Serpent's Skull

Game Master Ray McClure



See I have finally done a little


Male Half-elf Magus (eldritch archer) 1 | AC: 18 T: 18 FF: 11 | HP 10/10 | Fort: +3 Ref: +3 Will: +2 | BAB: +0 CMB: +x CMD: x | Init: +x | Per: +x SM: +x Low-light| Status: none
Effects:

Alias is a WiP at the moment.

Action Hero!

Steele is a half-elf eldritch archer magus. In addition to his formidable shooting ability he has bluff and intimidate to backup a face.


Okay this is NOW the Serpents Skull Discussion Page


Campaign Info is up


Here is the random character. Need a race first . .

Race: 1d7 ⇒ 3

Gnome


Step 1:

Homeland: 1d100 ⇒ 79 Non-Gnome City or Metropolis
Parents: 1d100 ⇒ 25 Both are alive
Siblings: 1d100 ⇒ 68 No Siblings
Sibling: 1d100 ⇒ 33 N/A
Circumstance of Birth: 1d100 ⇒ 24 Low-Class Birth
Parents Profession: 2d10 ⇒ (4, 2) = 6 Serfs/Peasants
Major Childhood Event: 1d100 ⇒ 58 Inheritance


Step 2: Adolescnec and Training

Class: 1d19 ⇒ 18 Wizard
Background: 1d100 ⇒ 8 Brians Over Brawn
Influential Associates: 1d100 ⇒ 11 The Confidante


Step 3: Moral Conflicts, Relationships and Drawbacks

Conflicts: 1d20 ⇒ 15Blackmail; +6
Conflict Subject: 1d20 ⇒ 8Clergy
Conflict Motivation: 1d10 ⇒ 2 Love; +1
Resolution: 1d7 ⇒ 5 Denial; +1
Deity and Religious Philosphy: TBT
Romantic Relationships: 1d20 ⇒ 18experience but no substantial relationships
Relationship with Fellow Adventurers: 1d100 ⇒ 41 Friendly Competitors
Character Drawback: 1d100 ⇒ 27Loyalty(Pride)

Alignment: Neutral
Deitiy: Nethys


Male Half-elf Magus (eldritch archer) 1 | AC: 18 T: 18 FF: 11 | HP 10/10 | Fort: +3 Ref: +3 Will: +2 | BAB: +0 CMB: +x CMD: x | Init: +x | Per: +x SM: +x Low-light| Status: none
Effects:

Read as a movie trailer VO!

Steele was a Korvosan guard with a promising career until he made the wrong kind of enemies. Now he stays on the run hoping to one day find the man with one eye, the only person who can clear his name...

The game has changed, the character concept remains. Steele is an action hero of the loose cannon variety. A dash of McClane, a hint of Dutch, and a little more Cash than Tango.

Taking suggestions, btw, on who he's chasing, it probably won't matter much since it's an AP, but for flavor's sake. One eyed man is a little too...easy and not fantasy enough. The elf with round ears maybe, the tall dwarf, IDK...


Try something like the Tall Dwarf or the Short Elf or maybe even the pretty orc


Male Elf

The six-fingered man! No wait, that's been done. The five-fingered man!


HP 23/23 AC 17, Touch 17, Flatfooted 15, CMD 22; Saves F +6, R +5, W +9 [+2 vs. sleep, paralysis, and stunning]; Perception +8, Sense Motive +3; Init +3 | Status: Normal

Breach is a half-orc female barbarian who really likes to break things. I mean seriously, really likes to break things.

A pirate who was tired of getting yelled at for always breaking things, she boarded in the Shackles and isn't looking back.


Steele boarded in Magnimar after making his way across the continent running from trouble in Korvosa. He has been aboard the Jenivere since she left on this run working as crew.


Here is the link to Roll20 page. Eventually I will figure out how to add it to the page.

https://app.roll20.net/join/6989283/ABrqsA


Breach which port in the Shackles did you board in?
there are 3 possibilities: Ollo, Quent, or Port Peril.


