DM organized's Serpent's Skull Campaign


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Male Human Fighter 3

Gothard looks around in confusion, he has no idea how he got to this position on the battlefield. Enraged by the lack of memory and by the creepers fresh attack on him, he unleashes his fury at the plant.

power attack:1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25
damage:1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14


Male Human Fighter 3

Critical hit with the axe is X3, but I don't know if I should add the additional power attack damage on each of the rolls. I'm going to put it in, but if that's not allowed please subtract -2 from each roll

critical hit confirmation:1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 22
damage:1d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10
damage:1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14


Male Half-elf Sorcerer level 3

Smian turns his attention to the Zombie flanking Rorie and casts burning hands at the beast.

I cast burning hands on the square immediately SE of Smian's location, hitting #4


Male Dwarf Monk 3 (favored class)
Gothard Piersson wrote:

Critical hit with the axe is X3, but I don't know if I should add the additional power attack damage on each of the rolls. I'm going to put it in, but if that's not allowed please subtract -2 from each roll

critical hit confirmation:1d20+6-1
damage:1d8+4+2
damage:1d8+4+2

Sure as shooting you add the power attack damage :)


finishing round 2 compile

Gothard responds to his confused feelings with fury. He heaves his battle axe with such intense force that it splits the Yellow Musk Creeper in two, sending plant material splattering in all directions.

Alyosha aims another shot that just misses his target.

Yellow Musk Zombie #2 redirects his attention to the fire blast. The creature turns direction and charges Smian.
attack:1d20 + 6 ⇒ (5) + 6 = 11
damage:1d6 + 4 ⇒ (5) + 4 = 9
Smian suffers a full force appendage that is slammed into his chest, sending him reeling.

Smian answers back with burning hands.
attacking #2 instead of #4
#2 reflex save:1d20 ⇒ 17
Smian has a hard time zeroing in on the shambling target.
2d4 ⇒ (2, 4) = 6/2=3

Combat Map
start combat round 3:


Male Human Ranger / Lvl 2

As the zombie (#1) goes down Addam turns and sees another zombie moving in on Bleut. Addam launches a rapid shot attack at zombie #4.

Rapid Shot #1: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7
Dmg: 1d8 ⇒ 2

Rapid Shot #2: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24
Dmg: 1d8 ⇒ 5


Male Human Fighter 3

Gothard whirls around to face zombie #2, rage still burning in his eyes. As he spins, the axe swings high

power attack: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25
damage: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13


Male Human Fighter 3

Okay so now I won't get a good roll for another week

critical confirmation: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16
damage: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12
damage: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12


Male Dwarf Monk 3 (favored class)

I move SE, S, S, W Into a flanking position on #4 and flurry

Attack 1: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
Damage 1: 1d6 + 3 ⇒ (2) + 3 = 5

Attack 2: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Damage 2: 1d6 + 3 ⇒ (5) + 3 = 8


Male Dwarf Monk 3 (favored class)

"Sir Gothard, Having scored a goodly hit, fells tha plant monster frum Serepnt's Skull Island! Nice hit lad!"


Round 3

Addam misses and then sinks an arrow into his target.

Bleut delays his action.

Rorie finishes off #4 with a single punch.

Gothard mops up by dispatching the final enemy combatant.

End Combat


Male Dwarf Monk 3 (favored class)

I walk up beside Gothard and place a hand on his shoulder.

"So... What have we learned about sticking to the plan? Smian, I think it'd be best if ya toasted the big one once more. Just tah be safe.

I am visibly a little shaken at how close that came to going wrong fast.


Male Human Fighter 3

"Perhaps we should go over the plan again then? I was under the impression that they were to attack from range and we were supposed to be the front line. I believe that was what I did. I went to the front line, after that I do not remember anything...."

Gothard is visibly shaken by the fight and still confused as to what happened after he charged.

I have to say I did not expect that hive thing to be able to move, I thought I was far enough away to get into any big trouble. We're going to have figure out a better way to get a plan together and make sure we all know our place.


Male Human Ranger / Lvl 2

"I suggest a quick look over the bodies and the immediate area before we continue on." Addam starts checking over the bodies.

Perception: Take 10+6 = 16


Male Dwarf Monk 3 (favored class)

Peception: Take 10 + 8 = 18


Male Dwarf Monk 3 (favored class)

"Mistakes happen fellas. Let's not let it get to us."


The efforts of Addam and Rorie turn up four more gold medallions picked off the corpses, all exactly the same as the one you found on the lone musk zombie at the abandoned camp.

There is nothing else of note found in the clearing.


Male Dwarf Monk 3 (favored class)

"Well then, these should be worth a bauble or two when we get home... "

I'll pocket one and pass around the rest.

"Off we go again. "


Male Human Ranger / Lvl 2

Addam also pockets his and passes out the rest. Addam moves to take the lead again 25' ahead of the group continueing on the treck.


