Corsairs of Varisia

Game Master dain120475

“Corsairs of Varisia” is a homebrew campaign which has low magic; emerging technology in the form of firearms; reavers, swashbucklers, buccaneers, and pirates.

“Corsairs of Varisia” campaign pits the starting party in a emerging town situated between Riddleport and Magnimar.

The town, formerly Roderic’s Cove, had been conquered by pirates from Riddleport, but has been recently liberated from support from the south to stop the advance of Riddleport into their waters.

The town was renamed “Beacon” and the lord of the town is calling on any who wish to make their fortune and become something great; with little to aid them but their wits and steel.


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Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

Stefan winces slightly at "Stef", but lets it pass.
"I am sure we are in capable hands, m'lady. I look forward to our voyage."
He the begins to ferry his gear to the sleeping quarters. Although he hesitates so as to see what the arrangements will be.


As the ship advances slowly forward the ship begins to gradually lag behind The Seahwak, despite this lagging back it becomes clear that the at the same time a heavy cloudbank is moving rapidly to advance toward your ship.

Kristin glances behind her and notices it.

”Gods damn…” she mutters.

”Alright everyone – there’s a storm coming up hard behind us and we’re lagging behind something fierce.”

”If we don’t move fast the storm will hit us and it’s likely that we’ll flounder in that mess.”

She looks to The Seahawk ahead several leagues.

”Come on then – put your backs into it – I’ll need all the help I can get on this…”

Kristin is going to try to make a Profession: Sailing check to advance. I’ll need aid checks to assist her.

FYI – this is going to be pretty challenging, the more the Aid Checks I get the better our chances of succeeding.

Kristin’s Profession: Sailing
1d20 + 9 ⇒ (8) + 9 = 17


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Aid Sailing: 1d20 + 3 ⇒ (6) + 3 = 9


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Sailor Aid Another: 1d20 - 1 ⇒ (14) - 1 = 13


Still need a few aid checks to make sure things won't get too problematic, but at this point the snow is causing the ship to become somewhat slippery.

For now I'm going to roll Elliana's Profession: Sailor check -

1d20 + 1 + 3 + 2 + 2 ⇒ (17) + 1 + 3 + 2 + 2 = 25

Ellian hurries to help and her efforts as well as Polux seem to improve things somewhat. However, the ship is having trouble in general as now there's snow on the decks and the chill is moving bad.

Right - I know everyone to roll a Fortitude Check to Endure Elements for the snow. If you're wearing Cold Weather Gear at this time you have the standard bonuses.

"Come on, lads - we need all the help we can get..." Kristin calls out from the bridge.

We need a few more checks to be sure - but you seem to be doing good.

While I'm at it - everyone make a Perception Check, too.


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

aid Prof (sailor) 1d20 - 1 ⇒ (8) - 1 = 7
Perception 1d20 - 1 ⇒ (9) - 1 = 8

"Huh, what?"

:)

Fort save 1d20 + 11 ⇒ (14) + 11 = 25


Okay, that's too failed Aid Checks - we'll need some good ones or pretty soon even a Perception 8 will be enough to notice what's going on next...

Good Fortitude Save, though.

Just need rolls from the rest on those things.

Kristin's Fortitude Roll - (+5 for Cold Weather Outfit)
1d20 + 5 + 5 ⇒ (14) + 5 + 5 = 24

Elliana's Fortitude Check -
1d20 + 3 ⇒ (2) + 3 = 5

Kristin's Perception Check -
1d20 + 8 ⇒ (16) + 8 = 24

Elliana's Perception Check -
1d20 + 6 ⇒ (20) + 6 = 26

EDIT: I need those rolls in combat! Damn...

Suny - Elliana is now suffering from Cold Damage as she's not wearing Cold Weather gear at this time and failed her save.

Kristin calls out to the rest of you -

"Gods damn - the spars on this ship are cracking! Someone get below and check to see if she's not taking on water!" she calls out frantically.


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

Um..I did buy cold weather gear for the lass...

Prof (Sailing):1d20 + 5 ⇒ (16) + 5 = 21(Aid another)

Perception:1d20 + 6 ⇒ (2) + 6 = 8


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Dain GM:
I do not think I need the Fort Save because of my Extreme Endurance (Cold) ability.

At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces trap sense.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Fortitude save w/ Cold Weather Outfit: 1d20 + 5 + 5 ⇒ (15) + 5 + 5 = 25
Perception: 1d20 + 4 ⇒ (15) + 4 = 19

Whose Aid Another are we missing for the Sailing rolls?


