Gonturan's Serpent's Skull Campaign


Play-by-Post

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M Post-Human Thespian 8/Wright 12/Academic 10/Geek 18

Volume One: Souls For Smuggler's Shiv

Day One

Your first sensation is thirst. You shift in the sand and surf, and blink into the blinding, overwhelming sun. Every inch of you throbs with pain, but the sandpaper ache in your throat is the worst. You slowly hoist your torso up. Sand clings to your shoulders and hair. How did you get here?

Even the act of sitting up is enough to send a wave of heavy nausea through your guts. You sink back down and concentrate on breathing. For the instant that you saw it, the horizon was a blur. But you could discern deep green on either side of you; between the green, two long, thin strips of white; and between them, dead ahead of where you’re lying: glittering turquoise-and-azure. The sea. But not the sea as you last saw it—not open ocean, but shoal-blue, shallow. Where are you?

You grab your last clear memory, and use it to steady and focus yourself. Last night, you were aboard the Jenivere. You were sitting down to dinner with the odd motley of passengers and crew—the same awkward ritual as the past few weeks. Then, darkness—but inflected with a hazy sense of panic, fear, and cold. You were drowning. How did you survive? Nothing emerges from the blur to answer.

But now you’re somewhat steadied, so you sit up fully, and lift a hand to shield your eyes from the oppressive sun.

Please make a Perception check. Your result will determine which box you click.

Below 15:
Your lingering sickness makes it hard to observe more than the bare details of your surroundings. You’re on a beach that coils around a wave-tossed cove. To the south, a wall of green rises in the form of a dense jungle filled with a cacophony of life. To the east and west, arms of jagged rocks reach out to embrace the cove, while to the north, the waters of the sea surge and churn along a line of razor-sharp rocks.

You’re not alone. Other blurry figures are stirring on the sand to either side of you, while more forms lie motionless further down the beach.

15-20:
You’re on a beach that coils around a wave-tossed cove. To the south, a wall of green rises in the form of a dense jungle filled with a cacophony of life. To the east and west, arms of jagged rocks reach out to embrace the cove, while to the north, the waters of the sea surge and churn along a line of razor-sharp rocks.

You’re not alone. You recognize other passengers from the Jenivere—three of them, like you, are starting to regain consciousness, while five more bodies lie motionless further down the beach. In addition, about 60 feet away from you, there is a surprisingly tidy pile of weapons and shields, topped with several bolts of brightly coloured fabric. It looks as if someone stacked them here for you and your fellow castaways.

Above 20:
You’re on a beach that coils around a wave-tossed cove. To the south, a wall of green rises in the form of a dense jungle filled with a cacophony of life. To the east and west, arms of jagged rocks reach out to embrace the cove, while to the north, the waters of the sea surge and churn along a line of razor-sharp rocks.

You’re not alone. You recognize other passengers from the Jenivere—three of them, like you, are starting to regain consciousness, while five more bodies lie motionless further down the beach. In addition, about 60 feet away from you, there is a surprisingly tidy pile of weapons and shields, topped with several bolts of brightly coloured fabric. It looks as if someone stacked them here for you and your fellow castaways.

Taking a second glance at the horizon near the inlet, you spot a mast, listing heavily to port. Attached is the Jenivere, or what is left of her, partially submerged among several sharp rocks.


The Dwarf drags himself up and scrabbles around in the sand for a few seconds. It's gone! he yells, in his guttural, Dwarfish accent. Where is it!? Where did it go?! He glances up at the other figures, clearly torn between finding whatever he's looking for and making contact with other people.

Spoiler:

Just for fun, I'm going to pretend that my heirloom shield was lost. If it's okay with you, Scott, I'll just happen upon it in the next little while. I'm just playing up that element of the character because... well, that's all I know about him so far. Dad gave him his hammer, a regular old hammer but one of great sentimental value, and the shield, which is a bit more special. To lose them on the very first day that he touches down on this bizarre, foreign land would be particularly traumatising.


