DM organized's Serpent's Skull Campaign


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Addam sneaks up to the tear in the boat unnoticed. He sees three should be corpses cowering in the shadows. They groan and shift positions, but otherwise stare aimlessly.

Addam also sees that the ship is not all lost. A weathered chest sits just behind the zombies.

At camp Alyosha impresses Ishirou with card tricks. Ishirou draws his katana. "Did I ever tell you about my blade? It was my father's sword, and before that his fathers. It's all I have left now really.
Perhaps his ancestors fought in some great war, but he was just the captain of a small shipping boat.
"


Male Human Ranger / Lvl 2

Addam pulls back and signals to Gothard that there is a chest that appears worthy of investigation. As he starts to turn away he touchs Gothard elbow as if he remembered something. Addam mouths and signals that there's 3 moving corpses inside. Hopefully the sorceror can do something to hold them in place while Gothard and I attack...

Before actual combat starts would it be possible to get a more detailed map so I can figure out where I want to move so I have a better line of sight for my bow.


Male Human Fighter 3

Gothard nods in understanding and whispers "We shold try and draw them out of the ship to ambush them. If we were to attack inside we may damage the hull, and the mage may not be able to make full se of his abilities."

We can set up around the entrance and maybe you fire some arrows at them to draw them out and Aerys and I can attack from their backs once they emerge?


Male Elf Rogue Level 1

Alyosha looks at the sword and attempts to get a bit more information about it.

Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Appraise: 1d20 + 1 ⇒ (15) + 1 = 16

"That is one mighty fine looking sword you have there. I assume there is more to the story then you have let on... Care to share?"

Alyosha gets an odd feeling about Ishirou...

Sense Motive: 1d20 + 3 ⇒ (7) + 3 = 10


Male Half-elf Sorcerer level 3

"That can be arranged", Smian says approvingly, referencing Addam's plan. As he says this, he reaches into his spell component pouch and takes out a pinch of colored powder.

I also have spells like ghost sound to draw the ghouls out, in case Addam can't get a clear shot from outside the hull's entrance. Tossing a rock or something in there might produce the same result, though.


Male Human Fighter 3

I figured an attack, even if it misses, will tick them off enough to get them charging out to attack. I just have a bad feeling that fighting inside the ship with spells that we might end up setting the ship on fire around us or bringing the thing down around us :)


At camp Alyosha does not have much of a 'hunch' to go off of. Ishirou continues. "When I was young we moved around all the time. I didn't like it much. In fact I resented being the new ship rat in town, wearing salt stained clothes, and always an outsider. "

Ishirou slowly spins the well balanced blade in between his palms. "I wanted it to end so one day I burned his vessell; our home. It was.... It was a mistake."

tactical map update


Male Human Ranger / Lvl 2

Ok if there's not going to be enough room to agro them out to fight we might just want to freeze them in place and then move in to attack. Atleast then we'll all have the ability to attack instead of just Gothard if we attack them outside the ship. If its stable enough for them to stand in then I'm sure it'll be stable enough for a short fight in... aslong as Smian can freeze them. Thoguhts?


Male Elf Rogue Level 1

Alyosha suddenly realizes the surprise on his face and attempts to regain some composure. He then tries to pull some more information from Ishirou.

Diplomacy: 1d20 - 1 ⇒ (3) - 1 = 2

"And what of your family? Were they in the house when this mistake occurred?"

Alyosha still believes something may be up with Ishirou. He beings to look around to see if anyone else has over heard their conversation. Alyosha also takes a step back to attempt to get in a better position to defend himself if necessary.


Male Human Fighter 3

Gothard pauses to consider the tactics of the situation and shakes his head in obvious furstration. "We do not have many choices here. I do not believe that taking the fight to them and into the ship will result in anything but trouble. We should place ourselves near the trail so that they will not be able to get behind us. Perhaps one ranged attack but then switch to melee and allow them to come to us.".

