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Master

Continuing on, the jungle grows more dense and hotter. The sun beats down, raising clouds of steam all around you as free water boils off the plants. All manner of creatures scatter and run at the sounds of your passage. Partway through the journey, a cloud of the strange fliers is visible off to the left, near the probable coast of this arm of the island. Two hours travel brings you nearer the end of the peninsula by a mile or so. The heat weighs heavily on the party, sapping strength from most of the group. Aerys, Gorbaz, and Kieran seem able to weather the heat well enough, but the others suffer. 3 nonlethal damage to Asasha, Kias, Tadanu, Derindi, Jack. You reach a rise that places you just above the treeline. Based on your rate of travel so far, the end of the peninsula waits perhaps an hour away. To the right, the cliffs dip as if there's a cove there. The cove is perhaps a half-hour distant. Current time is near 2:30 PM.

GM Notes:
Survival Checks:
Aerys 1d20 ⇒ 13
Asasha 1d20 - 1 ⇒ (8) - 1 = 7
Gorbaz 1d20 + 3 ⇒ (2) + 3 = 5
Kias 1d20 + 5 ⇒ (16) + 5 = 21
Kieran 1d20 - 1 ⇒ (11) - 1 = 10
Tadanu 1d20 + 7 ⇒ (16) + 7 = 23

Derindi 1d20 + 5 ⇒ (15) + 5 = 20
Jack 1d20 + 5 ⇒ (13) + 5 = 18

Fort Saves - 1:
Aerys 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
Asasha 1d20 + 0 - 4 + 2 + 2 + 2 ⇒ (5) + 0 - 4 + 2 + 2 + 2 = 7
Gorbaz 1d20 + 4 - 4 + 2 ⇒ (20) + 4 - 4 + 2 = 22
Kias 1d20 + 4 - 4 + 2 + 2 + 2 ⇒ (2) + 4 - 4 + 2 + 2 + 2 = 8
Kieran 1d20 + 1 - 4 + 2 + 2 ⇒ (14) + 1 - 4 + 2 + 2 = 15
Tadanu 1d20 + 2 - 4 + 2 + 2 + 2 ⇒ (5) + 2 - 4 + 2 + 2 + 2 = 9

Derindi 1d20 + 1 - 4 + 2 + 2 + 2 ⇒ (9) + 1 - 4 + 2 + 2 + 2 = 12
Jack 1d20 + 4 - 4 + 2 + 2 ⇒ (7) + 4 - 4 + 2 + 2 = 11

Heat Damage: 1d4 ⇒ 3


Master

Putting Jack at rear-guard with Kias. Just making sure.

Continuing down the peninsula, the twisted jungle plants make it difficult to travel in anything approaching a straight line. The winding "path" you are forced to travel makes the going slow. A mile into the journey, the sun has just passed the zenith and is beating down on the jungle. Derindi suggests resting in the shade as the ferns and trees begin to steam around you. Jack suggests pushing on, but taking it very easy and doing everything possible to avoid the dangers of overheating.

GM Notes:
Survival Checks:
Derindi: 1d20 + 5 ⇒ (10) + 5 = 15
Jack: 1d20 + 5 ⇒ (8) + 5 = 13


Master

Jack, not to be confused with Jask Derindi (Derindi for future). He'll be worked out soon enough, but he hasn't stomped off into the wilderness to find his inner wild man yet.


Master

Bump


Master

Nevah and Aberwhinge say they'll do what they can to hold down the fort. Nevah seems to have adapted rather quickly to the situation of being stranded, and sets about rigging snares and spike traps to defend the camp. Setting off along the path that the Explorer group traveled earlier, you reach the clearing where that group turned around the previous day around 10:30 AM. Derindi estimates it would take at least several more hours, likely a decent way into the afternoon, to reach the end of the peninsula.


Master

Jack pipes up, "I'll join in with the scouting. Better than waiting about this bloody place."

Derindi indicates that he'd be willing to help with scouting as well.


