Serpent's Skull

Game Master Ray McClure


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The Area

To the south, a wall of green rises in the form of a dense jungle filled with a cacophony of life. To the east and west, ragged arms of jagged rocks reach out to embrace a wave-tossed cove, while to the north, the waters of the sea surge and churn between the beach and a line of razor-sharp rocks.

The Ship
Even a cursory glance is enough to confirm that the Jenivere will never sail again. Only the fortuitous presence of a sharp ridge of rock near the side of the sheer cliff wall has prevented the wreck from sinking entirely into the sea, for only the ship’s stern seems to have survived the wreck. This portion is wedged at an angle between the cliff and the rocks, and each wave shakes and tosses the wreck alarmingly. It won’t be long before the constant pounding of the waves dislodges the wreck and allows the hungry sea to claim the last of this once-fine ship.

Knowledge Nature DC10 , Profession Sailor DC 10, Perception DC12:
Reaching the Jenivere from land is easiest at low tide, either early in the morning or late in the afternoon. The exposed rocks are slippery, but even though they count as difficult terrain, they can be navigated, allowing someone to walk all the way up to a ledge on the cliff that overlooks the upper deck of the wreck. At normal or high tide, reaching the wreck requires a 150-foot swim or climb along the cliff side.

Current time:
Mid to late morning

No food, water in the gear pile. No boats seen.

Survival DC10, Preception DC12:
Several deep furroughs near the surf line show that a small boat was pulled up on shore several times. These marking would not have survived more than one high tide.

Swim:
It’s a DC 20 Swim check to navigate the churning surf, and a failure of 5 or greater results in a wave pounding the swimmer against the rocks for 1d4 points of damage unless the swimmer makes a DC 15 Reflex save. 2 of these are required to reach ship.

Climb Cliff:

Climbing the jagged cliffs is a bit easier, requiring 2 of DC 15 Climb checks, with a fall dropping the climber into the surf below. See swim for results.

What should we do? DC 12 Survival:
Success is enough to realize that without a campsite, resting characters will be much more exposed to the elements, wildlife, bugs, and other dangerous elements on the isle.

Jask (the prisoner) rubs his wrists . ”It’s been so long. Thank you.”

Ishirou wanders over to the scorpion crab that Cato fought. He kneels to examine the creature. Then says.”Hey, dis one still alive.” He pulls his dagger and quickly stabs into the crab’s head. ”Not no more.” and smiles slightly.

Gelik after collecting his gear sits down in the shade of a palm tree. After spending several minutes shooing the tiny every present crabs away. And begins to write in his notebook.”Eurypterids. The proper name is Eurypterids. These are the small ones.”

Aerys spends a few minutes studying the wreck, shaking her head. ”Damn shame she was a fine ship.” Then grabs her gear and somewhat frantically rummages through her pack until she finds a flask. Which she quickly opens and takes several swings. Then jiggles the flask in her hand. and makes a sad face. ”Not much left”

Sasha recovers her belongings. Making a point to check her rapier. It is a very high quality weapon. Then investigates the scorpion crabs. ”Wish I could have fought them.” Then kneels in the sand draws her Kukri and begins chopping at a coconut with great intensity.


Note there is a handout map of island on roll 20


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 |

perecp: 1d20 + 7 ⇒ (10) + 7 = 17

Survival: 1d20 + 7 ⇒ (10) + 7 = 17

"I think it would be easiest to reach the ship at low tide, but don't know if we have time to wait for that. We might want to send the best swimmer out to see if there is anything salvageable. Zarek says addressing everybody.


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

Knowledge (nature): 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Survival: 1d20 + 6 ⇒ (16) + 6 = 22
Survival: 1d20 + 6 ⇒ (8) + 6 = 14

"I can swim, but I don't like my chances with those rocks. However, we could use the rocks and avoid the water, eh? I have some rope." Cato says with a shrug.

"In any case, we should find some sort of quiet spot to build shelter while we get our bearings. Gelik, keep an eye open for anything edible. I'm sure a naturalist such as yourself can identify toxic berries from safe ones, and such."

"Hello? What is this? Mr. Zarek, do you see those furrows? Someone near or on this island has a boat!"


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 turns to Cato. "Yeah, I saw those, hopefully they are still close. We need a way off this island.

Zarek walks over to the furrows and kneels next to one, examining it closely. "I guess the real question is are they friendly?


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 checks his bowstring and shoulders his quiver as he answers Zarek. "As Professor Alkinus Mechani said in a guest lecture, 'Hope for a zombie, but expect a wight'."