He then uses the handle of his axe to crudely draw a map in the sand as he outlines his plan.

not sure if we have the ability to freeze them in place, I can't think of any first level spells that would be that powerful. Color spray has a range of 15', so we still have to get the critters out before we can use it. What if Aerys takes your current spot, I move 1 square East of your current, Smian goes 1 square S of your current and you move 1 square SE. Then you use an arrow to get them coming and switch to melee. Smian can color spray when they get close and we'll be able to keep them away from him as well as keep them in front of us. Theoretically no matter how they come at us they would be facing at least 1 hero and most likely 2. If we then needed to retreat back up the bottleneck we could, starting with Smian


Male Half-elf Sorcerer level 3

Smian nods as he listens to Gothard's plan.

"Oh, and make sure to stand clear when the fireworks begin," Smian says. As if to illustrate his point, Smian snaps his fingers, creating a small puff of rainbow smoke.


Male Human Ranger / Lvl 2

Addam agrees with the plan and motions for the others to close up the ranks before he exposes himself to the enemy.

Once they've moved up Addam knocks and arrow and nods to the group. They hear a deep THUUNG as he looses his arrow at the right most Ghoul. As soon as the arrow has left his bow he races to the East as far as he can go in a straight line.

Ranged Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 ⇒ 3

Init for once combat begins: 1d20 + 6 ⇒ (12) + 6 = 18


In the jungle Rorie comes across the slain viper from earlier in the day. The blood is cold and coagulated.

At camp Ishirou hangs his head. "It was just me and him for as long as I can remember. No he was not on the boat when I set it aflame. He might as well have been. I took away his career. He had to go to work as a deckhand."

Inside the wrecked ship Addam's arrow whizzes past the zombies. While failing to hit the whistling arrow draws their attention.

Zombie 1 initiative: 1d20 ⇒ 15
Zombie 2 initiative: 1d20 ⇒ 1
Zombie 3 initiative: 1d20 ⇒ 12
Aerys initiative: 1d20 + 2 ⇒ (11) + 2 = 13

begin combat round 1


Male Human Fighter 3

Ummm I'm not in position yet and it's at least Round 2 before I'm in a position people can get around me...

Gothard bursts into a run to try and get into position before the zombies can get to Addam. He moves 4 squares East towards the opening of the ship, his battle cry roaring above the surf to gain the zombies attention.

initiative check: 1d20 + 2 ⇒ (12) + 2 = 14


Aerys will follow and pass Gothard, making even space between Addam and Gothard.

using 2 move actions so she does not get to ready an attack.


Male Human Fighter 3

Gothard readies an attack with his battle-axe for the first zombie that shuffles out of the ship.

attack, battle-axe: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d8 + 4 ⇒ (5) + 4 = 9


Male Half-elf Sorcerer level 3

Smian dashes towards the entrance of the ship behind Gothard.

Smian moves to 1 square South of Gothard and readies color spray to cast on the closest zombie, preferably hitting multiple ones if possible. If he can't land the spell this round, he'll wait until the next round to cast.

Initiative: 1d20 ⇒ 9


Addam has the lead initiative.

Initiative Order:

Addam
Zombie 1
Gothard
Aerys
Zombie 3
Smian
Zombie 2


Male Human Ranger / Lvl 2

Addam gets to his position and launches another arrow.

Ranged Attack: 1d20 + 7 ⇒ (1) + 7 = 8
Dmg: 1d8 ⇒ 6

Clearly the bow is useless to Addam so he drops it to the ground and unsheaths his sword preparing for the Ghouls attack.

I'm pretty sure I can do the drop, if not let me know. I might not even bother picking up the bow considering how useless I am with it. This is rediculous, I haven't hit a single thing since we started playing. How someone can't hit with a +7 modifier is way beyond my ability to comprehend.