Master

Rationing supplies will be tracked, as it is part of the adventure. Each unit of rations is enough to feed the average person for a day. There are several people in the group capable of gathering more foodstuffs and water from the surrounding jungle, and the NPCs can fulfill certain campsite roles depending on what they're each capable of and how much they trust you.

GM Notes:
Morale Saves
Jask: 1d20 + 8 ⇒ (6) + 8 = 14
Aerys: 1d20 ⇒ 8
Gelik: 1d20 + 2 ⇒ (9) + 2 = 11
Sasha: 1d20 - 1 ⇒ (17) - 1 = 16
Ishirou: 1d20 - 1 ⇒ (12) - 1 = 11

Noon Wandering Monster Check: 1d100 ⇒ 55


Master

Barnabus:
The shield and the cloak are magical. The armor is not. The sword, though fine, is also not magical.

Shield - faint abjuration
Cloak - faint transmutation

Spellcraft DC 18:
The shield is a +1 heavy steel shield. The cloak is a Cloak of Resistance +1.


Master

Tadanu:
The camp seems to be an improvised affair, constructed entirely of pieces of the surrounding jungle. You notice one Human woman sitting next to the fire pit, appearing to repair the sole of a shoe that doesn't appear broken. There doesn't seem to be any sign of a trap.


Master

Jack curses, "No bloody rum. Great."

It takes perhaps 20 minutes travel to make it down to the beach. If you two are moving down.

And then the group was one.


Master

Tadanu:
The fastest way down might be to just jump. It's only 100 ft. or so. :)

The cliffs are reasonably rough and craggy, providing plenty of handholds to climb down the cliff-side. Using rope would make the climb easier still. Alternatively, you could so much the same as you did to get off the beach you woke up on, except in reverse. Follow the edge around until you reach the slope, then follow the slope down until you reach the beach.


Master

Campsite:
Jack shades his eyes, looking where the others are staring. Seeing the two on the cliff top, he steps forward.

Jack's voice booms out across the small cove, startling birds into the air. "Oy, you two. The bloody fools on the damn cliff. Got any bloody rum with ye?"


Master

Survivors:
Peeking over the edge of the cliff, two things catch your attention. Near to you, wedged between the cliff face and a rock, the remains of a ship stand. It doesn't look particularly sea-worthy, and it will probably crumble after another day or two of pounding by the waves. Farther away, across the beach and at the jungle line is a decent size campsite constructed of jungle pieces. It's difficult to tell, but there seem to be at least 7 or 8 people there. The sound of curses drifts up to you on the wind.

Campsite Perception DC 20:
Movement catches your eye, and you see two figures at the top of the cliff over the remains of the Jenivere. One is extremely tall, and there's something odd about its face. The other is shorter and has a long reddish beard.


Master

Although Skorabor questions most all of the street rats he passes, not one of them seems to have any idea about what happened to Feldin. A half-dozen knew Feldin and knew where he lived, and several more only knew him as the floor manager of the Gold Goblin. Not a one of them has any idea where he is or what happened to him. If confronted with the details you have and the suspicion of his possible murder, those who knew him all plead innocent. Two say he probably got what he deserved, stingy bastard that he was, but their protestations of innocence still have the ring of honest truth to them.


Master

Survivors:
Close to two hours travel brings you to within sight of a cliff at cross-angles to yours. A small distance beyond, another cliff-side is visible, showing that there's another pocket-cove a short distance in front of you. The near cliff-edge is perhaps another 15 minutes journey onward. The sun has traveled a fair distance above the horizon, but several hours remain before it reaches its zenith.

Campsite:
A sharp prod in the ribs roughly intrudes on your dreams. The sun hasn't traveled very high over the horizon, and the day promises to be bright and hot.

Aerys:
You’re back aboard the Jenivere, bent over the railing being seasick. After your latest bout of retching, you slump back and see the rest of the passengers and crew are on deck as well, all of them sick save for the captain and the quiet Varisian scholar Ieana. She whispers in the captain’s ear, then gives him a kiss on the cheek. At that point the captain holds up a wooden soup spoon, and you realize that you’re holding one as well. Everyone has a spoon. The ship is sinking, and the only way to stop it is to bail out the hold with your spoon! You work feverishly, but the waters keep rushing in. Just before you wake, you can see monstrous things with pincers in the water trying to claw their way into the ship...