Male Human Ranger / Lvl 2

forgot to specify "scouting 25' ahead of the group"


The others catch up and Jask has a spell to heal Smian's wound.
cure light wounds:1d8 + 2 ⇒ (8) + 2 = 10

After traveling south for about an hour you run into a trail which leads you to the south west bay. Now the full view of the Red Mountain is in front of you.

It lies on the other side of the bay and is a deep rust color, devoid of any vegetation. It towers above anything else on the island and appears to have a flat plateau like top. The slope is nearly vertical except for a narrow path which spirals around the base several times on its way up.

Only a few hundred yards from the water, the trail leads you to another campsite. It features a lone dilapidated building constructed of wood planks. While shack would be a generous description, it appears to be far more established than the driftwood huts you ran across earlier.

The sun will soon reach its peak.

Besides the shack, a sizable bay stands in your immediate path. Referring to your map you can see that mouth of a river lies to the west.

map position is J10 where the trail ends.
I'll take perception checks, geography, or orders otherwise.


Male Human Cleric 3

Perception: 1d20 + 5 ⇒ (20) + 5 = 25


Male Half-elf Sorcerer level 3

"My thanks," Smian groans to Jask as he clutches his side, steel feeling a bit of pain from his wounds.


Male Dwarf Monk 3 (favored class)

Perception: 1d20 + 8 ⇒ (1) + 8 = 9

"I'll be right back... "

I take ten on stealth (18) and move up to the shack to peak inside.


Male Elf Rogue Level 1

Alyosha attempts to survey the land around the Red Mountain looking for any suitable places to set up an ambush.

Knowledge(Geography): 1d20 + 1 ⇒ (6) + 1 = 7
Perception: 1d20 + 4 ⇒ (16) + 4 = 20


Male Human Fighter 3

Gothard puts on the gold medallion as a way of reminding himself how close that last battle was. He looks off toward the mountain to look for anything that sticks out

perception check: 1d20 ⇒ 9
geography check: 1d20 ⇒ 19


Bleut gets a good look around the area. He estimates that at about 2,000 feet the Red Mountain would be a difficult climb without sticking to the coiled pathway. The coil seems to originate from the southern side. Alyosha keenly picks up on the same intricacies of the surrounding terrain.

The immediate area is overgrown, and seems undisturbed. The waters of the bay are relatively calm, and lack the consistent chop found in the northern bay. Another good sized hill rises above the jungle just east of your position, although it is still dwarfed by Red Mountain.

Rorie peeks through one of the many gaping cracks in the shack walls. He is able to make out little but a thick layer of dust covering everything including a table that was obviously salvaged and not make shift constructed.

Gothard takes a closer look at the map. The bay is a mile wide just south to your position. The river to the west seems to be the mouth for numerous steam flows, and considering the elevation drop, is likely to be fast moving. The map indicates clear sandy coast lines around all points south and west, which should make for quick travel. To the immediate east the mountain Sasha identified as pyramid like in shape is clearly indicated.


ammo recovery from the last combat:

Rorie:1d2 ⇒ 2, 1d2 ⇒ 1

Alyosha:1d2 ⇒ 1, 1d2 ⇒ 2

Addam:1d2 ⇒ 1 , 1d2 ⇒ 2 , 1d2 ⇒ 2 , 1d2 ⇒ 2


Male Dwarf Monk 3 (favored class)

I look around more thoroughly:

Perception: 1d20 + 8 ⇒ (17) + 8 = 25


Male Human Ranger / Lvl 2

I can never remember, are the 1's or 2's good?


Higher numbers are usually good.

Rorie peeks his head into the shack. Blood is soaked into the wood and a sinister symbol is carved into the wall.

Rorie notices what appears to be the covering of a secret compartment below the planks.

He lifts the trick plank to reveal a small bag with a drawstring. The pouch contains a variety of two dozen gems and precious stones.

knowledge: religion check for info on the symbol
appraise for the gems, but that can be later.


Male Dwarf Monk 3 (favored class)

Appraise: 1d20 + 1 ⇒ (3) + 1 = 4

I'll pocket the pouch and head back to the group.

"Blue, you might want to have a look inside."


Male Dwarf Monk 3 (favored class)

If blue is willing I will lead him back to the hut and point out the symbol.

Still keeping my eye out for trouble: Perception: 1d20 + 8 ⇒ (8) + 8 = 16


gotta get this thing moving...

Bleut is unfamiliar with the symbol, but is sure it can't be anything good.

The high noon sun beats down.


Male Human Ranger / Lvl 2

Addam looks around at everyone and then up at the sun... "It might be best if we wait out the heat here and move on in a couple of hours."


Male Dwarf Monk 3 (favored class)

I go for a swim every 20 minutes or so to cool off.


random encounter check:1d100 ⇒ 24
You wait out the noon heat and are left with a short day to finish any trekking.

you position is on the edge of the water at the end of the trail in square D10.


