The Endless Sea

Game Master Koralie

A sandbox game starting out with humble origins. Life on the open sea may be the life for thee.


101 to 150 of 154 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Female Catfolk
VITALS:
AC: 11, T: 11, FF: 10; HP: 8/8; F:0, R:1, W:1; CMB +0, CMD 11 ; Init: +1; Perc: -1
Expert 1
SKILLS:
Climb +8

RS: 1d20 + 1 ⇒ (2) + 1 = 3
RS: 1d20 + 1 ⇒ (8) + 1 = 9

-Posted with Wayfinder


HP 3/8 | AC 14 F 0 R 0 W 2 | Status: Sickened

Initiative: 1d20 ⇒ 11
Attack: 1d20 - 2 ⇒ (13) - 2 = 11
Damage: 1d6 ⇒ 2

Yulok, finding himself choked by a squid, reaches for his club and tries to hit it.


Yulok wrote:

[dice=Initiative]1d20

[dice=Attack]1d20-2
[dice=Damage]1d6

Yulok, finding himself choked by a squid, reaches for his club and tries to hit it.

Due to the nature of the Jelly, you deal QUAD damage! [8]

With a slurping sound the Jellyfish attached to you is propelled across the deck and comes to rest in a twitching soup puddle.

You are free from being grappled, and I will move to Kit'Arr's results next.


Kit'Arr wrote:

[ddice=RS]1d20+1

[ddice=RS]1d20+1

-Posted with Wayfinder

2 hits and a potential grapple!

Kit'Arr - You are also struck by the mass of floating and flying undead Jellyfish!

One of them slashes at you for stinging tentacle: 1d2 + 1 ⇒ (2) + 1 = 3 points of damage!

and then another...

stinging tentacle: 1d2 + 1 ⇒ (2) + 1 = 3 points of damage!

Effect:(-1 to all physical tasks/saving throws for the rest of the week, unless treated with a heal roll or magical aid!)

Once you are hit by 2 or more, they also try to latch on and grapple you.
CMB vrs CMD Grapple Check: 1d20 + 1 ⇒ (18) + 1 = 19

The two slimy creatures manage to wind themselves around your leg and begin tugging.


Initiative: 1d20 + 1 ⇒ (8) + 1 = 9

"Protect us from these vile undead sea denizens oh great sea of my ancestors!"

Althru is momentarily infuses with a bright bluish light that makes everyone feel warm and secure before the light fades.

Cast Bless: Everyone gets +1 Attack;+1 vs Fear for 10 rounds.


Female Catfolk
VITALS:
AC: 11, T: 11, FF: 10; HP: 8/8; F:0, R:1, W:1; CMB +0, CMD 11 ; Init: +1; Perc: -1
Expert 1
SKILLS:
Climb +8

"Get this slimy thing off me!" she screeched loudly

-Posted with Wayfinder


GM: [rolecall, Who's alive on this ship that hasn't posted in awhile? We still all here? Got until Friday to chime in or be bumped to 'passenger' status and replaced.]


Female Catfolk
VITALS:
AC: 11, T: 11, FF: 10; HP: 8/8; F:0, R:1, W:1; CMB +0, CMD 11 ; Init: +1; Perc: -1
Expert 1
SKILLS:
Climb +8

still here though

-Posted with Wayfinder


Ditto.


Male Human Bloodrager (inactive)

An overdressed human crewman, comes into the scene and says: "Well, this isn't any good!

And stabs at the nearest jelly with his rapier:
rapier: 1d20 ⇒ 10
damage: 1d6 ⇒ 4

Sorry for the delay. Still trying to get back into the routine of being a student after seven years' absence from it.


I understand how that is. I went back to school after several years absence as well in 2006.


The Jellyfish stuck to Kit'Arr are easily dispatched by Mishtes rapier point. The poison they injected left their mark however, it's not see easy to keep your footing due to the burning pain coursing through your legs.