As the pincers reach for you, a kick to the ribs breaks you out of your doze.


Master

No worries. We should be able to keep you going for a while. Pop in when you have a break, and we'll see you when you've got your project turned in. Good Breakfast Cereal to you!

As you head down toward the wharves, you see many people working to repair the damage caused by the tidal wave. Shop fronts that suffered minor waterlogging or no damage are doing what they can to undercut their competitors and make a profit, noticeably more so when it comes to the shops that provide materials and tools for rebuilding. The closer you get to the wharves, the greater the damage is. Building owners and shopkeepers are busily hammering away, replacing boards, windows, and doors, or arguing with workers who are trying to do the same. The street scavengers are out in force, grabbing every loose item they can. The bold ones are chancing their luck on stealing from the shops themselves. As you reach the wharves, the scene intensifies. Sailors and carpenters and all manner of workers swarm everywhere, working to recover cargo and to repair damaged ships and docks. The Foamrunner already has a much smaller hole in her side than she did before. The pile of bodies you had laid out earlier has disappeared.


Master

Campsite:
Jack, with his usual cursing, settles in for a nap, saying he'll take the third watch during the wee hours of the morning. The rest of your companions also settle in for the night, leaving Kieran to take first watch. The current time is a little before 7, and the sun is just beginning to hit the horizon. The mild buzzing of flies and other insects mixes with the jungle noises and the crashing of the waves down the beach to lull the camp to sleep, but for Kieran.

Kieran's watch passes uneventfully, and he wakes Asasha for her turn around 11 PM, settling down to sleep. Asasha's watch is likewise mostly uneventful, although halfway through her watch (a little after 1 AM), the jungle nearby goes very quiet. From the West, the sound of massive wings passes by overhead. A little after it disappears, the jungle noises slowly start up again. Nothing else particularly interesting happens during the night, and Asasha and Jack switch places at around 3 AM.

During Jack's watch, he spends most of his time whittling and cursing. In between splinters, his eyes go up to scan the darkness around the campsite. The only interesting thing that happens is the glowing occurring in the waves. It doesn't seem threatening, though so he lets it be. The sun comes up around 6, and Jack starts kicking people awake around 7.

GM Notes:
Kieran Check: 1d100 ⇒ 52
Kias Check: 1d100 ⇒ 9
Jack Check: 1d100 ⇒ 14
Asasha Check: 1d100 ⇒ 31
Aerys Check: 1d100 ⇒ 79

Survivors:
Mkay. Got them caught up to you. You going to continue advancing along the cliff-side?


Master

Campsite:
"I'll prepare spells to help resist de heat tomorrow for whoever goes with de scouting party. I can also accompany dat group, if ya need extra hands."

Anything else before bedtime?


Master

Camp:
"I can prepare some spells for tomorrow dat can help with dat a bit," Derindi pipes up.


Master

Camp:
You have the gear on your persons in addition to the following items, although most of it hasn't been pulled out yet:
-bottle of brandy
-darkwood model of the Jenivere in a glass bottle
-a small coffer full of coins
-satchel filled with potions
-rations x24 (1 person for 24 days or 24 people for 1 day)
-Mwk studded leather armor
-Mwk short sword
-block and tackle
-large canvas sheets x3
-fishing nets x2
-grappling hook
-bullseye lanterns x2
-flasks lantern oil x12
-150 ft. rope
-shovels x5

This was carried back in the canvas sheets, so most of it is still wrapped in the sheets until somebody pulls it out. There was some additional gear that belonged to Jask Derindi, but he has claimed it, and the NPCs have some gear as well.

As the chat continues, the rain slowly tapers off, finally stopping. The sun still has about an hour before it fully sets. Rough time in-game, approximately 6 PM.

Survivors:
Mkay. Well, you have a good six hours to do your traveling before it gets too hot. I'll need to give the other group a chance to catch up to you, though. You're at 6 AM on Day 2, they're still at about 6 PM on Day 1.