The other Dwarf rises as best he can and tries to assess if the ones closest to him are in need of medical attention. Stuff the Pilgrimmage, they may need help!


Viridian sits up and rubs her hands over her face to try to gain some semblance of awareness. Her current surroundings made no sense to her, hadn't she just been aboard that big floating thing? There used to be water all around her, now she was on land and she just couldn't understand the transition. She looked down at her bedraggled self and shook her head. Her green hair was matted with sand and seawater, given the colour it was hard to tell but there might have been seaweed in it as well.

I seem to be okay.. she thought to herself.

JENNY! Sudden realization dawned, if she wasn't on the ship, and if there were others on this beach with her, then the ship probably crashed. If the ship had crashed, then Jenny was in danger and needed to be found.

Viri stood quickly and began to look around in haste, calling Jenny's name loudly.

ooc:
Jenny is a mule :)

Also, go here to see a picture of Viri if you're interested.


The bald Dwarf speaks, in Dwarfish: Comrade! His eyes are anxious, but not panicked. I've lost something precious to me, an object of great value to my House. Will you help me look? It must be here somewhere. It has been passed from parent to child for four generations. No Targbanger in my line has been without it for three centuries. I'm sure it will come back to me, with your help. I'm Dolph. He glances over at the girl, temporarily transfixed. I never knew human hair could be so... green.


M Post-Human Thespian 8/Wright 12/Academic 10/Geek 18

Your own voices sound strange, hoarse and cracked from salt water and tropical heat.

Beothall inspects the first prone body on the sand. It is a fellow passenger from the Jenivere, a Tian human--Ishirou, you think he's called. He isn't breathing, but you think perhaps you may be able to knock the water from his lungs and save him from the brink.

Andy, please make a Heal check. DC 10 to stabilize Ishirou, or DC 15 to restore him to consciousness.

Orion:
Well, I *was* going to have the shield washed up on the beach, but now you asked for it. I will introduce it in my own sweet time. :)

Sam:
Neat picture!


{my Heal roll was a total of 8}

I haven't treated human drowning before, and so I am at a loss as I do not wish to harm this one through ignorant aid. His fate is in Torag's hands now. (I will raise one fist onto the air, signalling the holy gesture of Torag, and place the other hand firmly upon the wounded's heart). I pray your will be done and breath be restored to the beautiful machine of your creation. {attempt cast spell = Cure Light Wounds}


Dolph staggers next to the green-haired woman and speaks, his Dwarven accent showing, but not overwhelming. He elongates his vowels, tends to hit his D's harder than necessary, making them T's, his TH's turn into Z's. I see you're looking for someone... I'm Dolph Targbanger. He pauses for a moment, waiting for recognition. Of the Gundatch Targbangers.[b] Another pause. [b]I'd actually like to help you look for this "Jenny." I'd hoped you might help me, as well. I'm looking for a Gundatch shield. You know, circular, decorated with the Targbanger seal. I'm sure you've seen images of it. Would you keep your eyes out for it? If you can describe Jenny, I'd be happy to help you look for her, as well. What's a Targbanger for than to help people, after all! Is she green-of-hair, like you?

Scarab Sages

Beothall decides to trust Torag, and delivers a two-fisted thump to the unconscious human's chest. A flicker of golden light surrounds his hands momentarily.

Ishirou sits up, coughing seawater. After a moment, his eyes focus on the dwarf kneeling beside him. "You...you save life." He says, in fragmented Common. "Ishirou now debt you."

Info re: dice:
When casting spells, making skill checks, and even attacking, I encourage everyone to roll dice and post results preemptively. That is, if you announce that you're casting Cure Light Wounds, go ahead and post the results. If for some reason you are unable to cast the spell, I'll let you know and we can disregard the die roll.

For combat, this often means rolling both attacks and damage dice, even if you don't know whether you hit or not.

You can use the "dice" tags if you like, and this is the standard formatting for posting die results:

1d8 + 16 ⇒ (3) + 16 = 19

But I'm not really fussy.

