Serpent's Skull

Game Master Ray McClure


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Zarek plunges his dagger into the Zombie resulting in a gout of yellowish sap/puss flow from the wound. The creature gives no indication of feeling pain though.

Ky’s two blows result in satisfying crunches and leave the creature with only one working arm. But it does not fall.

The large sickly yellow flower shudders as it pulls up root tendrils and very slowly shuffles toward the fight.

It moves an amazing 5 feet

The Zombies renew their attack.

Two attack the Gnome.

Z1 slam: 1d20 + 5 ⇒ (10) + 5 = 15 Miss!

Z2 slam: 1d20 + 5 ⇒ (19) + 5 = 24 Hit!
damage: 1d6 + 4 ⇒ (2) + 4 = 6

And the other swings it’s one good arm at Ky.

Z3slam: 1d20 + 5 ⇒ (2) + 5 = 7 Miss!

Two of the creatures miss, but one lands a solid blow on Zarek.

You are up. Map updated


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 |

Zarek reels a little bit from the sting of the wound inflicted upon him from the zombie. "Did I mention that I hate zombies!!!" Zarek says as he collected more aether to stab the some zombie he wounded earlier.

KB: 1d20 + 8 ⇒ (6) + 8 = 14

Damage: 1d6 + 5 ⇒ (2) + 5 = 7


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

"Focus on the flower then, as that is what is creating them!" shouts a worried and magically drained Cato. "Ky seems pretty good at breaking the zombies, just don't get too close to that flower!"

Longbow w/ranger's focus, luck: 1d20 + 6 + 2 + 2 ⇒ (10) + 6 + 2 + 2 = 20
Damage if hit w/ranger's focus, luck: 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Activating A. Luck as swift action, 5' step if needed, flower remains focus.


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

Kymani focused her attention on her feet, picking her steps as she moved closer to Zarek. She continued her assault on the nearest zombie, but her focus was elsewhere.

Unarmed Strike: 1d20 + 6 ⇒ (1) + 6 = 7
Bludgeoning damage: 1d6 + 6 ⇒ (2) + 6 = 8
Unarmed Strike: 1d20 + 6 ⇒ (6) + 6 = 12
Bludgeoning damage: 1d6 + 4 ⇒ (3) + 4 = 7

Activating Agile Feet as a free action to ignore difficult terrain for 1 round.

AC: 21


Cato’s arrow finds its mark, punching another hole in the plant. However Zarek and Ky are not so fortunate. They both miss the writhing veggie zombies.

They renew their attacks. 2 attack Ky. The third swings at Zarek.

Z1 slam: 1d20 + 4 ⇒ (1) + 4 = 5 At Ky Miss!
Z2 slam: 1d20 + 4 ⇒ (8) + 4 = 12 At Ky Miss!
Z3 slam: 1d20 + 4 ⇒ (4) + 4 = 8 At Zarek Miss!

They too are unable to hit.

The vile yellow flower creeps closer.

Map Updated. You are up. Zombie AC 16, Plant AC 14.


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

Kymani continued to pound fist after fist against the zombie.

Unarmed Strike: 1d20 + 6 ⇒ (9) + 6 = 15
Bludgeoning damage: 1d6 + 6 ⇒ (4) + 6 = 10
Unarmed Strike: 1d20 + 6 ⇒ (18) + 6 = 24
Bludgeoning damage: 1d6 + 4 ⇒ (5) + 4 = 9


AC: 21


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 |

Frustrated after missing Zarek attempts to strike the zombie once again.

Kinetic Blade: 1d20 + 8 ⇒ (1) + 8 = 9

Damage: 1d6 + 5 ⇒ (5) + 5 = 10


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

Longbow w/ranger's focus, luck: 1d20 + 6 + 2 + 2 ⇒ (2) + 6 + 2 + 2 = 12
Damage if hit w/ranger's focus, luck: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11

Cato begins to feel the weight of his predicament and stress of being trapped. He grunts and let's another arrow fly.


