DM organized's Serpent's Skull Campaign


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Male Human Ranger / Lvl 2

Addam feels the byte of shark #2. In his pain he unsheaths his sword and attempts to plunge the pointy end deep into the dorsal of the shark.

Sword Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Dmg: 1d8 ⇒ 8


finishing round one

Bleut heads for one of the sandy deposits of dry land.

Smian keeps heading for the opposite shore, using a double move action.

Addam responds to his attacker with a wounding strike!

The third shark races up and around Addam and onward to the groups right side.

Shark #1 is attracted to Gothard's heavy sloshing through the silt.
attack:1d20 + 5 ⇒ (18) + 5 = 23
1d8 + 4 ⇒ (8) + 4 = 12
The shark unleashes a vicious attack on Gothard, locking it's jaws into his flesh and violently shaking for maximum effect.

Round 2 Map
Begin Combat Round 2:


Male Human Ranger / Lvl 2

Addam hears the sickly sound of his sword as he pulls it from the body of the shark making a squishy sound. He raises his sword in a two handed downward grip attempting to drive the sword through the sharks head.

Sword Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Dmg: 1d8 ⇒ 6


Male Dwarf Monk 3 (favored class)

Double move West/Up


Male Elf Rogue Level 1

Aloysha fires a second arrow at shark #4

Longbow: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d8 ⇒ 2

After firing his arrow Aloysha runs west to join the rest of the group.


Male Half-elf Sorcerer level 3

Smian wades clumsily toward the tiny island, and frantically pulls himself ashore. As he scrambles to his feet and surveys the waters, his eyes immediately focus on the water splashing furiously around Addam, some of it tinged red with blood.

Hoping to draw the shark's attention away from Addam, Smian throws a bolt of ice at the beast.

Ranged touch attack: 1d20 ⇒ 3

If I can reach the island, I cast ray of frost at shark#2


Male Human Cleric 3

Bleut steps up onto the little sandbar. Turning to face a shark, he lets loose a small arc of lightning.

Target the nearest moving shark.

Lightning Arc (ranged touch attack): 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 + 1 ⇒ (1) + 1 = 2


Alyosha sinks another arrow for a hit.

Bull Shark #4 smells blood in the water and heads that way, striking out at an already injured Gothard.
attack:1d20 + 5 ⇒ (20) + 5 = 25
crit confirmation roll:1d20 + 5 ⇒ (8) + 5 = 13
damage:1d8 + 4 ⇒ (8) + 4 = 12
Gothard suffers another devastating goring. He goes pale as his blood heavily stains the water around him.

Gothard calls for healing and attacks bull shark #4, already peppered with Alyosha's arrows.
attack:1d20 + 6 ⇒ (15) + 6 = 21
damage:1d8 + 4 ⇒ (5) + 4 = 9
His target adds to the thickening blood cloud.

Rorie takes a double move.

Bull Shark #2 attacks Addam again.
attack:1d20 + 5 ⇒ (16) + 5 = 21
damage:1d8 + 4 ⇒ (7) + 4 = 11
The second bite nearly drains Addam's life. Addam is at 0 hit points.

Hoping to draw attention away from Addam, Bleut shocks bull shark #2 with a lightning bolt.

Smian makes it to the sand bar, but his ice bolt fails to find his target.

Addam reels. He can do little but call for healing as he stumbles in the shallows, trying to remain upright.

Bull Shark #3 sites Alyosha standing in the water and attacks the rogue.
attack:1d20 + 5 ⇒ (4) + 5 = 9
miss

Blinded by the increasing blood cloud, Bull Shark #1 breaks free of the melee, eliciting attacks of opportunity from Gothard and Rorie.
Gothard AoO:1d20 + 6 ⇒ (20) + 6 = 26
crit confirm:1d20 + 6 ⇒ (5) + 6 = 11
damage:1d8 + 4 ⇒ (2) + 4 = 6

Rorie AoO:1d20 + 4 ⇒ (8) + 4 = 12
miss

Map Update
Begin Round 3


Male Dwarf Monk 3 (favored class)

I don't know if a 13 would hit, but I get a +1 to AOO with my unarmed strikes per my Trait.


Male Dwarf Monk 3 (favored class)

I Flurry (Unarmed) on d6 = 4 unless it moves

Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

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


Male Elf Rogue Level 1

Alyosha draws both his weapons with his shortsword in his main hand and his dagger in his off hand.

Alyosha attacks Shark #3 with both weapons.

Shortsword: 1d20 + 2 ⇒ (9) + 2 = 11
damage: 1d6 + 2 ⇒ (6) + 2 = 8

Dagger: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 1d4 + 2 ⇒ (1) + 2 = 3


Thanks for the reminder OP, but 14 is the magic number.

partial round compile:

Alyosha misses with his short sword, but slices shark three with his dagger.