Master
Kieran The Myopic wrote:
** spoiler omitted **

Campsite:
Current PC count is at 4 (Aerys, Asasha, Kieran, Kias). Current NPC count is at 5 (Aberwhinge, Derindi, Ishirou, Mavato, Nevah). Current DMPC count is at 1 (Jack).

Survivors:
As a note, it is just now dawn. Roughly 6 AM, so sun is just coming up over the horizon. You got started dark and early. :)


Master
Asasha wrote:
** spoiler omitted **

Campsite:
The lembas bread thing was a joke. I don't think it's part of anybody's gear.

After about an hour of fishing, Asasha successfully catches a boot. :)


Master

The walk back to the Gold Goblin is filled with signs of people trying to recover from the freak wave. Nobody seems to have any idea what triggered it, but there's ominous muttering that whatever did it is related to the Blot. The Gold Goblin itself is untouched, but inside there's confusion. Employees are rushing around, trying to get things ready. Some are tracking muddy footprints all over everything. At the center of it all, Saul is bellowing orders, trying to get people to keep calm.

Spying you, Saul calls out, "What happened out there? Some of these imbeciles," and he aims a rude gesture at a passing server, "seem to think the entire harbor was destroyed by some enormous wave. You were just there, right? What happened?"


Master

There was some minor damage, but he was mostly just battered from being hit by the wave, then dragged back out.


Master

Try This One


Master

Survivors:
You already made one Knowledge check regarding the place. No second tries on Knowledge skills, unfortunately. :(

Just to check. Are you leaving all the campsite and gear you found where it stands?

As Tadanu scours the edges of the jungle in the pre-dawn chill, he finds evidence of animals but no particular trails. Following the edge of the jungle along the rock face, though, the grounds slops up until it meets the top of the cliff. There's just enough open space between the edge of the jungle and the edge of the cliff for an Elf and a Dwarf to walk single-file. The cliff edge is perhaps 100 ft. above the beach. As the pair treks through the jungle, Tadanu keeps his eyes open for anything that might be particularly dangerous or particularly useful. The plants in the immediate area all seem fairly typical for the terrain, nothing of any specific interest. In the edge of the jungle, evidence is present of many different animal species. Monkeys and other apes can be heard screeching, and the occasional tree has a snake in the branches or a hive of insects. Evidence of smaller mammal life occasionally shows up, such as rats and other rodents. About two hours after waking and leaving the beach, the sun begins to come up in the direction you're heading.

You've traveled about 2 miles so far.

Campsite:
Well, let me see. Oh yes, lovely. Lembas bread. And look! More lembas bread.

GM Notes:
Wandering Monster Encounters
Survivors Dawn: 1d100 ⇒ 66

Updated Island Map


Master

Survivors:
As a note, the beach you're on is roughly a quarter-mile in length. At either end are two large cliffs. The jungle heads uphill from your current position. Think a small pocket cove.


Master

Over the course of the next few hours, Skorabor and the others fish several more people and some cargo out. Many of the ships in port were badly damaged when they slammed against various outcroppings of wood or stone. The fourth barrel isn't recovered. Several bodies are also recovered. The total damage is in keeping with a tidal wave, but it is shocking given that there were none of the usual warning signs of a tidal wave. In total, six people are accounted dead (mostly sailors), including Braddikar Faje. 3 more are presumed missing. The rest are all recovered. Several more of the reefclaws were washed up on the land. Some made it back to sea, some chose to try to hunt on land. Those that did are now dead.


Master

Survivors:
As Gorbaz settles in for his watch, the jungle comes alive with all sorts of animal noises. The usual crickets and cicadas and rustling plants are instead animal screeches, loud hissings, and crashing among the trees and ferns. Nothing comes close to during Gorbaz's watch, however. Out in the surf, a greenish glow patches in and out with the pounding waves.

Close to midnight, Tadanu wakes and replaces Gorbaz at watch. The jungle noises continue for about an hour, but then grow oddly silent. As they do so, the sound of immense wings flapping overhead reaches Tadanu, headed East. A short while later, after the sound of wings has disappeared, the jungle noises start up again. Nothing more interesting happens during the remainder of Tadanu's watch.