Male Human Cleric 3

Bleut shrugs his shoulders at the symbol in the hut. "It doesn't look a bit familiar."


Male Human Cleric 3

"I suggest we move west along the beach until we hit that river. Let's take a closer look at it...hopefully crossing will be as easy as spearing fish in a barrel."

Let's move from J10 to I10, in our basic marching order from earlier.


Male Human Ranger / Lvl 2

I agree, same order should be fine, Addam scouthing 25' ahead of the group


Male Half-elf Sorcerer level 3

"Sounds fine to me," Smian says, keeping to the middle of the group.


The open coast allows for quick travel, and in thirty minutes you reach the river. Much wider and deeper than you anticipated the currents run fierce. Where the river meets the bay the mouth opens up even wider, providing a waist deep passage of calmer water. (I10)


Male Human Cleric 3

Bluet strolls nearer to the shore, taking a closer look around the calmer mouth, examining the prospective crossing area. (He pays particularly close attention for tracks in the sand, or signs of wildlife in or near the water.)

1d20 + 5 ⇒ (9) + 5 = 14


Bleut does not notice anything out of sorts.

You begin to cross the river close to the mouth where the current is a non-factor. Although just slightly less than waste deep, no swimming is required.

Addam perception check:1d20 + 6 ⇒ (12) + 6 = 18
Alyosha perception check:1d20 + 6 ⇒ (9) + 6 = 15
Bleut perception check:1d20 + 5 ⇒ (18) + 5 = 23
Gothard perception check:1d20 ⇒ 7
Rorie perception check:1d20 + 7 ⇒ (18) + 7 = 25
Smian perception check:1d20 + 3 ⇒ (7) + 3 = 10

As you near the halfway point of the crossing, Rorie and Bleut spot movement right of the edge of deeper waters. Multiple shark fins break through the surface, heading in your direction!

Addam initiative check:1d20 + 7 ⇒ (4) + 7 = 11
Alyosha initiative check:1d20 + 6 ⇒ (18) + 6 = 24
Bleut initiative check:1d20 + 2 ⇒ (12) + 2 = 14
Gothard initiative check:1d20 + 3 ⇒ (16) + 3 = 19
Rorie initiative check:1d20 + 7 + 3 ⇒ (6) + 7 + 3 = 16
Smian initiative check:1d20 + 1 ⇒ (11) + 1 = 12
Bull Shark #1 initiative check:1d20 + 5 ⇒ (4) + 5 = 9
Bull Shark #2 initiative check:1d20 + 5 ⇒ (9) + 5 = 14
Bull Shark #3 initiative check:1d20 + 5 ⇒ (5) + 5 = 10
Bull Shark #4 initiative check:1d20 + 5 ⇒ (15) + 5 = 20

initiative order:
Alyosha
Bull Shark #4
Gothard
Rorie
Bull Shark #2
Bleut
Smian
Addam
Bull Shark #3
Bull Shark #1

Note the river crossing counts as difficult terrain. Each square of difficult terrain counts as 2 squares of movement. Each diagonal move into a difficult terrain square counts as 3 squares. You can't run or charge across difficult terrain.

Combat Map:
Begin Combat Round 1


On the map the green represents dry land. The blue wave line on the left side of the map represents where they mouth meets the bay (deeper water). Also the compass is incorrect. The waterline is south, you are moving east to west to rest the opposite shore.


Male Elf Rogue Level 1

Alyosha raises his longbow and fires at Bull Shark #4

Longbow: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d8 ⇒ 7


Male Dwarf Monk 3 (favored class)

I ready an action to Flurry of Blows (Unarmed) on any enemies that come within 5 feet.

Attack 1: 1d20 + 3 ⇒ (7) + 3 = 10
Damage 1: 1d6 + 3 ⇒ (4) + 3 = 7

Attack 2: 1d20 + 3 ⇒ (2) + 3 = 5
Damage 2: 1d6 + 3 ⇒ (3) + 3 = 6


Male Dwarf Monk 3 (favored class)

I then fall asleep from the lack of activity :)


Something of an understatement. Partial round compile.

Flat nosed sharks five to six feet in length threaten from the bay. As they swim towards the shallows in a frenzy the outlines of four are clear, only barely below the surface of the water.

Alyosha reacts quickly and fires a solid hit into the base of the lead shark's dorsal fin. (#4)

Bull Shark #4 breaks for the collective group.

Gothard uses a double move action to reach Addam.

Rorie takes a defensive posture, waiting for an enemy to draw near.

Bull Shark #2 races straight into the channel and attacks Addam.
bull shark 2 attack:1d20 + 5 ⇒ (20) + 5 = 25
crit confirmation check:1d20 + 5 ⇒ (8) + 5 = 13
Addam sustains a moderate bite wound.
damage:1d8 + 4 ⇒ (1) + 4 = 5

map update

Continue round 1


Male Human Cleric 3

Bleut wades as swiftly as he can towards (or onto if he can reach it) the high ground adjacent to Addam.

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