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

Perception: 1d20 + 8 ⇒ (11) + 8 = 19

"Aye aye. A fine ship and a fine captain."

Survival: 1d20 + 8 ⇒ (3) + 8 = 11

"Does anyone think those Eurypterids are edible?"/[b]

Survival: 1d20 + 8 ⇒ (11) + 8 = 19

Kymani stares out across the water towards what was left of the Jenivere. These waters are rough, and those rocks rougher. You go under, you may not come back up. Even climbing across with a rope, a fall would still potentially be fatal. The food stores and water are potentially poisoned, if not lost. Without a spyglass, I can't see any signs of other survivors from here. And any answer we find will not likely change our current situation. I hate to say it, but we're probably best served finding shelter and food."


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

Looking from the rocks to Ky, Cato grins. "I don't hate saying the same," he doffs his tricorn and looks to the gnome, "Should you wish to give it a go, I will cover you from here Mr. Zarek, but I don't think I'll be risking my life for your cargo. I hope you don't take offense to my unwillingness to risk my neck, mate."


Survival

Food and Water:

A Medium creature requires a gallon of water and a pound of decent food each day to avoid starvation—in hot climates (such as the tropical climate of Smuggler’s Shiv), characters need twice as much water each day. Small creatures require half the amount of food and water that Medium creatures do, while Large creatures require twice as much. Of course, certain spells can vastly ease the search for food and water. Create water produces 2 gallons of water per casting—since this cantrip is usable at will, a character with this ability effectively removes the worry about drinking water. Similarly, purify food and drink effectively removes the need for water if the PCs have access to the ocean.

Food is a tougher problem to solve with magic—:

Summoned creatures don’t persist long enough and vanish when slain, so they aren’t a usable source for food. At higher level, spells like heroes’ feast can solve the food problem, but since high-level casters have access to spells like teleport and wind walk, heroes’ feast is unlikely to ever serve as a survival spell. Goodberry can keep 2d4 people per casting well fed, but requires fresh berries—fortunately, berries are relatively easy to find on Smuggler’s Shiv. The best spell in a survival situation is create food and water, but as this spell is 3rd level it’s out of reach for lower-level characters, such as those stranded on Smuggler’s Shiv If there’s no magic available to feed and provide water for the stranded PCs, they’ll need to rely instead on Survival skill checks. Smuggler’s Shiv is relatively hospitable when it comes to game and freshwater, and 4 hours of hunting and foraging allow a character to attempt a Survival check. With a DC 10 success, a character provides enough food and water for himself— every 2 points by which he exceeds this DC provides food and water for an additional character.


Environmental Hazards:

Shelter is important on Smuggler’s Shiv, if only to give the PCs a place to rest and recover their strength after a day of hunting, exploring, or adventuring. There are two environmental effects on Smuggler’s Shiv that shelter can help protect against—disease and heat. Note that these
effects are of little concern to natives of the island, as they are well acclimated to the environment.

Disease::

Smuggler’s Shiv is rife with biting flies, mosquitoes, gnats, ants, and other pests—many of which carry disease. Each day at sundown, each PC has a 25% chance of being exposed to mindfire or red ache (Pathfinder RPG Core Rulebook 557). Sleeping in a shelter reduces the chance of exposure to any disease to 15%.

Heat::

“Souls for Smuggler’s Shiv” takes place during the height of summer, and despite frequent rainfall, the days can become very hot for 3 hours from 12:00 to 3:00 p.m. (see page 444 of the Pathfinder RPG Core Rulebook for rules on hot conditions). A character can avoid having to
make Fortitude saving throws against the heat’s effects by spending those hours in shade or shelter and not taking part in strenuous activity—but even one combat is enough to trigger a Fortitude save for hot conditions.

Establishing a Base Camp:

Creating a safe camp to sleep, eat, and relax in can make the difference between survival and death. A base camp needs to be located in a safe and stable location, and must adequately provide for shelter from the environment and protection against wildlife. Locating a suitable site and building a shelter requires a DC 12 Survival check and takes 8 hours. Lack of building tools imposes a –5 penalty on this check (the proper tools can be found in the wreck of the Jenivere they are unlikely to be part of any castaway’s gear). 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 hour

Once a campsite is established.:
It provides a safe place to rest out of the relentless heat of the sun, while the shelter and smoke from a campfire helps to ward off insects (reducing the chance of being exposed to disease to 10% per day). In addition, there are five roles that PCs or (more likely) NPCs can take up as part of their daily duties to further enhance the effects of a campsite, as detailed below. In order to fill one of these roles, the character must spend the entire day pursuing the role.