Campsite:
"Jask Derindi, late of Corentyn, formerly of Sargava, at your service." Jask shakes your hand.

GM Notes:
Wandering Monster Encounter Rolls:
Survivors Midnight: 1d100 ⇒ 91
Campsite Midnight: 1d100 ⇒ 92


Master

As Skorabor hauls on the rope, it initially resists his efforts to pull it closer. After some hard tugging, the sound of something snapping is heard, and the rope begins to come closer. As Skorabor hauls the rope up onto the wharf, the hand and the man attached comes with it. Lumps looks up at you feebly, his other hand still gripping a cask. "Hey, boss." Then he faints.

Barnabus moves to the still form of Faje. Despite his best efforts, Faje cannot be revived.


Master

On The Wharf:
As you make it down the steps to the wharf, you see a huge mess left in the wake of the wave. Much of the cargo and other supplies that were sitting on the wharf are now bobbing in the waters of the cove. Many of the ships have holes of varying sizes in their sides where they slammed into wooden pilings or the dock itself. A short distance away, you can see a body similar in build and dress to Faje's stretched out on the dock. In the other direction, you can see a hand gripping one of the ropes holding the Foamrunner to the dock. As the aftermath of the wave settles in, cries for help come up from scattered portions of the wharf. One is fairly nearby.


Master

Campsite:
"Like I was tellin' dis one," and he gestures toward Aerys, "I found evidence that one of de bosses was double-dealin' with the Free Captains. I told my superior, and he turned around and framed me for de crime. Probably to cover his tracks. One of the Captains being dealt with was a man named Avret Kinkarian. His ship, the Brine Demon, supposedly wrecked up here a while back. I was thinkin' it might have some proof that I wasn't de one who was cheatin'."

Kieran The Myopic:
His story has the ring of truth to it, or at least a firm conviction. He seems to believe it.


Master

Barnabus:
You see signs of movement on the wharf below. Sunlight glinting on metal, and something else that you aren't sure about.


Master

Skorabor:
You see a flash of light glinting off of something on the wharf.


Master

Campsite:
Jask turns at the question. "My old bosses. Dey framed me for a crime. I might be able to find proof dat I was framed here, actually. Just if we have some time while we're here."


Master

Survivors:
The chest isn't empty, but it is unlocked. Inside the chest are 4 days rations, a hammer, a crowbar, two phials of a pale blue liquid, and a scroll case with three scrolls inside. The remains of the canvas sheet you have are 12 ft. x 6 ft, with one 3x3 corner missing. Attached to the sheet is 75 ft. of hemp rope.

A little bit of searching finds a good spot just at the edge of the tree line that would be good for a camp. An hour's work gets the framework up. Shortly after that, the heavens open up, and the rain begins to come down in earnest. It rains for two hours while work on the campsite continues, then the rain peters and the clouds fade just in time for the sun to touch the horizon. The campsite is completed not long after the sun finally disappears and it gets dark.


Master

Tubbs sputters, coughing up a lung's-worth of seawater, then starts retching. When his system is cleared out, he looks up. "Thanks, boss." He makes his way shakily to his feet. "What hit us?"


Master

The cart actually belonged to Faje, as a note.

Across the area between you and the wharf, you see several people stumbling to their feet. Frush and Otis are among their number. They appear to have been able to hold onto their casks. A short distance away, Tubbs lies very still. There's no sign of his cask, or of Lumps and his cask.

Perception DC 15:
A keen eye can tell that Tubbs is still breathing, but barely.


Master

Survivors:
Scattered across the beach are five corpses. Three are garbed as members of the ships crew. They wear rough garb (a variation on peasant's clothing) and between the three you can put together a suit of studded leather armor, three daggers, a scimitar, and a composite longbow. The other two were Dwarves, and appear to have been warriors of some sort. Between the two are two suits of chainmail, a longspear, two javelins, and a pair of battleaxes.

Washed up on the beach around the bodies are a small chest, enough wooden planking to lay a line approximately 45 ft. long, and most of a large canvas sheet with a length of hempen rope trailing from it into the waves.