Severely injured, Bull Shark #4 retreats into deep waters. (withdraw action)

Gothard moves up 5' and attacks #2 with his battle ax.
attack:1d20 + 6 ⇒ (16) + 6 = 22
damage:1d8 + 4 ⇒ (4) + 4 = 8
Another solid hack!

Rorie turns and moves to aid Alyosha in fighting #3. He punches through the water and hits the shark in the right gill.

Bull Shark #2 retreats into deep water. (withdraw action)

Round 3 update
and now for the back half of round three...


Male Human Ranger / Lvl 2

That last bite did Addam in. He's barely able to keep on his feet and each step he takes is extremely laboured. Addam falls to the ground at the feet of ___________ .(who ever is standing 1 square right of where I am, people's models keep changing and I'm having issues keeping who's who) Addams breathing is shallow as he has to work to breath, he can barely keep his eyes open.


Male Half-elf Sorcerer level 3

Smian fires another ice bolt at shark #4.

Ranged touch attack: 1d20 ⇒ 5


Male Human Cleric 3

Bleut clasps a hand onto Addam, and says a quick word of prayer.

Spontaneous casting of cure light:
1d8 + 1 ⇒ (2) + 1 = 3


continuing round 3 compile:

Bleut provides much needed magical healing to Addam's wounds.

Smian shoots another ice bolt that misses.
#4 is actually off the map, no matter with a roll of 5.

Addam is back to 3 hp and up in the initiative order.

continue round 3:


I'm going to cover Addam's action before I hit the hay so we can open round 4.

Addam drops his sword and draws his bow. He sights #1 near the surface and fires a shot.
attack:1d20 + 7 ⇒ (16) + 7 = 23
damage:1d8 ⇒ 4
Hit!

end round 3. The map from five posts above is still accurate.
Begin Combat Round 4


Male Human Ranger / Lvl 2

Wow, I completely forgot to post. I went to bed much later then I should've and was practically falling out of my chair, however if your going to continue rolling like that you can continue! lol

Addam continues spotting Shark #1 and launches another pair arrows.

Rapid Attack #1: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15
Dmg: 1d8 ⇒ 5

Rapid Attack #2: 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6
Dmg: 1d8 ⇒ 7


Male Dwarf Monk 3 (favored class)

Flurry of Blows on #3. I'll use punches and elbows this time :)

Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 + 3 ⇒ (1) + 3 = 4


Male Half-elf Sorcerer level 3

Smian moves to the SE edge of the sandbar and casts color spray at shark #1.


Male Human Cleric 3

Blue aims another lightning arc.

lightning arc ranged touch attack:
1d20 + 3 ⇒ (7) + 3 = 10

damage:
1d6 + 1 ⇒ (3) + 1 = 4


compiling round 4

Alyosha delays his action.

Bull Shark #4 has fled.

Gothard delays his action.

Rorie delivers a surface to sea fist followed by a depth charging elbow causing heinous damage the the sharks once flat head.

Bull Shark #2 has retreated.

Bleut pops off another bolt zapping bull shark #1.

Smian moves and casts color spray.
Shark 1 will save: 1d20 + 2 ⇒ (10) + 2 = 12
1d4 + 1 ⇒ (3) + 1 = 4
Shark one goes belly up freezes in place.

Addam sinks an arrow into shark #1 and misses with his second shot.

Bull Shark #3 withdraws into deep water.

The stunned shark is easily finished off next round.

End Combat
ammo recovery Addam:1d2 ⇒ 2

Free from the sharks attack, you rush to the western shore. After the second half of your group catches up Jask summons a series of healing channels on the group of wounded.
healing channel:1d6 ⇒ 1
healing channel:1d6 ⇒ 2
healing channel:1d6 ⇒ 5
healing channel:1d6 ⇒ 5
Only Gothard is left with any notable wounds.
Jask casts one additional cure lights wounds spell on Gothard.
1d8 + 2 ⇒ (5) + 2 = 7
Gothard is left with only scratches.

Across the river, you hurry to make the most of the daylight and transverse the shore of the southern bay.

The shores of the bay are peaceful and unmarked. At one point a group of gray tailed monkeys swing from the branches of trees lining the cliffs that you follow south.

The rain does not come this evening and you are able to make the most of every last drop of light.

The sun looms low as you reach the end of the beach. (SW corner of I14)
Heading up the cliffs to better survey your location before sunset, you find a thin band of growth and then a clearing.

A foot path is located just south of your position. (I15). To the east it winds up the looming Red Mountain. Otherwise it heads west to what would be the lighthouse camp.