Defender::
A defender works to set traps, shore up a shelter’s walls, and see to the safety of the campsite. The first time in a day that a wandering monster or hostile creature attacks the campsite, the defender’s traps inflict 2d6 points of damage—divide the damage done as equally as possible among all attackers. Each additional defender assigned to a campsite increases this damage by 2d6.

Entertainer::
An entertainer helps to raise hopes for rescue—each entertainer grants NPCs a +2 bonus on Will saves to increase morale (see below).

Guard::
Each guard reduces the chance of a wandering monster attacking the camp during the day or night by 5% (minimum chance of 5%).

Hunter::
Each hunter provides enough food and water for 4 to 8 Medium creatures per day. (8 hours, taking '10' with modifier of +4 + 1d4)

Medic::
Each medic reduces the chance of being exposed to disease by 5% and increases the number of hit points healed naturally during a night’s rest in the camp by 2.[/spoiler

Morale:

The NPC castaways react to their near-death experience in different ways, and if the PCs don’t bolster their morale, they could easily fall prey to despair. Although the shock of the wreck is enough to mute their personalities somewhat on the first day, clashes among the NPC castaways can manifest as soon as the first night on the island. Morale has five categories: hopeful, normal, shaken, frightened, and panicked. All five castaways start with a morale of shaken. Events during play can adjust each castaway’s morale in one direction or another—either positively (to normal and eventually hopeful) or negatively (to frightened and eventually panicked). Morale affects only NPC castaways.

Adjusting Morale::
Every morning, an NPC castaway must make a DC 15 Will save. If successful, the NPC’s morale increases to the next category toward hopeful. If the Will save fails, the NPC’s morale doesn’t change unless the roll failed by 5 or more, in which case her morale moves one step toward panicked. Note that once an NPC reaches hopeful morale, she no longer needs to make these Will saves, but special events can still adjust her morale downward (in which case she’ll need to start making her morning Will saves again).

Effects of Morale::

Each level of morale has different effects on the NPC castaways, as listed below.

Hopeful: The NPC functions normally, and does not need
to make morning Will saves to adjust morale. Diplomacy
checks to adjust the NPC’s attitude gain a +2 bonus.

Normal: The NPC functions normally.

Shaken: The NPC is shaken.

Frightened: The NPC is shaken. Diplomacy checks to
adjust the NPC’s attitude take a –2 penalty.

Panicked: The NPC is shaken, and during any attack by
hostile forces, she immediately becomes panicked and
f lees the area, heedless of the danger. Diplomacy checks
to adjust the NPC’s attitude take a –4 penalty.

Morale:

The NPC castaways react to their near-death experience in different ways, and if the PCs don’t bolster their morale, they could easily fall prey to despair. Although the shock of the wreck is enough to mute their personalities somewhat on the first day, clashes among the NPC castaways can manifest as soon as the first night on the island. Morale has five categories: hopeful, normal, shaken, frightened, and panicked. All five castaways start with a morale of shaken. Events during play can adjust each castaway’s morale in one direction or another—either positively (to normal and eventually hopeful) or negatively (to frightened and eventually panicked). Morale affects only NPC castaways.

[spoiler=Adjusting Morale:] Every morning, an NPC castaway must make a DC 15 Will save. If successful, the NPC’s morale increases to the next category toward hopeful. If the Will save fails, the NPC’s morale doesn’t change unless the roll failed by 5 or more, in which case her morale moves one step toward panicked. Note that once an NPC reaches hopeful morale, she no longer needs to make these Will saves, but special events can still adjust her morale
downward (in which case she’ll need to start making her morning Will saves again).

Effects of Morale::

Each level of morale has different effects on the NPC castaways, as listed below.

Hopeful: The NPC functions normally, and does not need
to make morning Will saves to adjust morale. Diplomacy
checks to adjust the NPC’s attitude gain a +2 bonus.

Normal: The NPC functions normally.

Shaken: The NPC is shaken.

Frightened: The NPC is shaken. Diplomacy checks to
adjust the NPC’s attitude take a –2 penalty.

Panicked: The NPC is shaken, and during any attack by
hostile forces, she immediately becomes panicked and
f lees the area, heedless of the danger. Diplomacy checks
to adjust the NPC’s attitude take a –4 penalty.