[This encounter is effectively over, Jellyfish corpses may be harvested for food if anyone wishes to use a prof. cook, or similar skill.]

[Next encounter brewing.]


With the threat of the jellyfish over, Althru moves to Kit'Arr to look at her wounds. Seeing the signs of poison, Althru begins to work to counter the poison running through her system.

Heal | Treat Poison | DC?: 1d20 + 5 ⇒ (14) + 5 = 19


Male Human Bloodrager (inactive)

"Got tired of cowering below decks."
"Looks like things have been interesting here lately."


Althru Deski wrote:

With the threat of the jellyfish over, Althru moves to Kit'Arr to look at her wounds. Seeing the signs of poison, Althru begins to work to counter the poison running through her system.

[ddice=Heal | Treat Poison | DC?]1d20+5

GM: You have adequate supplies on hand to lend relief to those stung in this encounter. Any future side effects may have just been avoided.


Responds to Mishtes without looking up from those he is treating wounds, "Yes. It seems to be one trial after another. Could the sea gods be playing a prank on us, I wonder."


HP 3/8 | AC 14 F 0 R 0 W 2 | Status: Sickened

"It seems so," Yulok agrees. "One shipwrecked traveler we found claims that the storm is alive. They say lightning targeted them purposefully, just as it seemed to be doing to us."


Initiative: 1d20 + 1 ⇒ (15) + 1 = 16

Not bad. But Althru is not built for combat yet. :(


HP 3/8 | AC 14 F 0 R 0 W 2 | Status: Sickened

Initiative: 1d20 ⇒ 11


Female Catfolk
VITALS:
AC: 11, T: 11, FF: 10; HP: 8/8; F:0, R:1, W:1; CMB +0, CMD 11 ; Init: +1; Perc: -1
Expert 1
SKILLS:
Climb +8

Initiative: 1d20 + 1 ⇒ (14) + 1 = 15

slow and steady I guess. We will get there in time

-Posted with Wayfinder


combat will be tailored to your current NPC levels ;)

It's one thing after another aboard the seas it seems, where once the skies looked clear, almost pleasant, now it darkens more so and an electric tinge fills in around your skin.

Something bad is going to happen.

What starts off slowly, is an electric ripple in the water, it slowly coalesces into many concentric rings of magical energy whipping about. An eerie green light is given off as a hazy shimmering field springs to life.

A portal appears in mid air and what spills out are a horde of primal dinosaur looking men! Long tails thrash in air as they peer out from the other side of the now hovering portal. Both parties eyes meet, then the "lizardmen" jump down to the water and swim towards your vessel with malice in their beady red eyes.

The party has time to prepare, what do you do?


A little bit of fear shows on Althru's face as the strain is showing on his face but he keeps his cool in face of this new threat. "Don't let them board. Man the side of the ship and attack them as they try to get up."

As he says that he goes to grab a barrel of oil and a lamp. He bashes opening on the barrel before throwing it out into the sea in the direction of the lizardmen. While they are swimming toward the ship, he will prepare the lamp and throw it toward the spilling oil right when the lizardmen start to reach it.

Throw (just the general area of the oil): 1d20 + 1 ⇒ (3) + 1 = 4

Just in case he misses (probably with that roll), he yells out. "Someone else also throw a lit lamp into the spilled oil."


HP 3/8 | AC 14 F 0 R 0 W 2 | Status: Sickened

"This is definitely not supposed to be happening," Yulok says, confused. Nearly caught off-guard, he follows Althru's order and quickly snatches another lamp, which he lights and throws in the direction of the barrel of oil that Althru had thrown, trying to catch the lizardmen in it.

Throw: 1d20 ⇒ 20


Male Human Bloodrager (inactive)

initiative: 1d20 ⇒ 10 . . meh!

