or your permission. You arnt the Flaming captn Mate." you see that Aeyrs does not back down.

You see that the others, Shasha seems interested but noncommittal, Jack watches, Ishirou watches intently but says nothing, Gelik says " I got five gold on her.... any takers?"

perception check DC 15:
you see that where the others shrugged off the sickness from the poison over time it appears Aerys has not, her eyes are bloodshot, her face sweating more than anyone else, and her hands are shaking.

those that are fond of Robert Jordan wheel of time, she is like a Attractive female Uno, those that have never read it, you should.


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

I love those books! Um, this is where the player knows better, but the character isn't going to be very smart about this. Roland's anger is about to make a bad problem worse. I'm going to wait to post Roland's reaction so someone else can try to diffuse the situation if they want.

Perception: 1d20 + 4 - 2 - 2 ⇒ (9) + 4 - 2 - 2 = 9


Male Human (Varisian) Cleric (Varisian Pilgrim) 1 | HP 9/9 | AC 12, T 12, FF 10 | Fort +3, Ref +2, Will +5 | Condition: | Init +2; Perception +3 | Channel Energy 4/4 |
Domain Abilities:
Storm Burst - 6/6, Enlarge - 6/6
Spells:
1st - 3/3

Perception, spooked: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12

Henry’s blinks, surprised by Aerys’s outburst. He puts a hand on Roland’s arm to stop him from doing anything hasty. ”I’m sorry you found the music not to your taste. I thought it might help lift everyone’s spirits, seeing as we are here on this island together. In my culture, we always relied on music to lift spirits. We find music and dancing to be a celebration of life. Is there perhaps a song from your culture I could try to learn you might enjoy?”

Diplomacy: 1d20 + 1 ⇒ (7) + 1 = 8

Ugh. I haven’t rolled above a 10 yet.


Male Human Human 1 Druid (blight)| AC 12 FF 10 Touch 12 | HP 11/11 | Fort +4, Ref +2, will +5 | Perception +7

perception: 1d20 + 7 ⇒ (8) + 7 = 15

Thraxis sits passively as we watched. After a few moments thoughhe squinted his eyes and leaned forward to get a better look. If this was simply a spat, or a challenge for dominance he would have not become involved, but something seemed off.

He got to his feet and stood off to the side of the two so as not to appear to be taking either side.

"Your eyes are still bloodshot, your headache never abated, did it?" he said, both to draw these observations to the attention of others and demonstrate to her that he might be aware of what she was going through. "I suspect that the shrill music made the symptoms unbearable. It is a testament to your willpower that you have borne this burden for as long as you have."

Thraxis turns to address Roland "There has been no harm done here, she is still in the grip of the poison. If I am able to, with the assistance of Henris he turns back to Aerys and with your permission I can alleviate some of the symptoms and see about purging the toxin."

Thraxis had no formal training in the art of diplomacy, but he hoped that if nothing else, his offer of aide and attempt at empathy might be enough to defuse the situation.

diplomacy: 1d20 ⇒ 20


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

Perception: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18

Nali sees what's up with Aerys, and tries to think of what sort of poison would do that.

Craft Alchemy: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14
Knowledge (nature): 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13

Watching the display, she is secretly a bit annoyed at Thraxis's reason quieting down the situation.

She says:
"You were captain by the grace of the Jenivere. With its wreckage, you lost your position to sulk and whine, human. Don't threaten those who've actually been useful today, lest your chances of making daylight flounder just as hard. You might try to make yourself worthwile by thinking about what you ate and drank more than any other, for you are clearly the most affected"

intimidate on the veiled threat: 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23

oh wow, that should work! :D


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

I don't think you can use diplomacy or intimidate to change a persons re-action, pre-fight. only with a certain amount of time. you diplomacy, intimidate, or conversation skills should take you longer than that, I think. I'll have to look more into it.

@thraxis- you words seem to get to her, "don't worry about me, priest, and keep your hands to yourself. Bhhaaaa!" she throws her hands up, "just keep it quiet." and walks towards one of the shelters.