You take a moment to consider your the option of making camp, or pressing your march on into the night.


Male Dwarf Monk 3 (favored class)

"Well folk. We could just press on through the night."


Male Half-elf Sorcerer level 3

"Agreed. Let us press on so we can get off this cursed island."


Male Human Cleric 3

"Although I wouldn't mind moving further east away from this so-called lighthouse camp, I am not sure of the wisdom of traveling after light. Besides, the enchantments of Smian, Jask and myself are somewhat depleted.

I recommend camping here atop the cliff, concealed with this small stand of jungle between us and the footpath. At dawn, we can make a swift ascent of the mountain and prepare our ambush."


With more wanting to move than stay you follow the trail east and then north.

Before long you reach a steep incline and the path winds around the Red Mountain several times. All is calm except for the normal noises of the night, and a cloudless sky gives you excellent moon light.

After several hours you reach the flat top of the Red Mountain. Odd rocks and boulders laying here and there provide intermittent areas of cover.

Near the center several poles are set into the ground several feet behind a crude stone altar. Fortunately there is no sign of any recent sacrifices.

Ishirou, Aerys, and Sasha do their best to set up a makeshift camp, though there is no wood available for a fire on the mountain.

By the position of the moon you estimate the time is after 10:00pm, but well before midnight.

With the hours counting down to the proposed ritual offering of Luther, you set shift of guards, and make preparations before succumbing to the need for rejuvenating sleep.


Male Elf Rogue Level 1

"Considering we will be outnumbered it may be a good idea for us to set some traps. Is anyone carrying anything we could use to set a trap or two? All we have now is the element of surprise."

Alyosha looks around for anything that may aid them in setting traps.
Perception: 1d20 + 4 ⇒ (8) + 4 = 12


Male Human Cleric 3

Upon awakening, Blue confers with Jask, then spends a short time in quiet prayer.

Preparing some different spells...will post on the OOC forum.


some day 10 maintenance:

meals consumed:11 meals aquired:0

Addam disease contact check:1d100 ⇒ 91
Alyosha disease contact check:1d100 ⇒ 16
Blue disease contact check:1d100 ⇒ 21
Gothard disease contact check:1d100 ⇒ 69
Rorie disease contact check:1d100 ⇒ 73
Smian disease contact check:1d100 ⇒ 88

random encounter check:1d100 ⇒ 94

The night starts badly. Just as most had attempted to sleep a flying form was spotted at a distance in the sky, to slow and clunky for a pterosaur. Moving away from you it is only a moment until the creature is obscured and gone from view.

The night passes slow and sometime after the midnight hour terrible sounds of wanton slaughter echo from the river valley to your southwest. One distinct sound is a repeating shrill kind of roar that you guess to be the hunter. Otherwise death squeals echo the final pleas of several unfortunate beasts.

Towards the end of the night cloud cover rolls from the south, and the cooler wind condenses over the surf bringing a thick blinding morning fog.

Day 11 ~Full Moon~

I'll take perception, knowledge:nature, appraise, knowledge:engineering, knowledge: geography, and survival.


Male Dwarf Monk 3 (favored class)

perception 1d20 + 8 ⇒ (12) + 8 = 20
knowledge:nature 1d20 - 1 ⇒ (6) - 1 = 5
appraise 1d20 - 1 ⇒ (16) - 1 = 15
knowledge:engineering 1d20 - 1 ⇒ (20) - 1 = 19
knowledge: geography 1d20 - 1 ⇒ (14) - 1 = 13
survival 1d20 + 3 ⇒ (20) + 3 = 23


Oops I guess this is day 10. I kept thinking one day ahead.


Male Human Cleric 3

To assist with evaluating the area.
Knowledge-Nature: 1d20 + 5 ⇒ (12) + 5 = 17
Perception: 1d20 + 5 ⇒ (10) + 5 = 15

To assist in acquiring food.
Survival: 1d20 + 7 ⇒ (3) + 7 = 10


Male Human Cleric 3

Blue gazes out at the sea and sky, reading the signs for impending weather.

Would like to predict the weather as well...use the previous post, or roll again?


roll again.

Once the fog lifts, preparations begin.

Gothard joins the hunt for food.
survival check:1d20 + 5 ⇒ (20) + 5 = 25

Those with jobs get to task. Alyosha joins the trap setters in gathering materials.

Rorie spots an elephant sized rock that is teetering on the north ledge. With a proper lever to dislodge, it would make quite an impact on anything in it's path.

hunting will take 4 hours minimum to produce results.
trapsetting is an 8 hour job


Male Human Cleric 3

To predict weather.
Knowledge-Nature: 1d20 + 6 ⇒ (20) + 6 = 26
Survival: 1d20 + 5 ⇒ (19) + 5 = 24


Male Human Cleric 3

Praise Gozreh," says Blue aloud.