Attitude:

[spoiler=Hostile:] The NPC takes a foolish or aggressive action
that may cause problems for the rest of the castaways.

Unfriendly::
The NPC is standoffish and unfriendly and
refuses to help with campsite duties.

Indifferent::
The NPC is willing serve in one of two
campsite roles (see the NPC’s entry for specific roles).

Friendly::
The first time the PCs make an NPC friendly via Diplomacy, gifts, or favors (but not via Intimidate), award the party 100 XP. Making an NPC friendly leads her to reveal her castaway quest. Helpful: Completing an NPC’s quest is the only way to make her helpful, but once she reaches this attitude she remains so for the remainder of the adventure. For making an NPC helpful, award the party 200 XP. A helpful NPC will accompany PCs on explorations or other missions on the island if asked. In addition, a helpful NPC offers the PCs a one-time boon that grants a permanent bonus on a type of saving throw, attack roll, or the like—these are untyped bonuses.

Starting NPC Attitudes

Aerys:
She is Unfriendly.

Gelik:
He his Indifferent.

Ishirou:
He is unfriendly’

Jask:
He is Indifferent.

Sasha:
She is Unfriendly.

You may make Checks (Diplomacy or Intimidate) to influence NPC attitudes. However it takes 1 hour per NPC. (But there are Three of you)

Told you guys this AP had a lot of number crunchyness.
I will post this information on Drive and share it with 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

Just waiting to see if Zarek wants to risk the climb before Cato starts scouting for a campsite. He has a decent Cha but no ranks in Diplomacy yet, but will toss toss roll in on Gelik since I've already established a sort of relationship with him anyway and he's only indifferent. Plus, the comment about him keeping an eye out for poisonous foods was an attempt to keep him feeling useful anyway, lol.

Diplomacy w/luck: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21


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

"Before we try to the rope, I think I have something else I can try."

She pulled a kunai from her bandolier and held it in her hands, one hand on the handle and the fingers from her other hand holding the point. With it, she angled it back and forth, trying to reflect the sun back into the sky. After several minutes, and a frown forming on her face, a screech sounded from far above. Seconds later, a hawk landed in the sand, it's eyes scanning the many people on the beach.

Kymani sheathed the kunai and extended her arm, slowly offering the bird her hand. It fluttered forward, nudging it's head into the waiting hand.

"That's a good girl" Kymani said as she stroked the bird.

In a hushed whisper, she asked "you know the boat I was on? I need you to see if anyone still moves. Can you do that for me."

A hushed squawk answered before Kymani's hand came away. The bird turned towards the water and began to lift into the sky.

"SEEK" she called out as it flew away.

Seek Trick:

The animal moves into an area and looks around for anything that is obviously alive or animate.

"In the meantime, I think we should start looking for food and water, and try to find or build a shelter of some kind. Nights near the water tend to get cold."


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 smirks at Ky as the bird flies away. "Sounds good. To be fair Mr. Zarek, the cargo probably isn't going far. I just hope seawater doesn't damage ehatever you were transporting. Okay everyone, let's move out. Keep your eyes open and let's try and stay quiet."

Survival: 1d20 + 6 ⇒ (1) + 6 = 7 Scouting for base camp.

Ky, save our butts!


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 don't think my cargo could help much here but there might be tools aboard we could use. I could go at low tide, that might be the safest."

Climb: 1d20 + 6 ⇒ (18) + 6 = 24

Climb: 1d20 + 6 ⇒ (15) + 6 = 21


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, why don't you let me go first pretty boy. This isn't a city after all, and you can cover me with your bow."

Survival, lack of tools: 1d20 + 8 - 5 ⇒ (17) + 8 - 5 = 20


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 am just still feeling the effects of whatever was in our meal..." Cato grumbles as he picks nettles out of his arm for the fourth time.


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

"Well, if you feel the need to relieve yourself, try not to go on any ant hills. They really don't like that. And don't use any green leaves" Kyamni said with a smile.

"Sasha, why don't you come up front and help me keep an eye out for...adventure."


Zerek, did you make the climb checks to travel along the cliff, right away or were you waiting for low tide? Which is 6 hours from the current time.
Also the description of the 3 paths to the ship are confusing.
1 Swim.
2 Climb along a cliff.
3 Low tide path.
At low tide no checks are needed as it uncovers a path of slippery rocks (difficult ground) leading right up to the ship. But it looks like you made the rolls necessary. So you could be on the ship. Before or while the others are looking for a camp.