Tadanu: You're fairly certain that you're on Smuggler's Shiv. It's well-known in the area for its treacherous waters and its almost unnatural tendency toward causing shipwrecks. Attempts have been made to colonize it, but have failed.

Current time can be estimated at roughly 3 in the afternoon. The midday heat has died down a bit, but there are heavy-looking clouds beginning to build overhead.


Master

The twitching of the creature abates slightly, but it's still leaking fluids.


Master

Moving toward Skorabor and Barnabus, which happens to be at right angles to moving back to the sea. And DC 10 is the limit for common knowledge, I figured most of you would make a 5. Just put it there in case somebody didn't. :)

Skorabor charges the Reefclaw, swinging his axe for the creature's head. He takes off one claw and leaves a deep gouge in its side. The Reefclaw slowly slumps and begins twitching.


Master

Explorers:
Jack grumbles at length, but agrees and begins to head back toward the camp. The return trip takes a bit less time than the journey out, just over two hours of trekking. Just under an hour into the trek back to camp, the clouds overhead open up and prove Jack's prediction right. The rain makes it difficult to see very far and makes the journey back a bit more difficult, but it does serve to cool off the surrounding jungle. Just over an hour after the rain begins, you reach the campsite. The prisoner, Jask Derindi, is no longer manacled and has armored himself. Aerys is reading the captain's logbook.

Survivors:
Tadanu: You do recognize the Dwarf as Gorbaz ProudHammer, one of the other passengers on the Tattooed Lady.

Your surroundings show no evidence of any other survivors. You appear to have washed up on a beach in a small cove. The sun is slowly making its way down toward the left horizon, indicating you are probably on the norther side of wherever you are. The remains of the Tattooed Lady rest out in the bay, smashed beyond seaworthiness. Various flotsam floats out on the bay, and some of the lighter pieces have washed up around you. Also nearby are several corpses.

Campsite:
The other passengers murmur their assent, then go back to minding their own business. Nevah moves off to start gathering some wood for a fire.

The Captain's Log: As you page through the Captain's Log, the initial impression you get is of a very organized man with very little tolerance for slackness or sloth. This pattern covers all of his earlier voyages, and most of this last one.

About two-thirds of the way through this most recent journey, however, things change. Entries become less frequent, and there are several places where days pass without an entry. As the entries become less frequent, they also become less relevant to the running of the ship. They frequently focus on one of the passengers - Ieana, the Varisian scholar.

Several of the entries in this section are crude attempts at poetry expressing love and adoration of Ieana. Others are laments at the Captain's inability to satisfy her or even to catch her eye. Toward the end, the entries take a much darker tone. He begins to refer to her as, "his Ieana," and notes that several of the crew and passengers seem to be eyeing her with interest. His particular vexation seems to be Alton Devers, the first mate. In two entries, he mentions wishes that Devers would "just have an accident and go away."

The final entry details the captain's decision to change course for Smuggler's Shiv at Ieana's request. He details plans for a house and a home that the two of them could make on the island, free of any others. Notes are also made of the increasing agitation of the crew at the new course, and he mentions that "something may need to be done about them."

As you start reading, clouds begin to form in the sky overhead. About halfway through the book, the clouds open up and begin pouring rain down, but the shelter manage to keep most of it off the camp. Nevah appears shortly thereafter with a small stack of firewood. As you reach the last entry, audible curses begin to issue from the jungle, shortly followed by Jack, Kieran, and Asasha stumbling from the trees into the shelter.


Master

I've often considered a good bash over the head with a blunt instrument to be a healing technique. Both characters are approved.


Master

Until Gorbaz and Tadanu join with the others, they'll operate under the title "Survivors" for this grouping.

Explorers:
My apologies. I forgot that you don't know what the DC was on the Fort save. Only Jack took any nonlethal damage in the last round. Asasha and Kieran have healed 2 points of nonlethal damage since they took it.

Heavy clouds begin to slowly creep across the sun, taking most of the edge off the midday heat.