The Exchange

Nearby, two more bodies stir into motion. One is a passenger whom, you recall, is named Aerys. She curses in elven (a mellifluous sound), then switches to Common.

"What in Dis is going on? I didn't drink THAT much last night, but I don't remember a godsdamn thing. How did we get off the Jenivere? Is the ship all right?"

Sovereign Court

The next castaway to come around is Gelik Aberwhinge, the gnome who (up till now) has always been fastidious with his appearance. Now his silken finery is torn and waterlogged, but he seems more preoccupied with something he's spotted in the cove.

"There, there, look there, you fools!" He cries and points. "She's t%!+ up on the rocks!"

Squinting towards the hazy horizon, you can make out the wreck of the Jenivere. Her bow is still above the waterline, and her mast lists heavily towards one of the cliffs that rise up around the cove's inlet to the sea.


Dolph looks at the wreck. Boats. Don't trust 'em. Happy to be back on solid ground.


Viri turns her attention towards Dolph, her mouth twitching at the corner as if trying not to giggle.

Jenny is my mule, and I will happily keep an eye out for your shield. After all it's as easy to search for two things as it is for one.

She then switches to Dwarvish.

I don't believe green hair is common among humans, in fact I've never met another human with hair like mine. My name is Viridian, I am pleased to be at your service Lord Targbanger.

She gives a little bow of her head and then moves towards the pile of gear, hoping to find her spear, and keeping an eye out for the Targbanger shield. All in all, she seems remarkably calm for such a young girl.

Perception check in case you need it for looking through the stuff. 1d20 + 1 = (16) + 1 = 17


A muscular figure staggers into view, sand caked over much of her body. A length of scarlet cloth is wound loosely around her head to protect from the blazing rays of sunlight. She's dragging something heavy along behind her, cutting a deep rut through the sand.

"Move swiftly with me then, Gelik. We won't last long out here without the contents of that hold."

She drops her baggage and dashes towards the wreckage, hoping to salvage what she can before it's too late.

to know what I find and am dragging back - maybe a spot check? Rolled 13 + 2 = 15


A mule? He stairs at Viri's curled lip and visibly makes a decision All right. A mule then. I will definitely keep my eyes open for mule. Who is not green.

But then, hearing Aria, he shouts Yes, yes! Let us venture back into that great beast and salvage what we can... and keep an eye out for my shield. A Gundatch shield. Circular, with a... Never mind. Dolph goes into the boat and grabs the biggest thing he thinks he can drag up the beach.

Perception +0 = 7


A great idea! she says watching the woman dragging things back from the ship. Jenny might even still be there. Following Aria's good example Viri runs down the beach towards the beached ship to help rescue what she can.


M Post-Human Thespian 8/Wright 12/Academic 10/Geek 18

Viridian's exploration of the pile of equipment reveals the following, all neatly stacked together:

1 spear (Viridian's)
1 warhammer (Dolph's)
1 heavy steel sheild (Beothall's -- not the Targbanger shield, alas)
Several brightly coloured bolts of fabric (Aria's)
1 katana sword (Ishirou's)
1 small leather case, designed to store a telescope (Aerys's)
1 masterwork rapier (unclaimed -- you remember this weapon belonged to Sasha Nevah, a passenger whom you cannot see here)

Unless anyone specifies otherwise, all the PCs and NPCs can reclaim their own items from this pile.

Getting back aboard the Jenivere will not prove so straightforward. You can try to reach the floundered vessel in one of the following ways:

1) Swim out through the rocks and try to find a hole in the hull.
2) Walk NE along the beach, scale the cliffs, and then try to clamber down the listing mast onto the deck.

Luckily, the ship does not appear to be sinking, or breaking apart any further -- at least, not while the tide is out.


