Osric Longstride |
Osric now tries to help Terrill with the untangling.
Str, Aid if possible: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
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GM Lithrac |
I'm afraid Profession rolls are trained only, Flinders. Since neither Darius nor Flinders can attempt the roll, I'm moving forward. Darius, keep your shirt reroll.
While the ship almost makes it throught the giants waves unscathed, a large swell comes down crashing, damaging the hull in the process.
Round 3
Ship's Hp: 55
Event: 1d10 ⇒ 4
The eerie calm continues, which allows you to catch your breath after that last deadly wave has washed over you. However, lightning strikes the ship's foremast, cracking it and setting the ship on fire.
You may attempt one of the following actions, and make the indicated check:
- Repair part of the mast - Related Craft or Profession check (Profession (sailor) works)
- Recognize and remove a potential greater danger - Intelligence check
- Douse the flames with water - Reflex save
- Reinforce the cracked mast - Knowledge (engineering) check
Moreover, Alazario mans the helm, giving you directions. For this round, one of you may use his Profession (sailor) (+14) instead of his own skill to repair part of the mast.
Terrill Mayern |
Terrill mutters to himself, ”This is madness! How much longer can this possibly go on?!” He clambers partway down the mainmast, then drops to the deck. He grabs a bucket from beside the scuttlebutt at the foot of the mainmast, then runs forward, attempting to douse the fire on the damaged foremast.
Reflex, good hope: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Atum Nakhti |
Atum works to reinforce the mast.
engineering: 1d20 + 5 ⇒ (13) + 5 = 18
Darius Swiftblade |
Darius tries to understand the greater danger..
Int Check: 1d20 + 5 ⇒ (6) + 5 = 11 But apparently he's still struggling for the meaning of life..
Osric Longstride |
Seeing Terrill nimbly douse the flames, Osric´s mind races to detect a problem he can help with.
Int: 1d20 + 1 + 2 ⇒ (5) + 1 + 2 = 8
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GM Lithrac |
Apologies, I've just re-read the encounter and each task can be attempted only once by a single PC. We'll still do it they way we started for this round, then play it as intended from next round on. Since season 1 scenarios were aimed for 4 people, I'll adjudicate that the extra two people can aid (or cast spells to aid).
Just waiting for Hawkwren to resolve this round.
Flinders Offendurr |
Apologies, I've just re-read the encounter and each task can be attempted only once by a single PC. We'll still do it they way we started for this round, then play it as intended from next round on. Since season 1 scenarios were aimed for 4 people, I'll adjudicate that the extra two people can aid (or cast spells to aid).
Just waiting for Hawkwren to resolve this round.
Hawkwren is in your other PbP. ;)
Atum Nakhti |
I've gotten Tek's characters mixed up in my games before too, ha!
Faldoc Tisbane |
Faldoc will try to understand the danger (or assist in doing so, however you want to play it).
Intelligence: 1d20 + 1 + 2 ⇒ (11) + 1 + 2 = 14
GM Lithrac |
Faldoc suddenly realizes the danger when he recognizes flammable materials that are stored not too far from the fire! With Darius and Osric's help, he's able to dispose of the dangerous materials before the ship blows up into a thousand pieces.
Meanwhile, Atum and Flinders find a way to reinforce the cracked mast so that it should hold for the rest of your perilous journey in the Eye of Abendego. As for Terrill, he manages to douse much of the flames with water.
Round 4
Ship's Hp: 55
Event: 1d10 ⇒ 9
Wicked waves sweep you off your feet! You all must make a DC 15 Acrobatics check or fall prone (and thus being unable to take your action this round).
Out from the stormy spray sails a magnificent ship, maneuvering with a supernatural grace unaffected by the deadly squall. Stormy seas crash through the vessel as it sails unnaturally across the rolling waves, a ghostly crew moaning inhuman cries. An ornate deckplate strung across the bow reads The Infernal Reward. Alazario panics immediately. He abandons the helm and causes the ship to quickly lose control of its bearings.