Jack says, "I ain't scared of no bloody jungle beasties. We should get bloody goin', whichever direction we're heading. Them bloody clouds mean rain. We goin' back to the camp, or going forward?"

Survivors:
The sound of waves slowly penetrates the darkness, shortly followed by the heat of the afternoon sun. Bird song and the bright light of the sun greet you as you slowly come to. A short way off shore rests the shattered hulk of the Tattooed Lady. A brief look is enough to tell you she'll never sail again. Nearby lies one of your fellow passengers, apparently washed up on the beach.

Gorbaz: You see a long, lean Elven form lying face-down just past where the waves are lapping. He's wearing light armor in patterned browns and greens. A bow rides his back, and a long, curved sword rides his hip. Long hair pulled back in braids exposes a sharp face covered in complex geometric tattoos.

Tadanu: As you come to, you see a Dwarf sitting up nearby, looking at you. His beard is long and red with rings woven in seemingly at random. By contrast, his head is quite bald, reflecting the sun very well. He has the muscled form and apron of a blacksmith over a breastplate, but the shield across his back and the bloodstains on the apron say that this is a warrior. A holy symbol of Torag hangs just beneath his beard, and a heavy hammer is slung through a loop on his belt.


Master

The creature turns at Barnabus's words and gives a sharp hiss, sounding decidedly negative. The Dwarf's cry provoke another hiss, longer and more aggressive, and the creature begins to wriggle slowly toward the Dwarf, using its claws to drag it forward.

The creature is approximately 20 ft. from Barnabus and Skorabor, moving at a rate of 10 ft. per fround. Davlamin and Moonchaser are approximately 150 ft. away from the creature.

DC 5 Knowledge (Dungeoneering):
The creature appears to be a Reefclaw, an aberration created by one of the ancient Runelords of Thassilon millennia ago as a moat guardian.

DC 11 Knowledge (Dungeoneering):
Reefclaws are unusually intelligent, more so than regular animals, allowing them to understand local languages. Due to their artificial origins, they're somewhat resistant to the cold.

DC 16 Knowledge (Dungeoneering):
Reefclaws have a tendency to spasm upon death, slashing and potentially poisoning all those nearby.


Hello again, Petronicus Wintrish. Unfortunately, as I mentioned when you first applied, I'm not ready to handle Psionics. I honestly don't like Psionics in 3.xE or 4E, either. Too complicated to mix Psionics and Magic and Mundane for me. I know my limits. As far as Suny, I respect the character. Unfortunately, the party isn't looking for another Fighter and Aquatic characters are slightly unbalanced against normal ones. The next time I run a 3.xE campaign, though, I'll take another look at both of your characters. My apologies.

Thetis and Gorbaz, I like the looks of both of your characters. I think we can make both of you fit. If you could finish spec-ing your characters in the next day, we'll be able to work you in shortly after that.

Gorbaz & Thetis:
So, since we're working you in after the fact, we'll have to have you come in on a different ship, the Tattooed Lady. Sole survivors, as it were. As far as character creation, we used the following method to generate ability scores: Automatic 18 and 8, and 10-points to spend on the other four ability scores. You also get the following items as a freebie adventuring kit that doesn't count against your starting cash:

-Backpack
-Dagger
-Rations (1 day)
-Waterskin
-Bedroll
-Sack
-Flint & Steel

Other than these items, average starting wealth by class. Core and APG are legal, and anything I can see that is not third party on the SRD. I can also conditionally allow a few other items, depending on the splat book, like items and traits from Adventurer's Armory. If you have a question, feel free to ask. All traits are open, one being a campaign trait.

Notes: Gorbaz - you can't have both Caves and Earth. Caves is a sub-domain of Earth; you'll have to pick on or the other and grab a different Domain or Sub-Domain from Torag. I definitely like the idea for the personality, and I like him as a Cleric. Thetis - I like the idea. Can't offer any critique until I see how it's put together. Both of you - very good ideas, and I look forward to gaming with you.

Thank you. Recruitment closed.