Dolph synchs his belt and makes a decisive grunting noise (which is actually a complex expression in Dwarfish that translates roughly as The thing I have to do right now is more dangerous than anyone present will admit out of pride, but I will do it anyway because I have no choice, so I might as well treat it like I'm being heroic"). We Targbangers aren't swimmers, but I can climb a little, and I can take a fall if necessary. Let's get to it. And he trudges towards the cliffs, fully assuming that several people will follow him and aid in the task, but blissfully unaware that no one has moved yet.

I think I'm discovering how to play Dolph's low Wisdom.


I should have made that more explicit. Dolph starts to climb the cliff. I've listed multiple checks (10) to cover the cliff's eight (i.e., up to 100 ft.).

18 +7 = 25
7 +7 = 14
2 +7 = 9 (fail?)
15 +7 = 22
5 +7 = 12
3 +7 = 10 (fail?)
9 +7 = 16
19 +7 = 28
4 +7 = 11
12 +7 = 19

Let me know what happens as a result of all of that. I might have just died on the beach before even getting to the adventure.


M Post-Human Thespian 8/Wright 12/Academic 10/Geek 18

With only a couple of missteps, Dolph is able to scramble up the steep incline that crowns the cliffs near the inlet. He is now a brown smudge on the hazy horizon, a quarter of a mile away from anyone who chooses to stay on the beach, and 50 feet up.

Dolph, the Jenivere's mast is now below you. By jumping 10 feet down, grabbing the crowsnest, and sliding down the mast, you will reach the bow of the wrecked ship.

Now that you are close to the vessel, you can hear a faint voice fighting to be heard above the waves: a high human voice calls for help in the Common tongue.


Please make two Acrobatics checks, DC 10 and DC 15. If you fail the first one, you will miss the crowsnest and fall into the water (2d6 dmg, or 1d6 with a DC 15 Acro check to tumble).
If you make the first save but fail the second, you will fall onto the Jenivere's hull -- same damage as above, but you won't be in any immediate danger of drowning.
Getting back UP the mast will be a different sort of challenge.

Sovereign Court

"I say, that dwarf must have waterlogged his skull. He's stark mad if he tries to get aboard. And you--" Gelik sneers at Aria, "--are just as crazy to suggest it."

Gelik hums a little tune to himself as he adjusts his torn and crumpled clothing. Suddenly all his garments appear freshly pressed and laundered.

"Never hurts to look one's best."


Dolph surveys the situation: the mast, the boat, the water. He cups his hands around his mouth and yells, as loud as he can, from the cliff: Does anybody have any rope?

Scott, does it look, from Dolph's perspective, as if it he could just jump straight into the boat? He thinks he can survive that fall, if necessary.


Aria stops to collect her things and sprints after Dolph, perhaps kicking up a little more sand than was necessary into Gelik's face as she passes. Nearing the vessel, she stops for a second, considering her choices.

How close can I get to the ship from the beach? If the deck is within a reasonable range, I'd like to pull up close and coax Dolph there so I can throw my cloth to him to use as a rope to help me climb up.

Holding up a bolt of cloth the colour of saffron, she shouts "Jump to the crow's nest, brave dwarf, slide down and then pull me up with this. It's stronger than it looks."

She ties one end to her wrist and looks up, waiting for Dolph to reach the deck so she can hurl the rest at him.

If this is feasible, my strength check is 19 to throw it to him.


M Post-Human Thespian 8/Wright 12/Academic 10/Geek 18

The ship is not accessible from the beach. Your only options are to swim out to it (DC 15 Swim check, followed by a DC 10 Climb check onto the deck), or to jump down from the adjacent clifftop (Two Acro checks, DC 10 and 15).

With a running jump, Dolph may be able to land directly on the deck, but it's a difficult leap: Acro DC 20. Besides, you can see that many beams are cracked or broken, so you worry that your impact from that height may send you hurtling straight through into the hold below -- and who knows what you'll land on.

If Dolph takes one end of Aria's "rope" and affixes it to the crow's nest, then she could use the other end to swing down to the deck.