Male Human Fighter 3

maybe you're holding it upside down? :)I'm waiting for the post of "Addam looks at his bow in a quizzical manner the same way a pro athlete looks at equipment when it's failed, like somehow it's the equipment's fault and not his."


Addam shoots another arrow but can't seem to hit home. He drops his bow and draws his long sword.

Zombie 1 hungers for elf flesh. It moves to stumbles to Addam.

Gothard moves in and readies an attack.

Aerys takes the middle point of attack.

Zombie 3 moves to Addam.

Smian positions himself behind Gothard. He casts a color spray cone in such a way that it envelopes Zombie 1. The mindless zombie pays no attention to the colored patterns.

Zombie 2 spots Gothard, whom he closes in on.

Gothard unleashes his readied attack. The axe slashes what should be a gaping wound into the zombie, whom hardly seems to notice. It does not bleed.

tactical map

begin round 2


Aerys yells to Addam, "Get back!"


Male Human Fighter 3

More determined than ever, but unsure if he hurt the zombie, Gothard swings again trying to remove the zombies head from it's shoulders.

attack, battleaxe: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d8 + 4 ⇒ (8) + 4 = 12


Male Elf Rogue Level 1

Not sure how to react to this tale Alyosha attempts to improve Ishirou's mood.

Diplomacy: 1d20 - 1 ⇒ (7) - 1 = 6

"Life can be very confusing at times my friend, hopefully you have a chance to make amends for your choices."

Alyosha begins to grow concerned about his partners, but realizes he has no idea where they are. In an attempt to help them on their way home Alyosha makes a couple of smoke signals hoping to attract his friends attention.


Male Human Fighter 3

I'll be AFK the rest of the evening. Gothard will continue to bash the zombies mercilessly if you guys get other rounds in that I'm not here for. We may need to set these boys on fire, if so please aim away form the shipwreck!


Male Dwarf Monk 3 (favored class)

I continue following the trail


Combat Round 2 Summary

Addam attacks Zombie 3 with his punching dagger.
attack: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 1d4 + 1 ⇒ (2) + 1 = 3
His dagger pierces the shoulder of the undead human.

Zombie 1 lunges at Aerys.
attack: 1d20 + 4 ⇒ (5) + 4 = 9
The attack misses.

Aerys fights zombie 1 back, swinging a longsword.
attack: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d8 + 2 ⇒ (4) + 2 = 6
The sword slices the zombie but the damage is minimal.

Zombie 3 tries to stiff arm Addam with his good arm.
attack: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d6 + 4 ⇒ (1) + 4 = 5
The powerful limb impacts Addam square on the head.
Addam is reduced to 1 hit point.

Smian delays his action, waiting for Gothard to deal with the closest foe.

Gothard swings again. This time his axe severs the zombie 2's spinal cord, ending it's tortured existense.

Smian steps up and casts burning hands. Jets of fire shoot out of his finger. He directs the flames up and away from the dry floor boards of the wreck.

Zombie 1 takes 1d4 ⇒ 3 damage.
Zombie 1 dex check: 1d20 ⇒ 8 fail

Zombie 3 takes 1d4 ⇒ 1 damage.
Zombie 3 dex check: 1d20 ⇒ 5fail

The clothes of the zombies are set aflame, causing them further burning damage.

Zombie 1 takes 1d6 ⇒ 5 damage.
Zombie 1 dex check: 1d20 ⇒ 16 pass- half damage

Zombie 3 takes 1d6 ⇒ 5 damage.
Zombie 3 dex check: 1d20 ⇒ 15 pass- half damage

The zombies instinctively swat at the flames, partially smothering them.

Map

Begin combat round 3


Male Human Fighter 3

Gothard moves 4 squares to be in the square immediately left of Zombie #1 and brings his axe to bear again. "This is for Bill..."

attack, battleaxe: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d8 + 4 ⇒ (6) + 4 = 10


Male Half-elf Sorcerer level 3

Sorry for not posting. I was actually going to cast burning hands, but after what Decoy was saying about it damaging the hull, I figured I didn't have many options, since color spray doesn't work on zombies. I guess burning hands worked out fine, though.