@Nali- she looks at you, "you stay bloody away from me Rat! if you know what's Flaming good for you. Otherwise I'll make you pay like Jester." she didn't like the intimidate

Gossip check on who the F is Jester, Chr check DC 15:

Jester was a crew member onboard the jenivier that hit on her when she first boarded. apprantly she broke both him arms with her fists then taking a random item and stabbed him in the privates and twisting, and several crewmwmbers saw the fight, and she handedly did it. some of her stats you just found out. (Bralwer- lvl 2, Henyasi archtype, Unarmed fighting, sigham style with improvised weapons.)


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

Roland's jaw begins to unclentch as Aerys walks away and he releases the breath he didn't even realize he was holding. "Thank you, all of you. I shouldn't get into fights, I just... I can't stand bullying like that."

Roland them grows quiet and works on making his club for a while. After an hour or so Roland gives up on it for the night. He walks over to where Ishirou is standing guard. "Here. Thank you for letting me use it. In going to try to get some sleep." Then he retires taking his half carved branch with him.


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

gossip: 1d20 + 1 ⇒ (11) + 1 = 12


Male CN Half-Elf Investigator 1 | HP 11/11 | AC: 12 Touch: 12 FF: 10 | CMB: 0 CMD: 11 CMD-FF: 10| Fort: +3 Ref: +3 Will: +3 | Init: +1 | Low-light vision Perc: +10 Sense Motive: +6 | Speed 30ft | Inspiration: 3/3 | Extracts 1st: 2/2 | Active Conditions: Spooked (-2 Perception, Saves vs Fear; +1 to Initiative), Ant Haul

Jask

Almon listens intently to Jask's answer. "Good enough for me, dear chap. Let's see what I can do." He pulls out a set of tools, carefully picks out two of the sturdier ones and inserts them into the lock.

Disable Device: 1d20 + 6 ⇒ (18) + 6 = 24

If that fails, I'll spend time taking 20. If the DC is more than 26, ignore the following.

"Ah, there you go. I'm afraid I can't help on the holy symbol, although someone may be to find something. Which god do you follow?

----

Survival: 1d20 + 1 ⇒ (20) + 1 = 21 so, me + 5

In the afternoon, Almon takes a stroll down the beach along the edge of the jungle. ("A walk should help to dry out my suit, and if I keep to the edge of the beach, I won't get lost. Hopefully!")

He returns a couple of hours later, breathless and sweaty with a sturdy branch that he is using as a makeshift walking stick, as well as an armful of fruit.

"Ah... a good campsite.." he pants. "Much better.. than the beach.. far too hot." After a few seconds to regain some composure he continues. "I did find these fruit a little way up. Smells ok, but hopefully one of you chaps can tell whether it is actually safe. There was a fair bit more on the tree, so I.. or someone could make a quick trek back to fetch it if it's edible."

----

Nali & poison

Almon chews his dinner thoughtfully, wondering whether this new food was better or worse than what they'd been having on the boat.
"I'd be glad to accompany you, young lady. I've made some study of the alchemical sciences myself. It may be difficult to extract it properly without the right tools though. I did have a small kit that had some of the requisite tools. Perhaps it may be recoverable."

----

Gossip: 1d20 ⇒ 10

Almon is taken aback by the sudden argument. After Aerys retreats, he says "Good heavens. Well, I'm sure we're all a little tense, and I suppose we have been forced a little closer into each other's company than on the ship. I'm sure everyone will feel more relaxed in the morning."


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

Nali feigns tipping a hat (without having a hat) to Almon at the mention of a joined search for poison, and then squeeks disapointedly when he mentions the lack of tools. Then replies: "I guess that trip to the wreck will really have to take place, then. Perhaps I'll find one of my rapiers, there, too. Perhaps we can make a raft, tomorrow morning?"


Male Human (Varisian) Cleric (Varisian Pilgrim) 1 | HP 9/9 | AC 12, T 12, FF 10 | Fort +3, Ref +2, Will +5 | Condition: | Init +2; Perception +3 | Channel Energy 4/4 |
Domain Abilities:
Storm Burst - 6/6, Enlarge - 6/6
Spells:
1st - 3/3

Gossip: 1d20 + 1 ⇒ (7) + 1 = 8

The name Jester sounded familiar, but he couldn't place it. Sighing, he turned to Roland and said, "It's hardly bullying. The fact the music annoyed her is unfortunate, but if she's still under the effects of the poison, then some consideration is warranted. Too, we are all on edge a bit from being stranded on this island. Hopefully she'll feel better in the morning."