Male Half-elf N Archaeologist Bard 3/Guide Ranger 3| HP 15/22 | AC: 17 FF: 13 T: 14 | CMD: 19 CFF: 15 | F: +5 R: +7 W: +7 | Init: +5 | Per: +11 SM: +9 | Luck: 2/8 | Status:
Effects:
none

Take 2!

Two language slots open, any suggestions?


Male Gnome Fighter 3/Kineticist 3| HP 43/43 | AC: 20 FF: 16 Touch: 15 | CMD: 17 CMB: 3 | F: +7 R: +8 W: +5 | Init: +7 | Per: DV; +9 | Status: Normal |

I arm here!


HP 23/23 AC 17, Touch 17, Flatfooted 15, CMD 22; Saves F +6, R +5, W +9 [+2 vs. sleep, paralysis, and stunning]; Perception +8, Sense Motive +3; Init +3 | Status: Normal

Likewise.


HP 23/23 AC 17, Touch 17, Flatfooted 15, CMD 22; Saves F +6, R +5, W +9 [+2 vs. sleep, paralysis, and stunning]; Perception +8, Sense Motive +3; Init +3 | Status: Normal

Here are a few suggestions that I used when DM'ing PbP games that made my life a lot easier and really sped things up for the players.

1. You can use the URL flags to put the web address for the Roll20 page in your signature, just like we do for character stat lines. You can also add it to the Campaign tab. It's not a huge deal with how much we use Roll20, but it's a small help.

[url=PASTE_URL_HERE] Serpent's Skull Roll20 [/url

2. Put a spoiler on the Campaign tab with each character's Initiative values. Then you can copy and paste it when you need to. This can save days. You can copy the one below, just add the closing bracket to each line.

[spoiler=Initiatives
[dice=Kymani Init] 1d20+3 [/dice
[dice=Zarek Init] 1d20+6 [/dice
[dice=Cato Init] 1d20+4 [/dice
[/spoiler

3. You can do the same thing with Perception. Again, just copy the below.

[spoiler=Perception
[dice=Kymani Perception] 1d20+8 [/dice
[dice=Zarak Perception] 1d20+7 [dice
[dice=Cato Perception] 1d20+7 [/dice
[/spoiler

4. Add any information about NPC's to the Campaign tab. Again I would use spoiler's for each one, just to keep things organized.

5. Also add any information about relevant rules that may come up again and again, like the Heat one for example.


Male Half-elf N Archaeologist Bard 3/Guide Ranger 3| HP 15/22 | AC: 17 FF: 13 T: 14 | CMD: 19 CFF: 15 | F: +5 R: +7 W: +7 | Init: +5 | Per: +11 SM: +9 | Luck: 2/8 | Status:
Effects:
none

I typically used a notepad or Google Docs file for common group rolls since I don't even have to add anything, just copy and paste.

It's always okay with me to roll Initiative, Perception, or Sense Motive when it's a reflexive/passive action like determining surprise. I don't have any conditionals for any of them at this time that apply outside of combat and will try and remember to update when/if they apply (down the road favored terrain and terrain bond can influence those rolls passively, but not yet).


HP 23/23 AC 17, Touch 17, Flatfooted 15, CMD 22; Saves F +6, R +5, W +9 [+2 vs. sleep, paralysis, and stunning]; Perception +8, Sense Motive +3; Init +3 | Status: Normal

Are we supposed to read the Exploring the Island spoiler?


Yes, just general info to help you plan forays about the island,


Did everyone get the 'Captain's Log' shared on Drive? I can post it as handout but is easier to read on drive.


HP 23/23 AC 17, Touch 17, Flatfooted 15, CMD 22; Saves F +6, R +5, W +9 [+2 vs. sleep, paralysis, and stunning]; Perception +8, Sense Motive +3; Init +3 | Status: Normal

Yup. Just read it.


HP 23/23 AC 17, Touch 17, Flatfooted 15, CMD 22; Saves F +6, R +5, W +9 [+2 vs. sleep, paralysis, and stunning]; Perception +8, Sense Motive +3; Init +3 | Status: Normal

The roll20 map is on the main island grid map.