Ky’s first strike misses by such a small margin that several leaves are severed and fall to the ground. Her second attack lands with a very loud Cunch. The creature collapsed in a messy heap of vines and leaves.

Zarek’s kinetic blade misses once more.

Cato’s arrow is also a very near miss. But still a miss.

The two remaining Zombies continue to attack.

Z2 slam: 1d20 + 4 ⇒ (20) + 4 = 24 At Ky Hit!
damage: 1d6 + 2 ⇒ (5) + 2 = 7
crit confirm: 1d20 + 4 ⇒ (15) + 4 = 19 No confirm!

Z3 slam: 1d20 + 4 ⇒ (1) + 4 = 5 At Zarek Miss!

The Yellow monster plant moves a little closer.

Wow! 9 of the previous 12 d20 rolls were less than 10


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

Longbow w/ranger's focus, luck: 1d20 + 6 + 2 + 2 ⇒ (17) + 6 + 2 + 2 = 27
Damage if hit w/ranger's focus, luck: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11

After just missing the deadly plant Caro takes a breath and let's it out slowly. He Narrows his eyes and really aims. It moves so slowly all he needs to do is just take his time and...fwoosh. the arrow flies straight.


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 |

Kinetic Blade: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d6 + 5 ⇒ (6) + 5 = 11

Zarek once again summons aether upon his blade and attacks the plant zombie.


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

Kymani grunted from the impact of the zombie's slam. Her frustration becoming apparent, she smashed the zombie with a double kick, her left foot following her right.

Unarmed Strike: 1d20 + 6 ⇒ (16) + 6 = 22
Bludgeoning damage: 1d6 + 6 ⇒ (6) + 6 = 12
Unarmed Strike: 1d20 + 6 ⇒ (18) + 6 = 24
Bludgeoning damage: 1d6 + 4 ⇒ (3) + 4 = 7


AC: 21


Cato’s Arrow finds its mark this time.
The plant shudders but begins to move the tendrils to crawl forward. Them suddenly collapses in a heap of wilted vegetation.

Zarek and Ky’s attacks all strike true, inflicting punishing damage.. Leaving both Zombies swaying, obviously barely able to stand. This damage however does not prevent them from attacking once again.

Z2 Slam: 1d20 + 4 ⇒ (7) + 4 = 11 At Zarek Miss!

Z3 Slam: 1d20 + 4 ⇒ (20) + 4 = 24 At Ky Hit!
Z3 damage: 1d6 + 2 ⇒ (1) + 2 = 3 At Ky

Z3 confirm: 1d20 + 4 ⇒ (6) + 4 = 10 At Ky No Crit!

Wow! two 20's in a row on Ky. You guys are up. Map Updated.


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 |

A little disappointed at seeing the plant zombie not fall, Zarek strikes once again hoping to fell it once and for all.

KB: 1d20 + 8 ⇒ (15) + 8 = 23

Damage: 1d6 + 5 ⇒ (4) + 5 = 9


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

"Got you!" Cato says in celebration. Moments later he sees a zombie land a lucky blow on Ky and immediately returns to feeling depressed about their situation. "You okay? I can shoot it, but it's not likely to do much..."

Will leave luck running, focus ends with the flower's death. I need to update my uses, I think I missed a turn of luck on character sheet.

Longbow w/luck, PBS: 1d20 + 6 + 2 + 1 ⇒ (8) + 6 + 2 + 1 = 17
Damage if hit w/luck, PBS: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Bleh.


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

Kymani nearly dropped as the zombie smashed her in the head. She swayed briefly as her vision blurred, the boarding pike becoming so heavy in her hands. One hand slipped off of it. Rather than try to grasp it again, she instead reached for her holy symbol, and barely muttered the words to a healing spell.

Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5

Ky is at 0 hit points and provokes an attack of opportunity trying to heal herself.