Master

As the ocean surge pulls back out, Skorabor manages to catch hold of Barnabus. He slips in the undertow, though, although he doesn't get sucked far back by the ocean due to the weight of his armor. The nearby man is dragged out to sea and lost, but the odd lobster-eel creature is left behind. Moonchaser manages to climb atop a wooden piling and out of the water.


Hello, there. I'm running a Serpent's Skull PBP here, and we've had one character drop out due to RL concerns. We're still early on in the AP, so we'd be able to work in a character at first level. The current party make-up includes Fighter, Oracle, Rogue, Sorcerer, all Human. If somebody is willing to put together a character for this AP and can commit to at least check the thread once every day, perhaps two, we'll see about working you in.

By popular request, we're looking for something with a bit of a Divine flavor. Cleric, perhaps, possibly Druid or Ranger. Priority goes to those who build something within that general idea, then first-come-first-served. For those wishing to apply, please put together at least a general idea of character background (can be fleshed out later) and an idea of the build at 1st level (if not a prepared character page).

If you are preparing a character page, I prefer that you format your information to cover at least all the bases of the basic stat blocks. Here is a sample of how I tend to format my character blocks for PBP.

I suspect this will be opening will be inside the next 8 hours, based on what I've seen of previous PBP recruitments. I wish you all luck, and I look forward to seeing your submissions.


Master

A new character shall be arranged, then, with a divine, possibly Cleric-y flavor. I'll see who we can get and then work them in when it seems appropriate.

Explorers:
Traveling west, the land begins to slop a bit downhill. The dense jungle prevents particularly straightforward travel, and much of your time is spent picking your way over bushes and between narrow gaps in the trees. The heat seems a bit more bearable now, although Jack suffers more than he did the last time. About an hour into your travels, you pass a plateau that stands a short distance above you. The jungle continues right up to it, but seems to be less dense on top of it. Continuing on, another hour brings you to a small clearing on top of the rise. You appear to have progressed about a third of the way to the end of the peninsula. To the southwest is another flock of the strange flying forms. Based on your path, they'll be fairly close if you continue on straight.

Another round of Survival checks and Fortitude saves.
Asasha Survival: 1d20 - 1 ⇒ (17) - 1 = 16
Asasha Fortitude: 1d20 ⇒ 17
Kieran Survival: 1d20 - 1 ⇒ (17) - 1 = 16
Kieran Fortitude: 1d20 + 1 ⇒ (18) + 1 = 19
Jack Survival: 1d20 + 5 ⇒ (9) + 5 = 14
Jack Fortitude: 1d20 + 4 ⇒ (1) + 4 = 5
Damage from heat: 1d4 ⇒ 1 nonlethal.

Campsite:
After letting Aerys know what he thinks about Mavato's condition, Derindi moves back to the corner of the shelter area and begins praying over his holy symbol, presumably gathering spells to help survive out here. Aberwhinge and Nevah put their heads together wish Ishirou for a few minutes, then move over to talk to Aerys and Kias. "If there are things we can do to help out around camp, let us know. We don't want to be stuck here any more than you do."


Master

As you collectively book it from the wharf, the water pulls back, rears up, and shoves its way across the wharf. Crunching noises echo from some of the docks as ships slam into wooden pilings. Screams from the docks and the ships anchored there cut the air. A man who wasn't expecting the sudden rush of water is knocked flat, then dragged out to sea as the water begins to recede. Davlamin and Moonchaser get fairly far ahead, the water catching up to them and rushing past their feet. Closer to the wharf, Barnabus is knocked flat by the surge of water, being shoved partway past Skorabor before the water begins to recede and pull him toward the sea. Skorabor, although hit just as hard, manages to keep his footing through the initial surge. Nearby, a strange creature like a cross between a lobster and an eel is washed against a doorway, and grips the frame with its claws to keep from being pulled back.

Barnabus, Reflex save or Acrobatics to avoid being dragged out to sea. Skorabor, Reflex save to catch Barnabus and give him an assist, Acrobatics to maintain your own footing.

I'll put together a map a little bit later if you folks feel you need one. Davlamin and Moonchaser are about 140 feet ahead of Skorabor and Barnabus. Barnabus is prone adjacent to Skorabor.

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