Mishtes tries to look for something substantial with more reach than his rapier.
Like a boarding pike, or spear, ranged weapon or something.
perception: 1d20 ⇒ 15


Mishtes wrote:

[dice=initiative]1d20 . . meh!

Mishtes tries to look for something substantial with more reach than his rapier.
Like a boarding pike, or spear, ranged weapon or something.
[dice=perception]1d20

GM: Most of those would be available, take your pick. Your ship is well equipped.


Narration:

The lamp strikes gold and lights the oil on the surface of the water, it creates a momentary distraction and wall of flames between the lizardlike men and your ship, it delays them slightly and gives the crew more time to act.

Feel free to act twice due to the distraction (2 rounds worth of actions) before combat starts.

Critical hit boon:

All:
If I haven't yet started, I wish to use plot twist deck for boons :) so from now on I will do that when I see natural 20s. Don't farm the system looking for crits though by making 13 knowledge checks etc! :P

Yulok:
For rolling a critical hit, I grant you a boon to use at a later time from the plot twist deck. You have earned:

SECOND WIND
Effect Target of your choice gains the diehard feat for the rest of combat.

...or you can twist the plot at any time to include one of the following actions to friend or foe:

  • A fallen foe gets one last swing.
  • You get a shot of renewed energy
  • A gust of wind throws off your aim
  • Favorable conditions hasten your travel

    footnote: These can be applied to friend or foe.


  • Althru uses this time to find something to use as a club to fight off the lizardmen.


    Male Human Bloodrager (inactive)
    Koralie wrote:
    GM: Most of those would be available, take your pick. Your ship is well equipped.

    @ Koralie: thanks!

    Mishtes grabs a light crossbow, and bolts to go with it, and prepares to fire at any lizardmen he sees.


    F Undine Commoner 1 | HP 7/7 | AC 11/11/10 | Fort +0 Ref + 1 Will +1 | Resist cold 5 | Init +1 Perception +1 | Darkvision 60 ft.

    Initiative: 1d20 + 1 ⇒ (13) + 1 = 14

    Zenabiq loads a bolt in her special crossbow and takes careful aim at the closest lizardman.

    Attack: 1d20 + 1 ⇒ (9) + 1 = 10 Damage: 1d8 ⇒ 4


    HP 3/8 | AC 14 F 0 R 0 W 2 | Status: Sickened

    Yulok picks up a crossbow and fires.

    Attack: 1d20 ⇒ 20
    Damage: 1d8 ⇒ 4


    lol... Yulok and your natural 20s. Don't forget to roll Crit confirm/damage.


    Male Human Bloodrager (inactive)

    Mishtes also tries firing a bolt at the nearest lizardman:
    light crossbow: 1d20 ⇒ 5 . . and misses by a mile
    damage: 1d8 ⇒ 6


    HP 3/8 | AC 14 F 0 R 0 W 2 | Status: Sickened

    Right, I did get a lot of them.

    Confirm: 1d20 ⇒ 16
    Extra Damage: 1d8 ⇒ 5


    Yulok wrote:

    Yulok picks up a crossbow and fires.

    [xdice=Attack]1d20
    [xdice=Damage]1d8

    Jesus H. Crit! You are lucky sir!

    One lizard man catches a bolt in the throat, and slowly falls beneath the waves before reaching the ship. A bloodly trail can be seen seeping lower and lower until he is gone from sight.

    Crit Boon earned for Yulok:

    Plot Twist Card

    Point Of No Return
    Effect 1: "Target must declare an action as the round begins and cannot change it."

    ...or twist the plot in one of the following ways

  • Something goes to far.
  • No one has ever traveled here before
  • Something damaged cannot be repaired
  • You notice something after you jump

  • Zenabiq Almuhit wrote:

    [dice=Initiative]1d20 +1

    Zenabiq loads a bolt in her special crossbow and takes careful aim at the closest lizardman.