Smian holds his hands out, fingers fanned apart in front of him, and again casts burning hands at the zombies. He squints his eyes as the bright flames shoot out from his fingertips.

Smian casts burning hands directly east of him, so as to hit zombies 1 and 3.


Male Human Ranger / Lvl 2

Addam launches another attack with is dagger on the undead infront of him.

Attack: 1d20 + 2 ⇒ (5) + 2 = 7
Dmg: 1d4 + 1 ⇒ (2) + 1 = 3

ok there better be better weapons in this chest lol cause nothing I have appears to be working, DECOY SAVE ME! Your my only hope!


round 3 summary.

Addam attacks 3 again but misses.

Zombie 1 swings a heavy hand at Aerys.
attack: 1d20 + 4 ⇒ (6) + 4 = 10
Aerys leaps out of the way.

Frustrated by ineffectiveness of her previous slash, Aerys drops the long sword and engages Zombie 1 in melee combat.
attack: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d3 + 2 ⇒ (3) + 2 = 5
Aerys splits the skull of Zombie 1, damaging it's only vital organ. The corpse falls to the ground, finally free to rest.

Zombie 3 tries to land another blow on Addams head,hoping to reveal his delicious brain.
attack: 1d20 + 4 ⇒ (10) + 4 = 14
The attack is not successful.

With zombie 1 dispatched Gothard moves behind zombie three. He raises his great axe and lowers it with a thud. The axe slices right throw the zombies side. It seems not to care.

Smian backs up 5' to keep his friends out of the effect of his next burning hands spell. 1d4 ⇒ 3

As the flames shoot from the mages fingers the last zombie is consumed.

End Combat

You can see that while minor, small parts of the wreck are now on fire. It will take at least a few minutes to spread.


Male Human Fighter 3

Gothard moves carefully into the wreck towards the chest, checking for weak or rotten floorboards. He then checks the chest's weight to see if he is able to move it. Assuming it can be lifted and isn't trapped, Gothard carefully takes the chesr to the beach.

perception check: 1d20 ⇒ 16

It must kill you to ask me to save you Wheaties :)


Male Human Ranger / Lvl 2

Addam picks up his bow shaking his head and sheaths his dagger. "I don't know whats wrong. I've never shot this bow so terrible until we washed up on this island." Addam walks over and assists Gothard with the chest.


Male Half-elf Sorcerer level 3

Smian watches the smoldering wooden hull a bit nervously as the others see to the chest.

"After we get this opened, we'd best head back to camp"


Day 3 1:00 pm

The afternoon heat blazes on.
this hours activity will require a DC 15 con check, 16 if you acted last hour.

On the beach the tide is still too high to continue east. You take to the shadows of the cliff rocks.

The chest is locked, but the wood is old and easily breaks apart.

The contents of the chest are better protected. There is a small pouch that contains fifty gold coins. A well oiled quiver shows no sign of age. A cover flap reveals a dozen arrows. Two glass potion bottles are dusty, but intact.

At camp Ishirou appreciates Alyosha's words. "It's a bit late for me in this life time. I just do the best I can. Say when Aerys gets back maybe you can talk to her. She's a lady of great potential. I'm sure she would be just fine if she could get over the drinking."

Need a con check from Rorie if he wants to continue on.

checking to see if Addam was able to recover his missed shot ammunition.

1d2 ⇒ 1
1d2 ⇒ 2

Addam is able to recover one arrow. The other one is snapped and unusable.

Map


Male Human Fighter 3

Constitution check: 1d20 ⇒ 16


forgot Rorie had a con roll that I've not used yet.

Rorie proceeds following the trail.


Male Human Fighter 3

Gothard looks at Addam and shakes his head, "When we get back to camp would you like me to ask the cleric if he has a cure blindness spell prepared?"