Then he grins and thinks to himself, "To do otherwise would be folly!"


Male Half-elf Sorcerer level 3

Smian offers to join the others in hunting.


Male Dwarf Monk 3 (favored class)

"I will assist whoever will have me."


Male Human Cleric 3

Smian and Rorie...how about you two attend to the rock? I think Gothard and the others have the hunting and foraging sufficiently covered."


Male Human Cleric 3

Blue motions to Jask. "What do you think of this altar? Do you recognize whom it services? Do you reckon it might be safe to dismantle?"


Rorie Halstein wrote:


perception
appraise

Rorie appraises the bag of gems to have roughly 2,500 in gold value total.

The dwarf also discovers bone fragments in the dust around the sacrificial altar.

Bleut wrote:


To predict weather.

The weather looks to be brutally hot. You should get a late afternoon shower, but there are no signs of clouds that would persist into the evening.

Bleut "Blue" Ellicott wrote:
Blue motions to Jask. "What do you think of this altar? Do you recognize whom it services? Do you reckon it might be safe to dismantle?"

Jask kicks over the stone altar. "I think we're more than safe to dismantle this abomination. It's just a stone, I suspect it serves this Red Mountain devil." Jask examines some of the bone fragments. Something real or imagined, I'm not sure. There was something in the valleys last night, if you heard the terrible noise.

Rorie and Smian go after a timber capable of shifting the rock. Gothard lends them his ax for felling a tree.

Gothard goes to the waterside to hunt, along with Bleut. After four hours of hunting they return to camp. Sasha has four meals worth of food, Gothard has four meals worth of food, and Bleut is empty handed.

Rorie and Smiean return with a ten foot trunk of a twenty-inch diameter.

With everyone up the mountain, Ishirou suggests staying put so the narrow trails can be trapped. Alyosha continues his work on with.

The sun is far from peaking and the heat is already oppressive.

Day 10 10:00 AM


Male Dwarf Monk 3 (favored class)

I assist Ishirou.


Male Human Fighter 3

Hit point roll for level 3

1d10 ⇒ 10


Male Human Ranger / Lvl 2

HP for lvl 3

1d10 ⇒ 3


Male Half-elf Sorcerer level 3

Smian walks over to survey Rorie and Ishirou setting traps. Not very dexterous with his fingers, he is afraid to touch the traps, and so he stays back and observes.

A bit later, he walks back to the others. Noticing the altar, he moves closer and casts detect magic over it to see if he might discern more information.


The altar radiates no magical properties.

The trappers start at the lowest tier, and set a series of rock fall trips on the north side.

Rorie sets the lever in place under the big rock.

It is not long before the heat becomes oppressive and you settle in for the worst.

Just as Bleut predicted, at mid afternoon thunder cracks and a light rain sets in. The trappers continue their work, rolling large rocks into strategic positions on the flat top of Red Mountain.

Despite the drizzle Rorie spots something in the distance to the south. Dark blotches can be seen when the tree line allows it, at the limits of the dwarfs vision, moving along the trail leading to your position.

The mountain's height serves you well, as the Thrune tribe is at least several hours away.

Day 10 3:00pm

With your enemy sighted, you begin any final preparations and planning.


Male Human Fighter 3

Gohard peers into the distance in an attempt to determine the time left until the enemy arrives and how many there are.

perception check: 1d20 ⇒ 7

He then outlines his thoughts on strategy to the others, "I believe our best option is to use the rocks to split their group until when they reach the top they are a manageable number. We should wait until Luther passes each checkpoint and then drop the rocks. Any other ideas?"


Male Dwarf Monk 3 (favored class)

"Aye. I be havin' a thought. What happens teh Luther when the' see us? What's tah stop them frum just killin' 'im right there? We should have tha archers take down tha ones guardin' him. We only get one shot at this lads. Luther needs us. "


Male Human Ranger / Lvl 2

Hearing that there are people sighting coming towards the mountain Addam attempts to see their numbers and determine where Luther is in the group.

1d20 + 6 ⇒ (12) + 6 = 18


Male Elf Rogue Level 1

Alyosha responds to Rorie, "Its possible that in the confusion of a rock coming down on them we can take out the guards then. If we positioned someone close enough to the first rock fall they could toss Luther a weapon to assist in his rescue. I just worry that one missed arrow spells doom for Luther also. I think the most prudent plan is to set the trap closest to the top of the mountain and then attack as they retreat... or should I say, if they retreat."

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