    [dice=Attack]1d20 + 1 [dice=Damage]1d8

    A solid hit, and that lizard man is crippled in the water unable to swim effectively anymore, his weak thrashing produces little effectiveness as he tries to get closer to the ship.

    (that's 2 Lizardmen disabled before combat starts so far, well done.)


    Mishtes wrote:

    Mishtes also tries firing a bolt at the nearest lizardman:

    [dice=light crossbow]1d20 . . and misses by a mile
    [dice=damage]1d8

    GM:

    Indeed, a miss this time. But there will be time to get another shot off before they reach the ship at this rate.

    Everyone can have 1 more round as several Lizardmen approach the ship and prepare to board it.


    HP 3/8 | AC 14 F 0 R 0 W 2 | Status: Sickened

    Yulok anxiously shoots once again as he sees the ship boarded. He also looks at the portal to see if it's still open and raining lizardmen.

    Attack: 1d20 ⇒ 12
    Damage: 1d8 ⇒ 4

    Is Yulok still sickened? If so, I should have added a penalty to my attacks (and I might have missed on the last critical confirm roll).


    Yulok wrote:

    Yulok anxiously shoots once again as he sees the ship boarded. He also looks at the portal to see if it's still open and raining lizardmen.

    [dice=Attack]1d20
    [dice=Damage]1d8

    Is Yulok still sickened? If so, I should have added a penalty to my attacks (and I might have missed on the last critical confirm roll).

    You do, but you still hit despite that. :)


    Althru brandishes his club, not looking forward to the ensuing battle but tries to raise the moral of everyone. "PREPARE YOURSELF EVERYONE. WE HAVE THIS. AS SEEN BY YULOK AND ZENBAQ, THEY GO DOWN EASY."


    Male Human Bloodrager (inactive)

    Mishtes tries to fire another crossbow bolt at one of the lizard men:
    light crossbow: 1d20 ⇒ 6

    And with another horrid miss, he proceeds to recite a few 'colourful' phrases.


    F Undine Commoner 1 | HP 7/7 | AC 11/11/10 | Fort +0 Ref + 1 Will +1 | Resist cold 5 | Init +1 Perception +1 | Darkvision 60 ft.

    "Maybe all that blood in the water will attract sharks. Not undead sharks, I hope..."

    Zenabiq reloads her crossbow and fires off another shot. Distracted by her own banter, she twitches the weapon at the last second and the bolt sinks harmlessly into the waves.

    Attack: 1d20 + 1 ⇒ (5) + 1 = 6 Damage: 1d8 ⇒ 6


    GM to all:

    lounge:

    Lounge = A group of lizards. I had to google it, heh cool.

    You did well to thin the lounge of lizards. But 1d6 ⇒ 4 lizardmen still make it to the ship, their claws sink easily into the wood as that start to climb up and slither on to the deck.

    In one fluid motion they flip up and over the railing, drawing a spear in mid air and hurling it randomly at any targets in sight as they cartwheel on to the deck solidly due to their large crocodile like tails.

    4 spears are hurled and start to soar out towards people. Were do they land?

    WHOOSH!

    Who is targeted?:

    Doing this all randomly on their first round, after these action you can all go again.

    Potential targets:

    1. Althru
    2. Mishtes
    3. Yulock
    4. Zenabiq
    5. Kit'Arr
    6. Red shirt crew member

    Spear 1
    First Spear toss: 1d6 ⇒ 3
    Attack Roll: 1d20 - 1 ⇒ (4) - 1 = 3
    Damage: 1d6 ⇒ 1

    Spear 2
    First Spear toss: 1d6 ⇒ 5
    Attack Roll: 1d20 - 1 ⇒ (7) - 1 = 6
    Damage: 1d6 ⇒ 1

    Spear 3
    First Spear toss: 1d6 ⇒ 1
    Attack Roll: 1d20 - 1 ⇒ (14) - 1 = 13
    Damage: 1d6 ⇒ 5

    Spear 4
    First Spear toss: 1d6 ⇒ 3
    Attack Roll: 1d20 - 1 ⇒ (4) - 1 = 3
    Damage: 1d6 ⇒ 2

    Althru is struck dead center with a spear and takes 5 whopping points of damage.