HP 23/23 AC 17, Touch 17, Flatfooted 15, CMD 22; Saves F +6, R +5, W +9 [+2 vs. sleep, paralysis, and stunning]; Perception +8, Sense Motive +3; Init +3 | Status: Normal

We should probably head back to camp. I'm not sure we can survive another encounter out here. I think Zarek and I are at about half hit points.


Male Half-elf N Archaeologist Bard 3/Guide Ranger 3| HP 15/22 | AC: 17 FF: 13 T: 14 | CMD: 19 CFF: 15 | F: +5 R: +7 W: +7 | Init: +5 | Per: +11 SM: +9 | Luck: 2/8 | Status:
Effects:
none

HP Level 2: 1d10 ⇒ 4 So 5, bleh, oh well, maybe there will be time to do some retraining when we get off this island.


HP 23/23 AC 17, Touch 17, Flatfooted 15, CMD 22; Saves F +6, R +5, W +9 [+2 vs. sleep, paralysis, and stunning]; Perception +8, Sense Motive +3; Init +3 | Status: Normal

HP: 1d8 ⇒ 1

...what he said.


Does anyone have a current Exp. Total?


HP 23/23 AC 17, Touch 17, Flatfooted 15, CMD 22; Saves F +6, R +5, W +9 [+2 vs. sleep, paralysis, and stunning]; Perception +8, Sense Motive +3; Init +3 | Status: Normal

Nope. I don't think you've awarded any. Just told us when to level at one point. I imagine it was milestone related.


HP 23/23 AC 17, Touch 17, Flatfooted 15, CMD 22; Saves F +6, R +5, W +9 [+2 vs. sleep, paralysis, and stunning]; Perception +8, Sense Motive +3; Init +3 | Status: Normal

HP: 1d8 ⇒ 6


Male Half-elf N Archaeologist Bard 3/Guide Ranger 3| HP 15/22 | AC: 17 FF: 13 T: 14 | CMD: 19 CFF: 15 | F: +5 R: +7 W: +7 | Init: +5 | Per: +11 SM: +9 | Luck: 2/8 | Status:
Effects:
none

FYI - Roll20 page is not on general map page to determine new campsite. Zarek nailed the roll so I'm happy to defer to his judgment.

I'm working on updating and correcting the loot sheet.

Loot Sheet

I will finish making it tidy and accurate, but we haven't found a lot of stuff yet anyway.

I've reread everything and made sure Cato is 100%. Before resting I have one more spell. It seems like we need to spend the day securing camp,

We have Jask's quest, completed Sasha and Aerys'. Do we have a quest for the others yet? I think no one has really gotten through to Ishirou yet, feels like I've made Gelik my BFF...

Okay. Those are the threads to tie up as we resume!


HP 23/23 AC 17, Touch 17, Flatfooted 15, CMD 22; Saves F +6, R +5, W +9 [+2 vs. sleep, paralysis, and stunning]; Perception +8, Sense Motive +3; Init +3 | Status: Normal

Can we go back to the previous boat now?


This was the Previous boat 'Bloody Doll' in H14. The cove J15 wreck 'Brine Demon' had the evidence for Jask and an amulet. The only other wreck you found and did not explore is way up in B14. You have found and explored wrecks in B7 'Tattooed Lady'/ D15 'Golden Bow' B12 'Jenivere' Your ship.

I don't know of any other wrecks found.


Male Half-elf N Archaeologist Bard 3/Guide Ranger 3| HP 15/22 | AC: 17 FF: 13 T: 14 | CMD: 19 CFF: 15 | F: +5 R: +7 W: +7 | Init: +5 | Per: +11 SM: +9 | Luck: 2/8 | Status:
Effects:
none

Oh. I was confused as well, I think that means we are headed back to camp then.


HP 23/23 AC 17, Touch 17, Flatfooted 15, CMD 22; Saves F +6, R +5, W +9 [+2 vs. sleep, paralysis, and stunning]; Perception +8, Sense Motive +3; Init +3 | Status: Normal

Can you change the map on roll20 to the overland map?

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