Kymani

The Hawk takes flight and soars out over the cove. The bird circles the wreck several times before diving down, apparently landing on the ship. About 10 minutes later you see it returning. It appears to be carrying something. Something white. The Hawk lands at your feet. Depositing a very dead seagull. Looking up at you she tilts her head several times and delivers a series of. Cak, Cak, Cak. sounds. The seagull was obviously the only living thing it found on the ship.


Zerek on the Ship

What occurred:
Unless you signal the others they do not know what is happening to you. As mentioned, the Jenivere is missing much of her bow, and although it’s only noticeable up close and with a

[Spoiler =DC15 Perception check] She’s also missing much of her lower deck. All that survives are the upper decks, a portion of the captain’s cabin, and on the mid-deck, the larder, a supply room, and the brig and galley (both now empty)

The lifeboat:
Although the Jenivere’s only lifeboat at first seems to be missing, as the PCs approach the ship, the fate of this smaller boat becomes clear—it was washed up between the ship and the cliff and was crushed by the action of the waves smashing the Jenivere against the cliff side. Part of the lifeboat’s bow still lolls about in the surf, attached to a protruding timber by a thick rope, as if someone had moored the boat to the wreck.

Onboard:

The wreck is not completely abandoned, as a

[spoiler=DC 10 Perception check reveals once the PCs draw close—] something on the lower deck is making a terrible racket. A sustained scratching and thumping sound is coming from there. However you will have to move closer to find the source.

Looking inside:

This is a single eurypterid that has clambered up into the wreck.
— You can see blood coming from the partially collapsed storeroom door and is Clawing at the warped door in a frenzied attempt to get at whatever lies inside

The sea scorpion immediately abandons its obsession once it realizes that the PCs might offer it an easier meal. Due to the pounding of the waves on the ship and its awkward angle, movement on board the Jenivere is treated as difficult terrain, and both the PCs and the eurypterid take a –2 penalty to hit on all attacks.

Roll initiative.


Back on the beach

As Cato and Kymani move out to search for a campsite. The other castaways take notice.

Jask and Gelik both nod and follow.

”Why yes. Excellent idea. You know this region has over 30 types of berries… The Gnome proceeds to regale the group with an ecuricating dissertation on plants. But it does include the important safety tip of ”Don’t eat anything until I’ve looked it over.”

Sasha appears initially uninterested in your plan. But suddenly gets up and follows. Stopping repeatedly to poke things with her rapier. When Kymani suggests there may be adventure. Her eyes light up and a somewhat maniacal grin appears. ”Yeah!

Ayers and Ishirou sit and watch you and the others move off. Only joining the procession when you are nearly out of sight.


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 |

Initiative: 1d20 + 6 ⇒ (8) + 6 = 14


More fun on the boat

Zerek:
Sea scorpion roll: 1d20 + 4 ⇒ (14) + 4 = 18 Oh by the way this one is bigger (the size of a wolf.) No map for this one. The creature is 15' away and every thing is difficult ground. You are 5' above the crab. Giving you cover. The Sea scorpion crawls forward (Moving 5' through difficult terrain.) and attacks. Sting attack: 1d20 + 1 - 2 - 2 ⇒ (11) + 1 - 2 - 2 = 8 The crab misses.

You are up


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 wraps a thread of aether around a piece of the boat and attempts to slam it into the larger scorpion crab.

Telekinetic Blast: 1d20 + 7 ⇒ (2) + 7 = 9


The Gnome and the Crab.

Zerek:
Your wooden missile misses the crab by a good margin. The creature move closer attempting to climb up to get at you. It moves 5' closer. Stinger attack: 1d20 + 1 - 2 - 2 ⇒ (1) + 1 - 2 - 2 = -2 Miss! [ooc]The stinger gets tangled in some of the fallen rigging.

Zerek is up


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 once again wraps a tether around a piece of the broken ship and launches it at the crab like vermin.

TeleBlast: 1d20 + 7 ⇒ (8) + 7 = 15

damage: 1d6 + 5 ⇒ (5) + 5 = 10

Zarek then takes a 5 foot step back trying to increase the distance between its snapping claws and stinging tail.


Zerek:
The wooden fragment slams into the creature cracking it's shell and allowing copious amounts of blue blood to leak out. Though obviously severely wounded the creature presses it's attack. Crawling unsteadily forward it now strikes with it's claws claw 1 attack: 1d20 + 1 - 2 - 2 ⇒ (20) + 1 - 2 - 2 = 17 Hit!! confirm critical: 1d20 + 1 - 2 - 2 ⇒ (6) + 1 - 2 - 2 = 3 No critical!! Lucky for you claw damage: 1d3 ⇒ 3 Nipping you on the leg

Zerek is up For now


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 instintivly takes a step back as he reels form the pain. "DAMN YOU!! he yells while flinging more boat pieces at it.