To Nali, he says, "I've always been more comfortable swimming, myself, and making one big enough for all of us would be time-consuming. Perhaps we could make a small raft for those who aren't strong swimmers, though."


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

Gossip: 1d20 ⇒ 3


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

@almond- Unfortunately you are unable to pick these locks they are very well made. Jask watches expectantly for release, and when it doesn't. he replies, "thank you for trying."

----------- The next morning ---------------------
A cool breeze, comes to your campsite in the morning. With it, bringing some relaxation from the oppressive heat. you are able to enjoy it only for a short time before a light rainfall hits soaking you to the bone. as you start to gather supplies for the ship you get a closer look the ship seems to be on a reef, with jutting rocks out of the ocean, and rocks from teh reef leading all the way to the ship from the beach. Parodically wave splash over the rocks and you see the surf to get to the ship by boat could also be treacherous. Surf is sprayed on the rocks making the footing wet.

if you want to add anything during the night let me know.

new amount of supplies.
Almond and thraxis help gather supplies to offset so the party only lost -2 lbs food, -4 gals of water. for yesterdays survival. new total is 19 lbs food, 31 Gal water.

Daily rolls:

percentage chance of dieses-
15% everyone-
aerys: 1d100 ⇒ 7
Gelik: 1d100 ⇒ 40
Ishirou: 1d100 ⇒ 80
Jask: 1d100 ⇒ 27
Sasha: 1d100 ⇒ 76

Roland: 1d100 ⇒ 73
Almond: 1d100 ⇒ 67
Nali: 1d100 ⇒ 23
Henris: 1d100 ⇒ 57
thrax: 1d100 ⇒ 55

adjusting morale-
DC 15 will
aerys: 1d20 - 2 ⇒ (5) - 2 = 3
Gelik: 1d20 + 1 ⇒ (6) + 1 = 7
Ishirou: 1d20 - 2 ⇒ (7) - 2 = 5
Jask: 1d20 + 7 ⇒ (20) + 7 = 27
Sasha: 1d20 - 2 ⇒ (10) - 2 = 8

Wandering monster(morning): 1d100 ⇒ 25
Wandering monster(afternoon): 1d100 ⇒ 23
Wandering monster(evenign): 1d100 ⇒ 33
Wandering monster(midnight): 1d100 ⇒ 84
mindfire aeyrs: 1d4 ⇒ 1


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

Ishirou watches ya'll leave to go look at the ship, once again he offers the Dagger to someone if they want it. he stays Guarding the basecamp and will continue to do so until you change his job.

In the morning you see that Aerys's skin is red, and she is very sick.
she has both the shaken condition, and diseased, it is not looking good right now for her.

Jack seems to have shaken off his melancholy, and is optimistic even though he is unfriendly and still manacled.

Gelik and Sasha are still the same.


Male CN Half-Elf Investigator 1 | HP 11/11 | AC: 12 Touch: 12 FF: 10 | CMB: 0 CMD: 11 CMD-FF: 10| Fort: +3 Ref: +3 Will: +3 | Init: +1 | Low-light vision Perc: +10 Sense Motive: +6 | Speed 30ft | Inspiration: 3/3 | Extracts 1st: 2/2 | Active Conditions: Spooked (-2 Perception, Saves vs Fear; +1 to Initiative), Ant Haul

to Jask

"Sorry, my fellow. We may have to find the captain or some way to break the chain. One or the other may be on the ship. I don't suppose you can get your arms under your legs? Don't know if I'd manage it myself, but it'd be a little better." Can you aid another with an Escape Artist check?

Almon will help to feed Jask while he can't feed himself.

---

The next morning

"Well, I used to like the rain, but I suppose what I really liked was a roof. At least it's not hot."

He makes sure Jask has some sort of cover before they all set off. "Sorry old boy, you're stuck as lookout today."