You may attempt one of the following actions, and make the indicated check:
- Have Alazario snap out of his panicked condition - Diplomacy or Intimidate check
- Bring the helm back into control - Strength check
- Free the jammed rudder that nearly snapped when Alazario released control - Disable Device check
- Keep the sails from collapsing - Profession (sailor) check
Remember that only one character can attempt each of these checks, while the two remaining ones can take other actions or aid another. Moreover, you can't use Alazario's skill this round because of his state.
Terrill Mayern |
Acrobatics: 1d20 ⇒ 8
A great wave sweeps across the deck and knocks Terrill to his feet. As he struggles to recover, he sees Alazario abandon the helm in panic at the sight of the ghostly ship and can't help but wonder how long they can possibly survive.
Osric Longstride |
Acrobatics: 1d20 + 6 ⇒ (18) + 6 = 24
As the huge wave sweeps onto the deck, Osric leaps up, twisting in the air and snagging the boom, only letting himself drop back when the danger is clear.
He moves to the rudder and attempts to un-jam it, staring at the ghostly vessel that has appeared.
Disable Device: 1d20 + 5 ⇒ (13) + 5 = 18
Atum Nakhti |
Acrobatics: 1d20 + 1 ⇒ (15) + 1 = 16 Phew!
Atum keeps his feet and runs up to Alazario, shaking him by the shoulders, "Get back to your f@@#ing post!"
Intimidate: 1d20 + 6 ⇒ (12) + 6 = 18
Darius Swiftblade |
Acro: 1d20 + 8 ⇒ (19) + 8 = 27
Darius dodges the wave and retains his footing.. Quickly he runs to try and get the helm under control..
Str Check: 1d20 + 6 ⇒ (12) + 6 = 18
Faldoc Tisbane |
Acrobatics: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14 Good grief...
Faldoc is no sailor...
Flinders Offendurr |
Acrobatics: 1d20 + 10 + 2 + 2 ⇒ (9) + 10 + 2 + 2 = 23
Flinders' legs bow and straighten with the rolling of the ship. Seeing Alazario flee the helm, Flinders tries to help shame the man into returning to his post.
Intimidate: 1d20 + 19 + 2 + 2 ⇒ (3) + 19 + 2 + 2 = 26
GM Lithrac |
Treating Flinder's roll as aid, then, since only one character can attempt each check.
Agum and Flinder successfully force Alazario to regain his wits and hurry back to the helm, while Darius manages to bring it back under control. Osric succeeds in freeing the rudder while Faldoc and Terrill are swept from their feet because of the overwhelming waves. Sadly, the sails partly collapse, causing the ship to groan and creak, as if it was about to break apart.
Final round!
Ship's Hp: 50
Event: 1d10 ⇒ 5
Powerful winds blow upon you, making your tasks harder and harder!
The winds are Windstorm level this round, meaning that everyone of medium size needs to make a DC 10 Strength check to be able to move about and thus perform a task. Luckily none of you are small-sized.
A monstrous, giant wave crashed into the ship, washing onto the deck and filling the hold.
You may attempt one of the following actions, and make the indicated check:
- Keep the ship from wanting to flip - Profession (sailor) check
- Keep the helm on course - Strength check
- Identify an urgent necessity - Intelligence check
- Bail heavy pails of water out of the hold without tiring - Fortitude save
Remember that only one character can attempt each of these checks, while the two remaining ones can take other actions or aid another. Luckily, one of you can use Alazario's skill this round thanks to Atum and Flinder's action to shake him a bit.
Atum Nakhti |
Srt: 1d20 + 4 ⇒ (12) + 4 = 16
Atum grabs a pail and lumbers back and forth to get rid of the water in the ship.
Fort: 1d20 + 12 ⇒ (16) + 12 = 28
Terrill Mayern |
Str check vs wind: 1d20 + 5 ⇒ (17) + 5 = 22
Str check on helm: 1d20 + 5 ⇒ (3) + 5 = 8
Terrill strides about the deck, unhampered by the fierce winds. However, the effort of this seems to have sapped his strength, and he is quite ineffective in attempt to keep the ship's helm on course.
Osric Longstride |
Str: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15
Osric tries to help Terrill with the helm.