TeleBlast: 1d20 + 7 ⇒ (20) + 7 = 27

confrim: 1d20 + 7 ⇒ (12) + 7 = 19

damage: 2d6 + 10 ⇒ (2, 5) + 10 = 17


Zerek:
Your attack sends one of the large rigging pullies entirely through the creature from front to back, spilling it's innards all over the deck.It is way way dead. Only had '1' HP left.

Treasure: Although the sea has claimed much of the Jenivere, there is still a fair amount of useful material and, perhaps, even some answers awaiting discovery in thefollowing locations.

Captain’s Cabin: The captain’s cabin is a wreck—a jagged
hole in the side has allowed most of the room’s contents to spill out into the surf and wash away. Yet even a cursory search reveals some useful supplies, most of which are found in an overturned desk (fortunately, the desk was too large to fit through the hole in the wall). One upper drawer contains several keys—one of these fits Jask’s manacles. Another drawer contains several sea charts and maps, along with the captain’s log (I WILL POST AS HOUNDOUT). The maps include one of the west coast of Garund that plots the Jenivere’s route to and from Sargava—the island of Smuggler’s Shiv is not
marked on this map, but it is marked on a second map of Desperation Bay, though the map provides no details on the island apart from its general outline and a note warning of danger.

A lower desk drawer is locked (Break
DC 23, Disable Device DC 25, It has a Hardness of 5 and 5 HP)

[spoiler=In the drawer]it contains a bottle of fine brandy worth 50 gp, a darkwood model of the Jenivere in a glass bottle worth 100 gp, and a small coffer containing 350 gp. Also in this lower drawer is a long leather satchel that holds a dozen potions for emergency use: four potions of cure light wounds, a potion of cure moderate wounds, four
potions of lesser restoration, a potion of remove disease, a potion of
water breathing, and a potion of water walking.

Other stuff:
a large footlocker leaning against the desk contains Jask Derindi’s confiscated gear, including a masterwork dagger, a suit of leather armor, two potions of cure light wounds, a holy symbol of Nethys, and a spell component pouch.

Larder::
Although the majority of the Jenivere’s food
stores were kept in the now-missing cargo hold below, enough
preserved rations are stored here to supply a single person
with food for 24 days. You also find the cook’s body here. wrapped in a tarp.

[spoiler=Heal check DC16]identifies the bites on his neck and shoulders as serpentine in origin, although from a rather large snake.

Spoiler:

Supply Room: This is the room the eurypterid was so eager to get into— Probably because of Trickles of blood run under the door to the supply room, as if something inside has recently been bleeding.
The door is stuck, but already damaged (hardness 5, hp 3, Break DC 21).

Inside:
it contains not only a number of supplies, but
also the unfortunate first mate, Alton Devers. Alton’s body lies slumped against the wall, quite dead. An examination ofhis body reveals two sets of wounds
[spoiler=Heal DC 16]the first seem to be a bit older and consist of rapier wounds. while the others are inflamed stings (from the eurypterid).

Alton still wears his masterwork studded leather armor and clutches his
masterwork short sword in one hand.

A search of the rest of the supply room:
turns up several
tools and lumber that could come in handy in building
a secure campsite: a block and tackle, three large canvas
sheets, two fishing nets, a grappling hook, two bullseye
lanterns, 12 f lasks of lantern oil, 150 feet of hemp rope, and
five shovels.

Oh by the way. What is your carrying capacity? : )


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 goes through the Captains drawer collecting keys, map, journal and anything else of note. Then attempts to open the lower drawer with keys he found.

If the keys don't open the drawer Zarek will bust the drawer open with his kinetic blade

Kinetic Blade: 1d20 + 7 ⇒ (20) + 7 = 27

Damage: 1d6 + 5 ⇒ (2) + 5 = 7

confirm: 1d20 + 7 ⇒ (5) + 7 = 12

Crit Damage: 1d6 + 5 ⇒ (5) + 5 = 10


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 |

Opening the drawer, Zarek takes the Brandy along with the small coffer of coins as well as the satchel of potions.