AC: 21


Zrek’s kinetic blast snaps a zombie like a broken branch and it falls. Cato’s arrow slices completely through the other zombie; it falls just like a felled tree.

Combat over. It is about 2 and a half to 3 hours from here back to camp. You have been traveling for almost 7 hours today. Where to next?


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

Ky dropped to her knees, the boarding pike tumbling to the ground. Her chest heaved as she fought for air, plunging forward to catch herself on her hands.

"Well...that hurt. Are either of you healers? Is that plant-thing dead?"

5/16 Hp's


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'm afraid, Ky, that I have expended my arcane reserves for the day. You see, spellcasters are a lot like our canteens. We can only hold so much, depending on our skill, and each time we access that energy, or 'sip' from the canteen, we...Oh, I'm sorry!" He realizes he has been rambling nervously.

"In the morning I can do more for you, but right now rest is our best option."


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 can help a little with your wounds." Zarek holds his hand over Ky's wounds and begins to concentrate as silvery aeither begins to heal her wounds.

Kenetic Healer: 1d6 + 5 ⇒ (2) + 5 = 7

I can do it again if you need more healing


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

"I don't like this place. I don't like this whole dammed island, but let's find another spot to rest for now."

HP's: 12/16


So are you going back to camp or are you resting elsewhere. And if so where? You don't want to miss out on more Island fun.


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

Ky looked to the sky, one hand above her eyes. "We won't make it back to camp before dark, and trekking across this island seems like a bad idea. We should try to find a place close to shelter in for the night."

Survival: 1d20 + 8 ⇒ (6) + 8 = 14


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

Survival: 1d20 + 7 ⇒ (8) + 7 = 15

That shack might be a good spot for tonight. I would think most normal animals avoid the area."


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 |

"Cato is right, we should use the shack as shelter for the night. It might offer some protection."


A little over 15 minutes later you arrive back at the beach camp.

This campsite consists of several small shelters made from driftwood—all have mostly collapsed.

About 2 hours of work allows you to repair the shelters enough to sleep in them for the night.

Will you be lighting a fire? And what are your watch schedules?

GM rolls:

Wandering monster: 1d100 ⇒ 3 15% setting up camp.
Wandering monster: 1d100 ⇒ 38 15% first watch.
Wandering monster: 1d100 ⇒ 80 15% 2nd watch.
Wandering monster: 1d100 ⇒ 80 15% 3rd watch.

encounter: 1d100 ⇒ 39 = Giant centipedes
number: 1d4 ⇒ 1


More GM rolls:

Kymani Init: 1d20 + 4 ⇒ (11) + 4 = 15
Zarek Init: 1d20 + 7 ⇒ (12) + 7 = 19
Cato Init: 1d20 + 5 ⇒ (11) + 5 = 16
centipedes init: 1d20 + 2 ⇒ (3) + 2 = 5
stealth: 1d20 + 12 ⇒ (6) + 12 = 18
Kymani Perception: 1d20 + 8 ⇒ (20) + 8 = 28
Zarak Perception: 1d20 + 8 ⇒ (19) + 8 = 27
Cato Perception: 1d20 + 10 ⇒ (3) + 10 = 13

While repairing the shelters and tidying up the camp.

Just after gathering up a large pile of palm fronds Ky and Zarek notice a sudden movement in the underbrush.

As two giant Centipedes scurry out, mandibles clicking.

Cato fails to notice the creatures.

Surprise round! Ky and Zarek may act. Cato not so much. Map updated


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 |

Somewhat startled by the sudden appearance of the vermin Zarek lets out an audable "What the . . ." before reflexively picking up a large peice of debris and attempting to dropping it on the northern most centipede.

Kenentic Blast: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22

Damage: 1d6 + 5 + 1 ⇒ (2) + 5 + 1 = 8

Using Point Blank


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

"Well, as you can imagine, the Dean was not happy with thst little prank. So he calls us...I say, are you alright Mr. Zarek? You usually only make that face when you...oh!"