---

At the beach

"Well, looks the low tide gives a choice of rocky water, or wet rocks. I don't fancy either too much."


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

As the sun rises Roland stirs. The night's rest has done him good and the aftereffects of the poison have passed. He eats his breakfast quietly as he ponders the challenges before them. Rain begins to fall before he finishes dampening his mood.

Before the group leaves for the beach Roland speaks with Sasha again. "Sasha, can you please join Ishirou guarding the camp? I'm going to take his dagger with us in case there's trouble when we search the ship. I'd feel a lot better leaving if I know someone who was armed was keeping an eye on things. Aerys isn't looking too good and Jask won't be of much help until we can get those manacles off. Please, I promise if we find anything on the sip we will share the supplies with you. This is an easy way for you to help out."

Diplomacy: 1d20 + 1 ⇒ (2) + 1 = 3

Dadgum these virtual dice! I want my money back lol

Disappointed Roland joins those headed to the beach Ishirou's dagger in his belt and his partially carved club in his hand.


Male Human Human 1 Druid (blight)| AC 12 FF 10 Touch 12 | HP 11/11 | Fort +4, Ref +2, will +5 | Perception +7

Resources:
Spells: 1: detect disease, touch of the sea, (D) magice stones

As the dawn broke, Thraxis felt refreshed. It had been a long time since he had been surrounded by nature so primal. It felt good to reconnect with the land regardless of the hardships.

He sat at the edge of camp and let the jungle fill his senses, the ever growing cacophony of birds and insects as they awoke from their slumber, the thick smell of foliage and damp decay, the humid air that clung to his skin in the early morning. He took it all in until his reverie was interrupted by a low moan.

He looked over to where Aery lay and frowned as he noticed the scarlet pattern marring her skin. This wasn't a matter of poison any longer. Perhaps the toxin had weakened her, making her more susceptible to infection.

After much deliberation on whether he should leave her be and let nature take its course or intervene and do what he could he eventually decided on the latter. Her loss now under these circumstances could irreparably damage the moral of the rest which could in turn hinder their chances for survival.

He returned to his meditation, connecting with the land below and drawing from it a measure of power to help the afflicted woman. He also drew inspiration from the living things around him as she prepared for the trip to the boat, the enchantment would not last long, but it would allow one to swim if the trip to the boat call for it.

Finally, his thoughts strayed to the darkness where a skull shaped moon gazed down dispassionately over everything. Tabitha had shown him how to draw power from this source and it had served him well in his quest.

"Henris, Aery is sick. There is little I can do for her now, but this evening I would be grateful for any help you can offer. I plan on gathering what healing supplies I can. If you could do the same perhaps together we can treat the sickness."

He then went over to Roland "I have a minor spell that could help with getting to the ship. It would allow one to swim like a fish with ease, but it would only last for a minute. I will save it in the event of an emergency. Call for it if you think it is needed."

Spells for the day in the resources spoiler


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

Nali observes the tide and gauges if this is a good moment to run those rocks. She would like at least 4 hours of time to get to the wreck, investigate, and return. Preferably going there while the tide is still ebbing.

Profession (sailor): take 10 + 5 = 15
Knowledge (nature): take 10 + 6 = 16

If she feels like there is enough time, she says: "I'd be willing to dare those rocks, rather than try to paddle there in a barrel... But it might be a good idea for any swimmer to bring an empty barrel, to push back supplies in, in case we can't find an undamaged sloop. Just be wary of the circulation currents there, and there, and there
Seriously? "circulation current"? I had to look up a translation for a three letter word, "mui", that we have to describe that phenomenon :D

If Nali gauges that high tide is too near for comfort, she instead states: "ok, I'm going to try my luck with the foraging group, for now, let's return when the sun is (wherever the sun is around ebbing tide) and try to skip those rocks"

Essentially, what I'm trying to say is that Nali wishes to do a foraging run and a run to the wreck, and that the tide decides which will come first.
Nali isn't bothered that much by the rain, yet. Her fur protects. Although she does miss her waxen coat and leather armour.

1 to 50 of 415 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Serpants skull All Messageboards

Want to post a reply? Sign in.