Moving to the locker, Zarek takes the masterwork dagger, two potions of cure light wounds, a holy symbol of Nethys, and a spell component pouch, leaving the leather armor for weight reasons.

Opening the larder door, Zarek sees the stash of rations as well as a body wrapped up on the floor. Carefully examining the body.. .

Heal: 1d20 + 6 ⇒ (11) + 6 = 17

Zarek notices the fang marks on its neck and it instantly makes him paranoid that a big snake could be on board. Carefully Zarek packs up all the rations he can.

Finally Zarek turns his attention to the store room and its stuck door.

KinteicBlade: 1d20 + 7 ⇒ (6) + 7 = 13

Damage: 1d6 + 5 ⇒ (1) + 5 = 6

KinteicBlade: 1d20 + 7 ⇒ (17) + 7 = 24

Damage: 1d6 + 5 ⇒ (1) + 5 = 6

KinteicBlade: 1d20 + 7 ⇒ (19) + 7 = 26

Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Finally


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 finally breaks into the room and quickly notices another body. A quick examination Zarek discovers . .

Heal: 1d20 + 6 ⇒ (10) + 6 = 16

... the two sets of wounds on his body. Taking note of his cause of death, Zarek says a quick prayer and takes the shortsword and packs it away.

Taking inventory of the rest of the room Zarek takes all the tools and supplies needed for building a shelter except for the lumber, that's too much for him to carry.


Zerek will you be climbing back along the cliffs while encumbered? or are you planning to wait the 4 to 5 hours for low tide?


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 think I might have to wait til low tide and do some fishing.


A while after Zerek Left Obviously this happens before The PC’s start exploring

Ishirou looks at the wreck for several minutes. Then says to Ayers. ”Think Da little guy is dead?” She looks at him, then at the wreck and says. ”Probably. But he was scrappy.” She continues to look at the ship and says. ”A silver, he’ll come back” The old sailor still looking at the wreck nods. ”You’re on.”


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

So is anything else going on while Zarek explores the shipwreck?


Are you going to look for a campsite or wait for Zerek? 4 Hours until low tide.

DM rolls:
1d100 ⇒ 13 1d100 ⇒ 61d20 + 7 ⇒ (7) + 7 = 14

Anyway make a perception test DC 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
Cato Drakeson wrote:

Cato smirks at Ky as the bird flies away. "Sounds good. To be fair Mr. Zarek, the cargo probably isn't going far. I just hope seawater doesn't damage ehatever you were transporting. Okay everyone, let's move out. Keep your eyes open and let's try and stay quiet."

Scouting for base camp.

Ky, save our butts!

We started looking for a base camp at about the same time Zarek started climbing for the ship.

Cato's Survival check was a 7; Ky's was a 20.

Perception: 1d20 + 8 ⇒ (20) + 8 = 28


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 + 7 ⇒ (13) + 7 = 20


You have been walking for about 30 minutes, and have had to change directions twice due to thick underbrush or small thorn bush filled gullies. Finally settling on skirting the edge of the jungle and the dunes of the beach. Saha has stopped to stab at a piece of driftwood. So Kymani is out front. With Cato and the others bunched up behind, Ayers and Ishirou at the rear.

Both Ky and Cato Spot the advancing figure even though it is moving stealthily through the underbrush. It notices your gaze, rears up and a gutterral hiss/moan is heard.

This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame.

Roll Initiative

Dm rolls:

U: 1d20 + 2 ⇒ (10) + 2 = 12,AM: 1d20 + 2 ⇒ (6) + 2 = 8GA: 1d20 + 2 ⇒ (4) + 2 = 6, I: 1d20 + 2 ⇒ (15) + 2 = 17, JD: 1d20 + 0 ⇒ (13) + 0 = 13, SN: 1d20 + 3 ⇒ (16) + 3 = 19

KN. Religion DC 11:
It is a Ghoul

KN. Religion DC 13:
It’s touch can paralyze

KN. Religion DC 15:
It’s bite is diseased and can turn you into a ghoul


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

Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Knowledge (religion): 1d20 + 6 ⇒ (9) + 6 = 15

"Ghoulish undead huh? I guess those rumors were true."


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

Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Knowledge (religion): 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11

"Indeed," Cato mutters with a gulp.


Roll 20 map is up

Initiative order

Sasha
Ishirou
Jask
Ghoul
Cato
Ayers
Gelik
Ky

Sasha is startled for an instant by the undead's sudden appearance. She blinks twice then draws her rapier and Kukri. A disturbing smile spreads across her face."Adventure huh."