Dolph looks at the crow's nest again, trying to push the myth that Dwarves don't float out of his mind. He crouches and, not so much leaps but rather throws himself hurtling through the air. The top of the mast slams into his chest--that's going to leave a mark--and he drops down to the crow's nest with a thud followed by a series of shivers and creaks down the whole boat (or maybe that's just his imagination).

If you can, now throw me your cloth and I will swing down...?


Dolph's Jump: 12 +2 vs. DC 10 = 14, success!


Beothall will stay with the rest of the group and politely ask if anyone requires further aid.

Once they return and we can all move it would be wise to seek fresh water and shelter as soon as we are able.


...oh yeah, CLW = 5


M Post-Human Thespian 8/Wright 12/Academic 10/Geek 18

Dolph hurls his compact body off the cliff and slams into the crow's nest. The wooden frame cracks perilously on impact, and fragments of timber break off and spiral down to land among the waves below. But the dwarf's hands find purchase, and he pulls himself up to straddle the central mast.

Aria throws one end of the saffron fabric, and Dolph secures it to the mast as swiftly as he can. If the dwarf's knotwork can be relied upon, then Aria should be able to swing down directly to the deck of the Jenivere. Acrobatics DC 10 to aim your swing.

Veridian hesitates at the clifftop. The improvised rope will not support two people at once, and once it's been used, no one will be readily able to return it to her. How will she get down to the ship?

The Exchange

Beothall checks Aerys for injuries, but the half-elven woman bats his hands away impatiently. "Save your spells for those who believe in your tiresome god."

Scarab Sages

Ishirou is clearly a convert; since Beothall saved his life, the Tian man has been following him up and down the beach like a puppy dog. Now, however, something catches his eye, and he points eastward -- further down the beach, opposite the direction of the wreck.

"Man down," He says urgently. "Water things will eat!"

Beothall, Aerys, and Gelik all turn to look. 60 feet away, a dark-skinned figure lies unmoving in the sand. Out of the surf, three sleek creatures emerge, each one the size of a small dog. They bristle with spiny armour, and each one sports a long, thin stinger on its tail. Their large pincers tap out a staccato series of clicks as they advance towards their meal.


Dolph hears the commotion, spots the sea monsters, and then yells down to Aria. We must get back to the beach! The boat can wait. Don't come up. I'll come down!

I'm hoping that Dolph can make the same jump over to the cliff from the crow's nest:

Jump: 11 +7 = 18

action: move as quickly as possible back to the beach with the intention of grabbing the hammer and attacking the sea monsters.

If Dolph Makes The Jump:

Dolph hustles across the cliff towards the beach, and yells to Aria on his way by: We'll get your cloth later! Dolph promises!


M Post-Human Thespian 8/Wright 12/Academic 10/Geek 18

I should have clarified: those of you who are by the ship will probably not hear Ishirou on the beach, because of the distance and the waves. A DC 20 Perception check is required.

Also, I'll remind you that you also heard a voice calling from help from within the Jenivere. With those two points to consider, you may want to rewind that last action -- it's up to you.


Thank you for clarifying! Yes, I will take back the last action.

Dolph ties the cloth to the crow's nest, looking for a spot of the wood that's still secure of course, and then throws the other end back to Aria. You swing down to the deck, and I will follow. Then we climb back up and get your cloth. Yes?


heh sorry I was so late in posting, was having some trouble trying to figure out what I was going to do.

Lord Targbanger, once you've swung down I'll follow. Don't worry about trying to get the rope to me, I know a little trick that can help.

Once Dolph and Aria have reached the deck Viri will cast Mage Hand on the cloth to bring it to her and then swing down to the deck as well.

Acro Check 1D20 + 0 = 17 + 0 = 17


Beothall will nod to Ishirou and Aerys.

I will see to the dark one. Some weapons are over there. (pointing to our pile of gear)

Beothall will then rush the the figure about to be eaten and attempt to pick it up and carry it away from danger.