To the others he suggests finding some shade for a short time to allow the tide to lower, allowing for an easier trek back to camp via the beach, as well as to give Addam a chance to heal a bit.

"While we rest, Addam should check those arrows to see if he can put them to use. We can put the rest in my pack and put them in supply cache with the others back at camp. I am not schooled in magic and have no way of knowing what these bottles may contain."

so seriously Wheat, how is it that you have gotten pummeled every chance you get? :) Oh yeah, and it was my wife that asked if we shoudl cast cure blindness on you which to me makes it funnier


Addam, Gothard, and Smian rest until the heat lessens.

Rorie continues on.
con check 1d20 ⇒ 9
Rorie suffers nonfatal heat damage: 1d4 ⇒ 3

Shortly after 3 pm the group gets ready to head out, reasoning that following the beach east should quickly get them back to camp.

Not long after setting off they hear a hoot from atop the cliffs. It is Rorie calling down. A lucky place for his trail to break into a clear area near the ledge.

Rorie waves and starts to climb down.
climb check: 1d20 ⇒ 5
Giddy with excitement to see the others, Rorie slips and tumbles down the cliff wall.
fall damage: 1d6 ⇒ 2
Fortunately he is able to control his fall, and the damage is minimal.

The adventurers follow the beach for another 2 and a half hours before reaching the bend in the cliff wall that leads to their bay campsite.

Sasha is using the nets to bring in fish, and Gelik is reciting a legendary poem. Ishirou is still resting, but looks like he'll soon be at full force. Jask runs to attend to you and immediately heals Addams wounds. 1d8 + 1 ⇒ (5) + 1 = 6

The sun will be down soon and the size of the campfire is increased. Your camp now has makeshift walls on four sides with an entrance on the east and west ends. Improvised torches are placed at the perimeter, ready to be dosed in oil in case of an emergency.

Day 3 7:00pm
random encounter check: 1d100 ⇒ 58

With darkness set in the group huddles around the campfire. Gelik identifies a potion of invisibility and a potion of enlarge person. He also has a close look at the arrows. The 12 arrows are identified as
armor piercing arrows.
Benefit: Armor-piercing arrows gain a +1 bonus to attacks rolls against targets that have an armor or natural armor bonus.

Jask goes around tending wounds, casting healing spells, and channeling healing energy.
Jask is able to heal everyone back to maximum hp.

Tonight around the campfire Jask speaks more of Phaerus Corydona. After some questioning he tells his story again, exactly as he did the first night. "I guess in away I am lucky to be stranded here. If we'd have docked in Sargava I would likely get executed sometime tomorrow."

Ishirou speaks more of his treasure map. He makes sure to point out the pyramid cut of the hill that the treasure is said to be buried in. Studying the gather crude diagram, you see it is close to the water. You also see a boxed out sketch of boards layered through a deep bed of stones and crushed rock.

Sasha inquires about what was seen away from camp. She lights up with delight at the mention of the nest.

Aerys is passed out early. All that insanity tuckered her out.

Gelik has collected an old hollow gord, and uses it like a bongo drum as he sings old gnomish tunes that are as strange in rythem as they are in verse.


Male Dwarf Monk 3 (favored class)

I look around for fire wood, and try and find a hollow log that I could use as a drum as well.


Male Human Ranger / Lvl 2

As they enter came Addam looked at Alyosha "See, it wasn't that bad and we all made it back in one piece. Addam continues on to find a nice place in the shade to recover from the excessive heat.


Male Half-elf Sorcerer level 3

Smian unfolds his bedroll and sits down, curiously listening to the unfamiliar gnomish music. He chuckles as he sees the dwarf pick up a drum as well.


Male Human Fighter 3

Gothard hands the old dusty potions found in the chest to Smian and asks if they can be identified. He then describes the island they saw from the cliff in the best detail he can.

"Which way should we proceed tomorrow? The island or the lighthouse?"