Surprised lol


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

"Maybe you can continue your story, after we deal with, yeah, those."

Kymani closed with the centipedes, trying to stab the one moving towards Cato.

Boarding Pike: 1d20 + 6 ⇒ (8) + 6 = 14
Piercing damage: 1d8 + 6 ⇒ (6) + 6 = 12

AC: 21


Zarek drops a heavy piece of driftwood on a centipede and squishes it.
Ky impales the other centipede, killing it instantly.

Yeah! You killed them. OH BY THE WAY YOU ARE NOW LEVEL 3. So Level Up!

Oh and for the record your Exp. Total is 5103


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

"Ugh. 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

Kymani gathered up the remains of the centipedes and tossed them into a pile. She sat down, drawing out a kunai, and set about trying to cut out the poison glands from the centipede remains.

Survival (harvesting poison): 1d20 + 8 ⇒ (14) + 8 = 22 (DC 15 + CR)
Survival (harvesting poison): 1d20 + 8 ⇒ (18) + 8 = 26 (DC 15 + CR)


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

Resuming rest, lol


Ky is able to recover 2 doses of poison from the Centipedes. And they are good eating. Lots of protein.

The night passes without further incident at your beach camp.

perception15:
During your watch you spot occasional lights. Likely torches. From the high ground where your figure the base camp is located.

So where to go in the morning? Back north to the Camp? Explore the jungle to the east? West along the lagoon beach? South along the Trail? So many choices, so many things that bite, annoy and try to poison you.


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

Perception: 1d20 + 11 ⇒ (20) + 11 = 31 Well, okay.

"Well, well. Venomous serpents and plant-based zombies do not use torches... Cato mutters, catching sight of the lights in the night. He mentions them to the others as soon as they are all awake in the morning. "Last night I saw what looked like torches near camp. I think we should check in there as soon as possible. I want to make sure they are okay, let them know we are okay, and see if anyone saw anything."


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

"At this point, I wouldn't rule anything out on this damned island." Kymani shrugged.

"Fair enough. Everyone ready?"


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 |

"Back to camp sounds like the right play for me."

Zarek says as he performs his daily morning ritual.

"Ready when you guys are."


Taking the quickest route back to camp (Along the Lagoon beach to the escarpment slope).

GM rolls:

WM: 1d100 ⇒ 77 15% No encounter

You make good time back to camp. (Sticking mostly to the beach and knowing the route as well as not exploring) It takes you only a little over 2 hours instead of closer to 3.

As you approach the camp.

”There they are!” I told you they weren't dead.” Sasha shouts from high in a tree where she was keeping watch.

You are greeted with varying degrees of enthusiasm from the other survivors.

After filling the others in on your findings.

”Yes we were quite concerned. Even put up torches on the cliff to guide you.” Gelik explains.

”But I pointed out that it might not be the best idea to advertise our location.” Adds Aeyrs.

”A survivors camp,you say. But with no survivors.” Says Ishirou, shaking his head.

”The path you mentioned. I guess those tales of cannibals just might be true.” Jask says.

”Should we move the camp? Or try to fortify it more?” Asks Shasa.

”Oh! One more thing.” Says Gelik.”Last night we heard, more than once. The sound of something large flapping wings above us. But we never saw anything.”

So where to now?

Did everyone level up?


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

Damn! They put up the lights. I hoped..., Cato shrugs. "I don't know what I thought." He scratches a bug bite as he mutters to himself.

"Flying overhead?" He shakes his head. "We should move camp, I think. Perhaps we spend some time today moving and resume explorations tomorrow? What do you two think?"


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 |

"Moving camp sounds like the right move. Should we find a spot deeper into the jungle? It could provide cover from whatever was flapping last night."

Zarek says as he walks around the edge of camp, looking for anything that might suggest someone or something could be spying on the camp.