Ishirou at the back of the group spends precious moments looking at the creature and shaking his head.No, no. Not one of those.He nods and draws his katana.

Jask moves away toward the water.If I only had my holy symbol. The all seeing eye would aid me.

The Ghoul surges toward Ky. However, the path it chooses takes it through very heavy brush Difficult ground. It must double move to end by Ky. Only the undead's foul breath reaches this time.

Cato and Ky are up Gelik and Ayers will also hesitate this round


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

With the ghoul so close, her boarding pike was neutralized. Rather than fall back, Kymani twirled about, her foot smashing into the undead's knee. As it's leg buckled and it stumbled, she brought her own knee up, right into the thing's face.

Unarmed Strike: 1d20 + 5 ⇒ (12) + 5 = 17
Bludgeoning damage: 1d6 + 6 ⇒ (5) + 6 = 11
Unarmed Strike: 1d20 + 5 ⇒ (9) + 5 = 14
Bludgeoning damage: 1d6 + 4 ⇒ (3) + 4 = 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

Activating Focus as a swift action, 5-ft step to new position on map, readying bow as a move action, firing to complete a standard.

"Damn! Ky, it's hard to get a good shot here!" Cato shouted through gritted teeth as he pulled up his weapon and tried to draw a bead on the ravenous undead.

Longbow w/focus, PBS: 1d20 + 5 + 2 + 1 ⇒ (10) + 5 + 2 + 1 = 18 Firing into melee, so it has cover.
Damage if hit w/luck, PBS: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9


While Cato aims and re-aims at the whirling melee of Ky and the Ghoul.

Gelek moves to the beach as well and begins to tell jokes.

Bardic performance comedy, inspire courage. NOTE I will add +1 to both your attack and damage rolls. (though you didn't need it)

Ayer recovers from her surprise at the last second and quickly dons a pair of high quality cestus.

Ky realizing the creature is too close for her polearm. Plants the weapon in the sand and spins herself around it connecting with ghoul's leg at the knee. Producing a satisfying crunch and an unhappy grunt from the monster. Just as she smashes he knee into the things face (pretty gutsy considering the teen cause disease) However you are pretty sure you broke it's jaw.

Just as it's body raises up from the blow. Cato's arrow seems to sprout from it's left shoulder and partially exiting the other side.

The ghoul sputters, choughs, and crumples to the ground. Undead no longer, just very real dead.

After dealing with the uninvited undead you find a good spot for camp. Not too far from the beach and near a small stream of freshwater. All in all a good job, only taking 4 hours. Which means it’s low tide. And you might be able to replace the vines with ropes and tree sap with nails. Anyway you have about an hour to loot the ship if so inclined. Oh and Ishirou has to pay Ayers because Zerek is alive.

Camp setup info:
DC 12 for 8 hour find and set up. 20 rolled. -1 hour per 2 success so 4 hours.

When Kymani and Sasha are alone. She whispers to her.

Kymani:
”What do you know about the Half-elf? I don’t trust him. He boarded in IIizmagorti. I think he might be an agent for those who run the island. Be careful around him.”


Forgot a few things.

Make a Fortitude test DC 15 See Heat in survival post above

It really hot:
A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour).

Oh the campsite you found is in your current square. A bit east of the cove. Square B12 on hand out 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

Fortitude save: 1d20 + 3 ⇒ (13) + 3 = 16

Sasha:

"Not much really, but he seems harmless enough. One of those brainy types, always seems to be bragging about what he knows. I suppose it could all be an act, a cover of sorts. I mean he is a pretty boy and all. Thank you Sasha. I will be wary and keep an eye on him. Us girls gotta stick together after all."

Diplomacy (Sasha): 1d20 + 5 ⇒ (16) + 5 = 21


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

Fort: 1d20 + 3 ⇒ (9) + 3 = 12

"Sitting on that beach exposed to sun and salt all morning and dealing with that ghoul have tapped me out," a red-faced and profusely sweating Cato says after sitting heavily on the ground of the new campsite. He takes a small sip of water from his skin then stares at it a long while before closing the cap. "We need fresh water, soon."


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 |

Sitting in what is left of ship for shade, Zarek waits patiently for low tide to arrive.

After low tide sets in, Zarek walk to the campsite with tools and rations on hand. Noticing a red faced Kato cooking on the beach, Zarek hands over some water.

"I leave for five minutes and you all make a new friend" pointing to the Ghoul's lifeless body.


There is time to collect anything left on the ship before the tide returns. If several people go.

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