Male Human Ranger / Lvl 2

"The light house seems more promissing to me. Addam sits up and listens as the conversation continues.


Male Elf Rogue Level 1

Gathering his thoughts Alyosha walks up to the others as they enter camp.

"I am going to have to agree, the lighthouse seems like the most logical place to go first. There will be other ships passing and the lighthouse gives us an opportunity to get their attention. Let's not get side tracked chasing insane people in to the forest again..."

Alyosha listens as the conversation carries on...


Male Dwarf Monk 3 (favored class)

"I'm starting to develop a craving for adventure. I vote we look into that treasure. We might as well get something for our troubles out here. And perhaps there will be something to make this easier."


Male Human Fighter 3

"Would we be able to journey to the lighthouse and back in a single day or would we need to move the camp? I believe if we were to have to move or abandon this camp then we should have accomplished everything we can in the area. Perhaps this treasure will have something useful in it."


Gelik already identified the loot. See my last post.


day 3 maintainance:

While Sasha brings in 8 meals a day, there is still a deficit. There are now 16 meals in reserve.

disease contact check:
Addam 1d100 ⇒ 14
Alyosha:1d100 ⇒ 1
Gothard:1d100 ⇒ 6
Luther:1d100 ⇒ 12
Rorie:1d100 ⇒ 79
Smian:1d100 ⇒ 65

Both Alyosha and Gothard were exposed to disease sometimes throughout the day.
Alyosha fort check: 1d20 ⇒ 8 fail
Gothard fort check: 1d20 + 4 ⇒ (12) + 4 = 16 pass

The early part of night passes without incident. Again you see lights in the water. At one point Jask charges out into the coast, believing that he spotted someone drowning. While you all witness the phenomena, the glowing image vanishes with a breaking wave.

late night encounter check: 1d100 ⇒ 86

That night Smian has a very strange dream -
You’re sitting down in the galley aboard the Jenivere, getting ready for your meal. The ship’s cook has given you a steaming bowl of soup, but you drop your spoon. You see that the deck below is covered with seawater up to your ankles, and your dropped spoon has sunk into the water and washed out to sea through a hole. You’re forced to lift your delicious bowl of soup to your lips and drink. But something big goes into your mouth as you do so, and you feel a sharp bite on your tongue. You drop the bowl, only to reveal a serpent had hidden in your soup that now dangles from your tongue as it chews furiously. You start awake, biting your own tongue in an attempt to bite through the snake’s body.

Smian awakes, breating heavy and sweating. The sounds of dawn come from behind as the first rays of dawn crack the sky.

morning random encounter check: 1d100 ⇒ 86

Day 4 6:00am

Alyosha wakes up with a terrible headache. He wonders if he caught an island bug. The feeling impacts his mental ability in a very negative manner. subtract1d4 ⇒ 1 from intelligence.

be sure to check the ooc forum for xp update!


Day 4 NPC Chart

Aerys Matavo
will check: 1d20 + 1 ⇒ (11) + 1 = 12
Morale: shaken, Attitude: indifferent

Gelik Aberwhinge
will check: 1d20 + 4 ⇒ (7) + 4 = 11
Morale: frightened, Attitude: indifferent

Ishirou
will check: 1d20 + 1 ⇒ (8) + 1 = 9
Ishirou's morale declines.
Morale: frightened, Attitude: friendly

Jask Derindi
will check: 1d20 + 10 ⇒ (1) + 10 = 11
Morale: shaken, Attitude: friendly

Sasha Nevah
will check: 1d20 + 1 ⇒ (10) + 1 = 11
Morale: frightened, Attitude: friendly

Everyone is awake. Morale is still very low. Aerys is sick from withdrawl. This time she stays in the tent.

The morning leads to a terrible sight. Many of the drowned crew have washed ashore. Their bodies are bloated. They are scattered in the sand, and on outcroppings of rocks.

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