Perception: 1d20 + 9 ⇒ (10) + 9 = 19


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

"I suppose we could use the break, but at this point we're not going to catch up to the Captain. We may as well take the time to secure our foothold here" Kymani said with a shrug.


Possible new campsites. (Freshwater easy access)
The spring at the current site (F14) forms a creek that flows south to the waterfall over a cliff. Where it becomes a small river and joins another river, flowing from the north. The new combined river flows east then south. Where it continues beyond where you have explored. The North flowing river comes from the other escarpment to the south, (You encountered the Spider at the top.) It forms at a spring near the top.

Of course with the campaign rules that 1 NPC performing the Hunter job, provides food and water for 8 people. You can place the camp pretty much anywhere you want.

Survival DC 12 to find new campsite and set up:

DC 12 Survival check and takes 8 hours.

MUST be within 6 squares of current camp

The time required is reduced by 1 hour for
every 2 points by which the Survival check exceeds DC 12,
down to a minimum of 1+1 hours.per 3 squares distance from the old camp.

Daily DM Rolls:

disease PC: 1d100 ⇒ 21 10% - 5% if medic NONE!
who k1, C2, Z3: 1d3 ⇒ 3

disease NPC: 1d100 ⇒ 96 10% -5% if Medic NONE!
who A1, G2, I3, J4, S5: 1d5 ⇒ 4

Camp attack: 1d100 ⇒ 37 15% -5 per Guard NONE!

Wandering Monster: 1d100 ⇒ 83 15% NONE!

So where is the new camp?


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 wanna find that bastard too but I think the safety of everybody should come first."

Survival: 1d20 + 9 ⇒ (17) + 9 = 26

Zarek keeps an eye out for the best place to set up the new camp.


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

Once Zarek has identified a suitable location, Cato pulls out his journal and begins reviewing his notes. He scribbles in some margins and sighs. "There is still much of this island we have not yet seen. How far do you think we are now from that lighthouse? At this point, I'm hoping we might be able to climb it and get a good view of this whole bloody place. Maybe we spot campfire smoke from the Captain or whoever else may be 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

"Hard to say, a day or two maybe. Depends on the weather, the island, and the difficulties." She shrugged.

"The lighthouse is as good a place to look as any. I doubt it's functional though, but maybe we could repair it and use it to signal a ship." She shrugged again and sighed.


As stated before you place your camp anywhere with in 6 squares of the current camp. That being said. J13 The top of the south escarpment (Where you encountered the spider) is a good spot. It has water and is protected on 3 sides by cliffs. As well as being about 2 miles further into the island.


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

That sounds like the advice Zarek would give with the results of his check, so that's how I'll play it.

"Alright Mr. Zarek, that sounds good. Alright everyone, let's move out. We know this island is hostile, so sitting still won't do us any good."

Cato helps secure the new site, but finds time during the day to consult with Zarek and KY. "We have to assume that whatever happened to the ship, and the Captain, was not an accident. We were supposed to drown with the rest of the crew. Do we think the capstlltsin and his unknown associate are aware of us? Because I'm becoming more and more wary of the safety of the other survivors."

He adjusts his tricorn and continues, "While I think we need to get off this island, my priority is starting to shift to finding those responsible for marooning us. I think tomorrow we should return to where we lost their trail and search further inland from there."


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

Kymani shook her head in frustration. "I don't know. It doesn't seem likely. When you throw the trash overboard, you don't often watch to see if it comes back. I'm concerned about the others too, but we seem to be splitting out attention. When you're on the boat, you do your task until it's done. What is our task? Finding the Captain? Protecting the survivors? Getting off this island? We can't accomplish everything at once. Unless the Captain came to this island to die, he has to have a way off." She looked around at the others, Gelik, Jask, Sasha, Ishirou, and Ayers.

"I think they can handle themselves. Ayers is a fighter, Jask commands the divine, Sasha's an assassin, Ishirou, well who knows, and Gelik, well, at least he makes me laugh" she said with a shrug.