    The lizard men howl with delight at fresh blood being spilled and flex their claws in anticipation as they advance closer. Their elaborately embellished leather armor sets an odd juxtaposition to their dinosauric looking features.

    However, there is no mistaking these creatures clearly aim to misbehave. They hiss, spit, and flex their scaly skin and muscles in anticipation, claws extended just waiting to see whom dares engage them next.


    Male Human Bloodrager (inactive)

    Mishtes steps back and tries to hit the nearest lizard man with his light crossbow:
    light crossbow: 1d20 ⇒ 15
    damage: 1d8 ⇒ 1

    and scratches it a bit


    Mishtes wrote:

    Mishtes steps back and tries to hit the nearest lizard man with his light crossbow:

    [dice=light crossbow]1d20
    [dice=damage]1d8

    and scratches it a bit

    He hisses and scowls in your direction with a bolt sticking out of his shoulder. [on his turn he will advance on you and try to slash you.]


    Althru stumbles to one knee as the spear wounds him greatly, he is already feeling light headed from the wound. But knowing he must continue to fight on, even if he must perish he strikes his club out at the already wounded lizardman advancing on Mishtes.

    Club: 1d20 - 1 ⇒ (5) - 1 = 4
    Damage: 1d6 - 1 ⇒ (2) - 1 = 1

    But with so much blood loss already, he stumbles as his swing goes wide.


    HP 3/8 | AC 14 F 0 R 0 W 2 | Status: Sickened

    Yulok takes aim at the lizardman with the bolt sticking out of his shoulder, and tries to hit it once more.

    Attack: 1d20 - 2 ⇒ (14) - 2 = 12
    Damage: 1d8 ⇒ 2


    Althru Deski wrote:

    Althru stumbles to one knee as the spear wounds him greatly, he is already feeling light headed from the wound. But knowing he must continue to fight on, even if he must perish he strikes his club out at the already wounded lizardman advancing on Mishtes.

    [xdice=Club]1d20-1
    [xdice=Damage]1d6-1

    But with so much blood loss already, he stumbles as his swing goes wide.

    FYI: They have an AC of 13 if you want to know for this battle ;)

    I'll wait for everyone to post before going on with their actions.


    Female Catfolk
    VITALS:
    AC: 11, T: 11, FF: 10; HP: 8/8; F:0, R:1, W:1; CMB +0, CMD 11 ; Init: +1; Perc: -1
    Expert 1
    SKILLS:
    Climb +8

    She too takes a shot with a light crossbow. She has been idle a bit too long!

    Attack: 1d20 + 1 ⇒ (10) + 1 = 11
    Damage: 1d8 ⇒ 1

    -Posted with Wayfinder


    Kit'Arr wrote:

    She too takes a shot with a light crossbow. She has been idle a bit too long!

    [dice=Attack]1d20+1
    [dice=Damage]1d8

    -Posted with Wayfinder

    GM: The shot seems to hit, but the thick skin of these lizardmen reduces it to just a scratch, he looks more annoyed at the 'gnat' he has to swat off his arm than hurt.

    Just a colorful way to describe a miss, better luck next shot!


    Female Catfolk
    VITALS:
    AC: 11, T: 11, FF: 10; HP: 8/8; F:0, R:1, W:1; CMB +0, CMD 11 ; Init: +1; Perc: -1
    Expert 1
    SKILLS:
    Climb +8

    figured =^^= she is going to built as a melee character anyway

    -Posted with Wayfinder

    101 to 150 of 154 << first < prev | 1 | 2 | 3 | 4 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / The Endless Sea All Messageboards

    Want to post a reply? Sign in.