Str aid: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6
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Flinders Offendurr |
STR: 1d20 + 1 + 2 + 2 ⇒ (9) + 1 + 2 + 2 = 14
Flinders leans into the wind, keeping his feet while trying to identify any urgent necessities.
INT: 1d20 + 3 + 3 + 2 ⇒ (13) + 3 + 3 + 2 = 21
Faldoc Tisbane |
Strength vs wind: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7 Seeya next round, I hope.
Darius Swiftblade |
I don't have Prof Sailor so im kinda at a wits end here.. If i try to steady the helm will my roll just be an aid to Terril or if i get higher can i use it? Can I attempt to flush the bilges since it has been identified.
Faldoc Tisbane |
"Luckily, one of you can use Alazario's skill this round thanks to Atum and Flinder's action to shake him a bit."
So you do have Prof Sailor at a +14 I believe (+2 more for Good Hope).
Darius Swiftblade |
so its pointless for me to do the prof sailor one.. The others have all ready be done.. So i really have nothing i can do
Darius Swiftblade |
Str: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17 Darius forces his way through the wind and attempts to keep the ship from flipping..
Prof Sailor: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21
GM Lithrac |
The ship sustains minor damage, but manages to pull through the stormy weather! The Waverider's Revenge now advances towards the the Infernal Reward, and already the wailing of ghosts can be heard coming from it. You have moments to prepare to confront them...
Rounds 6-8 are spent as you wish before you board the Infernal Reward. You can cast spells or use items to prepare for this confrontation.
Darius Swiftblade |
Round 6: Darius will use his Wand of Mage Armor as his standard and make his weapon +3 keen, ghost touch as a swift burning 2 arcane points.
UMD: 1d20 + 20 ⇒ (3) + 20 = 23 gtg on the wand.
Round 7: He will cast Shield on himself.
Round 8: He will cast Mirror Image
Images: 1d4 + 3 ⇒ (1) + 3 = 4
My Incorp Touch AC is 28
Faldoc Tisbane |
Round 6 : Faldoc casts Longstrider on himself.
Round 7 : He then casts Hunter's Eye on himself.
Round 8 : He finally casts Gravity Bow on himself/bow.
Faldoc then prepares to board the craft with the rest of his companions, preparing one of his ghost-salt arrows as he does.
Atum Nakhti |
Atum readies his bec de corbin and looks to his companions. "How are we going to board a ghost ship? Or are we letting them board us?"
No preparations.
Terrill Mayern |
Cast greater magic weapon, bless, divine favor.
”You make a good point, Atum. I think I’ll wait here. If they want a fight, they can bring it to us – and I’m not overly confident I’d trust their ship to keep me afloat.”
Osric Longstride |
Osric casts Gravity Bow on the last round, then stands ready with his last handful of ghost salted arrows.
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Flinders Offendurr |
Good Hope will be active for another 8+ min. Flinders will cast Blur on himself.
Flinders casts a spell and his outline begins to waver, as he draws his bow and some ghost salt arrows.
Terrill Mayern |
All we said we'd do was free him, right? And we did, right? ;)
I think we should fight them, because they're badevilghosts, and I expect Darius and Atum will say the same, right? Any opposing views?
Faldoc Tisbane |
It would be like imprisoning him again, only now with badevilghosts, so I think we should fight also.
Atum Nakhti |
"He may be a pirate and criminal but we gave him our assurances that we would get him out, and presumably keep him safe, if he showed us where the shipwreck was. I will not stand by while we give him over to these fiends."
Born in Rahadoum and now a palace guard for the Ruby Prince? Yeah, lawful all the way. Good? Not always so much particularly when religion is involved, but Atum is a man of his word.
Terrill Mayern |
"Fair enough, Atum," responds Terrill, brandishing his blade at the circling ghosts. "I guess I didn't break him out of a cell to cast him into the bondage of undeath."
He turns to the ghosts, shrugs, and says, "Sorry, can't have him. Off you go."
Osric Longstride |
Yeah, Osric is always itching to smite some undead...
Osric stands tall and calls out his assent.
"Begone, fiends, or meet your fate at my hand! The captain is under our protection!"
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