Dolph gives a quizzical look to Viridian--although he very much likes the sound of Lord Targbanger--but then he shrugs and climbs down the rope to the deck. He steps gingerly, knowing that it's unstable, and he tries to listen for the voice that's still on-board.


M Post-Human Thespian 8/Wright 12/Academic 10/Geek 18

At this point, Dolph, Veridian, and (pending a DC 10 Acro check) Aria have all swung onto the deck of the Jenivere.

Only the ship's stern is even partially intact, wedged at an angle between the cliff and the rocks. Each wave shakes and tosses the wreck alarmingly; it won't be long before the constant pounding of the waves dislodges the wreck and allows the hungry sea to claim the last of this once-fine ship.

A Perception check will help you to orient yourself on the wreck.

Below 10:
A gaping hole leads to the upper decks. You can easily climb down to explore any of the following areas: the captain's cabin, the larder, the supply room, or the galley. A call for help wafts up weakly from below, but you cannot pinpoint its source.

10-15:
A gaping hole leads to the upper decks. You can easily climb down to explore any of the following areas: the captain's cabin, the larder, the supply room, or the galley. Another call for help wafts up from below. It's coming from the galley!

Above 15:
A gaping hole leads to the upper decks. You can easily climb down to explore any of the following areas: the captain's cabin, the larder, the supply room, or the galley. From the galley, you can hear a faint cry for help, while from the supply room you hear the sinister clacking of large claws.

Looking past the wreck's port rail, you see one of the Jenivere's two lifeboats, badly damaged by jagged rocks, and lolling untethered in the waves. The second lifeboat is missing.

Liberty's Edge

By the time Beothall reaches him, the downed man has been rudely awakened by several preliminary pinches from the sea scorpion's pincers. Now he flails in the sand and cries out for help -- but for some reason, his hands remain pinned behind his back.

"Get them off me! Get them off me!"

One of the sea scorpions continues tormenting him, but the other two notice Beothall, and skitter sideways to defend their meal from his approach. They appear poised to attack you.

Let's skip initiative for the time being, since this combat is just for one PC. Remember, if you want to attack, post all of your rolls, including damage, and I'll let you know if you hit successfully.


Perception: 20 +0 =20 succexy!

My friends, Dolph calls out, I can see a lifeboat! He points. Viridian, can you get the cloth off the mast, as you say, and then tie to the lifeboat so it does not float away? I also see a way to the upper-decks. We can climb down. I hear someone in the... galley, I think, but there's also something snapping and clawing in the supply room--which is suck because there is probably supplies in there--and there's also captain's room and kitchen. We might need weapons for the thing in the supply room. I should have grabbed mein hammer. This ship is not going to be here much longer. The water will take it away. Aria, you come with me to the below-decks? We go to the galley first. The trapped one is first.

If Aria and Viridian agree, then he and Dolph head down to the galley while Viridian deal with the cloth/scarf/rope.


**COMBAT**
Beothall(Round 1)

Actions:

-Standard: Beothall will cast Santuary (save DC Will 15) upon himself.

-Move: Directly to Jask's square/position.

Please remain calm. I am here to help


M Post-Human Thespian 8/Wright 12/Academic 10/Geek 18

Waiting to hear from Aria and Veridian before proceeding with the action on the ship.

As Beothall passes by the two angry sea scorpions, one of them attempts to strike out at him with claws and stinger. However...

1d20(+1) => 2 + 1 => 3

...a luminous miasma surrounds the cleric, making the crustacean's puny mind forget entirely what it was trying to do.

Its partner focuses instead upon Ishirou, who remains close behind Beothall, but isn't protected by the sanctuary spell.

claw 1d20(+0) => 3
claw 1d20(+0) => 8
sting 1d20(+0) => 4

Fortunately, the creature's natural weapons fail to bypass Ishirou's chain shirt, and he takes no damage.

The third eurypterid, however, stings the helpless Jask Derindi on his leg. The wound immediately swells an angry red.