"I say we chase down the Captain. The others can hold down the fort."


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

Cato could remember a professor offering similar advice to him. "One thing at a time, son. You can't write three papers at once!"

He nods along with Ky. "True. Well, I'm all for chasing the Captain. Mr. Zarek? You probably have the most focused mind of us all. Would you agree?"

Assuming he does, Cato will make an "after you gesture" to Ky since she last had the trail (even though it's probably long gone cold).


Daily DM Rolls:
day 1
disease PC: 1d100 ⇒ 19 10% - 5% if medic
who k1, C2, Z3: 1d3 ⇒ 3

disease NPC: 1d100 ⇒ 86 10% -5% if Medic
who A1, G2, I3, J4, S5: 1d5 ⇒ 5

Morale Ayers: 1d20 - 1 ⇒ (18) - 1 = 17
Morale Gelik: 1d20 + 2 ⇒ (3) + 2 = 5
Morale Ishirou: 1d20 - 1 ⇒ (18) - 1 = 17
Morale Jask: 1d20 + 8 ⇒ (5) + 8 = 13
Morale Sasha: 1d20 - 1 ⇒ (10) - 1 = 9

Attitude Ayers: 1d20 - 1 ⇒ (12) - 1 = 11
Attitude Gelik: 1d20 + 2 ⇒ (10) + 2 = 12
Attitude Ishirou: 1d20 - 1 ⇒ (14) - 1 = 13
Attitude Jask: 1d20 + 8 ⇒ (12) + 8 = 20
Attitude Sasha: 1d20 - 1 ⇒ (13) - 1 = 12

Camp attack: 1d100 ⇒ 98 15% -5 per Guard

Wandering Monster: 1d100 ⇒ 36 15%

You are able to move the camp without incident. Other than a discussion of who might need a bath in the river. Once settled at the new site and the approach trapped and fortified.
This will require the rest of the current day as well as all of the next.

Daily DM Rolls:
2nd day
disease PC: 1d100 ⇒ 40 10% - 5% if medic
who k1, C2, Z3: 1d3 ⇒ 3

disease NPC: 1d100 ⇒ 23 10% -5% if Medic
who A1, G2, I3, J4, S5: 1d5 ⇒ 3
Camp attack: 1d100 ⇒ 86 15% -5 per Guard

Wandering Monster: 1d100 ⇒ 71 15%


On the following morning as the PC’s prepare to head out. The other survivors gather. They look somewhat determined. Except of course for Gelik who is insufferably cheerful and Sasha who is too easily dictracted.

Ayers steps forward and Ishirou moves just behind her. Jask stands off to the side. Gelik and Sasha are on the other side (nearer to the PC’s).

”So you all are headed out to search for the Captain again? Oh and look for a way off the island of course. We.” Looking around at the others who nod in agreement.”Will keep the camp running in the meantime. It will be here when you return. Oh do your best to return.”

Ishirou hands you a folded paper. ”As long as you are out there. Take this map. If you are in the area it couldn’t hurt to look for the treasure.” (it is a rough drawing of the island. And seems to indicate the treasure should be to the south east of the camp atop a double escarpment). ”I mean what would be better than to leave the island rich?”

Jask smiles and says. ”This is a good campsite. And we have adjusted to the climate. As long as we can stave off disease things aren’t too bad. Oh do please keep and eye out for the Brine Demon wreck. I am sure the evidence proving my innocence is onboard.”

Gelik ”Yes it would be bad for all of us if something were to happen to you. And of course you as well.” He says with a broad grin.”I will do my best morale up. And should you come across the wreck of the Nightvoice. Do let me know. It’s my ticket back into the Pathfinders.”

Sasha is waiting at the edge of camp. The dino bird baby now follows her everywhere squawking loudly. After silencing the creature with a dead lizard she smiles at PC’s. ”I will keep the camp safe while you are gone.”

Which way now?

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