Scarab Sages

Ishirou shouts a monosyllabic Tian battlecry and brings his katana down upon the beast that tried to attack him.

1d20(+5) => 17 + 5 => 22
damage 1d10(+3) => 9 + 3 => 12

The impossibly sharp blade carves through the creature's exoskeleton as if it were an ocean swell. The beast's ichor spills onto the sand as it twitches and dies.

Ishirou issues a satisfied grunt.


Viri casts mage hand on the cloth to retrieve it then ties one end to the life boat and uses the spell to tie the other end to a rock on the shore If the DM allows that use of the spell, otherwise she'll tie it to the boat by hand.

Once that task is complete she casts Mage armor on herself. [b]I'll take care of the store room![/ooc] She heads down to the storeroom and prepares to cast another spell once she's kicked open the door.


While Viridian is dealing with the cloth and the boat, Dolph and Aria head down to the kitchen to rescue the crew member, and if that doesn't take too long, we meet up with Viridian at the door of the supply room.


M Post-Human Thespian 8/Wright 12/Academic 10/Geek 18

Viri: With a magical flourish, you untie the cloth from the crow's nest, and guide it down to settle in your hands. Then you turn to consider the lifeboat...

It drifts untethered about 50 feet from the Jenivere. That's out of your spell's range, and farther than Aria's improvised rope could be thrown. The only way to reach it would be to risk a swim.

Dolph: You hop down into the galley, where only last night you sat and took a meal with your fellow passengers. And...then what happened? You have a sudden, mental image of their heads slumping forward onto the table, one by one. Drugged?

You push aside the memory. Now, the galley is a knot of shattered timbers and floating debris. You slosh knee-deep towards a trapped human woman -- a girl, really. She lies with her legs pinned beneath the great oaken table. Her thin arms push uselessly against the weight, but her eyes are focused upward. You glance up...

A massive segment of the ship's main boom protrudes through the deck overhead. It looks poised to fall -- and indeed it would already have fallen, killing the girl and likely sinking the ship. But it balances precariously upon a round wooden shield embedded in the mast.

Dark Archive

The trapped girl sees Dolph and sucks in her breath. "Please tell me you didn't just come back for your shield."


I'm not going to lie to you, says the dwarf. You're on the list. Dolph steps gingerly forward, not wanting to jar anything, and carefully attempts to lift the table off of Sasha just enough for her to scurry out.

Strength 16 means he should be able to lift 460 lbs (double his max load).

If and when she's safely out from under the table, he then tries to get a quick read on how to extract his shield without the whole ship being destroyed in the process.

Int check to determine if other things will be seriously destroyed when Dolphs pull out his shield: 7 +2 = 9, probable failure


When it comes Beo's turn:

**COMBAT**
Beothall(Round 2)

Actions:

-Free: Nod an approval to Ishirou.

-Standard: Pick up the one called "Jask".

-Move: Back 20' toward the original pile of all our stuff.

The creatures are now off of you.

Dark Archive

Dolph heaves the massive table up and over on its end, then helps Sasha struggle to her feet. Her right leg looks broken, but she grins broadly through the pain. "Hope you don't mind if I leave you two alone," she says, glancing up again at the shield.

It doesn't look good. The shield seems to be the only thing keeping the boom from falling and splitting the hull. Once that happens, you'll have less than a minute before the hold fills with water and the Jenivere sinks.

Liberty's Edge

Beothall carries Jask away from the remaining two sea scorpions, leaving Ishirou to face them. He is joined by Aerys Mavoto, who strikes one bare-fisted until its shell splits. The second survives another few seconds--long enough to swipe at Ishirou twice and miss. Then it meets its brother's fate.

The dark man slung over Beo's shoulder still has his hands behind his back. In fact, you realize as you set him down, his arms are pinioned behind him, the manacles held shut with a heavy iron lock.

"That glow..." Says Derindi, "You're a holy man, like me, brother. Can you pull the poison out of my leg? By the Winds, brother, how it burns my blood!"

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