Quick Run down –

1. Missing rolls –

We’re missing Geser’s at this point.

Taissa and Asan have decided that they do not want to play anymore, unfortunately, so they will not need to make the rolls.

2. Hack – sorry, I forgot about your ability to withstand the cold. Good times.

3. Suny, about the girl – I’m sorry, I may have missed that you put that gear on her, I had looked at your equipment, not hers, and your own equipment list didn’t mention a Cold Weather Outfit. However, even with a +5 for Cold Weather Clothing it won’t matter as her roll was pretty bad.

Also, I needed a Fortitude Roll against cold, but you didn't make one. That said, I'm going to roll for you at this point just to keep things moving.

Suny’s Fortitude Roll– (if you were wearing a Cold Weather outfit it would be a +5; but I don't see it on your sheet. If I missed it, you can ret-con the outfit being on you.
1d20 + 3 ⇒ (5) + 3 = 8

As all of you work, Kristin looks at you with frantic concern.

The ship moves slowly forward, but it is now apparent that it is starting to list to the side.

”Didn’t you hear me? The ship is floundering… there’s a leak somewhere… if it ain’t plugged or something, we’ll likely go under…”

Via the sailing checks thus far –

You were able to direct the ship to face somewhat north to the coast even as the storm moves down hard south. The speed you’re using is not good for this type of ship, but what’s clear is that it’s enough to drive you forward past some of the chill winds and snow even as it continues to veer almost straight south as you head to the north east a bit.

Given the problems with the ship it seems that Krisitn is trying to push it closer to the coast so that – if you need to swim for it – you won’t have too far to go.

EDIT: Suny, the Fortitude Roll wasn't very high. It wouldn't have mattered, even with the Cold Weather outfit, I think.


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

*Nods* Yah...the gear is at the bottom of the character page. Though, indeed, those rolls are rilly sucky. :(

Pro (Sailor):1d20 + 5 ⇒ (13) + 5 = 18

Pro (Sailor):1d20 + 5 ⇒ (8) + 5 = 13 (Aid other)

Suny moves about helping others and working at keeping the ship afloat in the gathering storm. She does her best to help every one else in the fight against the elements.

Perception:1d20 + 6 ⇒ (13) + 6 = 19

So...what sort of negatives does a fail entail?

Sad/sorry to hear that we've lost some players. :( I do know of a game which has lost its DM. Might some bodies from there be welcome aboard here?


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

"I'll check it" - Polux pipes in amongst the hail, moving down below to look for the possible leak, and try to clog it as best as he can.

Dain GM, any particular reason we lost the players, or is it private?


Quick Answers to Questions –

Suny – Via the Cold Weather issues – you and Elliana both have to endure 1d6 Non-Lethal Damage due to cold weather.

Elliana’s Non-lethal Damage
1d6 ⇒ 3

Your Non-lethal Damage
1d6 ⇒ 4

As for why they left, I’m not entirely sure as to specifics at this time, though I'm doing what I can to find out if there was anything I could do to fix things as I’d like to see them come back to the game. For now it seems unlikely that they will come back, but I hope they do.

If any of you guys find anything out about what happened, please let me know. Meantime, I want to make sure this game continues to run smoothly. The more feedback I get from any of the players about what i can do to make things work better for you guys, the better the game will go, I hope.

As for new players, it’s possible that we may take on another, but we’d need a good point for them to enter the game. For right now, I’m going to try to maintain the status quo a bit until I can figure out a place for a new player to join up if that ends up happening.

The ship continues to list even as Suny moves to offer her assistance to it.

”What the hell could be causing this?” Kristian cries out angrily.

Polux glances over at her and decides to take action.

Polux wrote:
"I'll check it"

Rushing down below Polux discovers both good news, and bad news.

The good news is that the ship hasn’t actually broken any boards internally, though there is a very modest bit of leakage coming from the boards that would normally be above the waterline. But at this point the water line has changed somewhat.

It seems that what has happened is that the crates holding the foodstuffs from Osirion have taken in the usual modest amount of water that has leaked into the bilges.

Those crates were filled with lots of dried grains. They have swollen with the bit of water in the bilges and burst their packaging, causing the grains to expand and grow much heavier. The damp grain has now slid to the port side of the ship, causing it to list heavily to its side.

Meanwhile, most of the water in the grain has begun to ice over a bit in this cold. Therefore, the grains will likely grow even heavier as they become filled with ice.

Luckily, at this point the ship isn’t sinking, it’s just that all the foodstuffs you are carrying is heavy with water-weight and causing it to tilt to the side somewhat drunkenly.

The bad news is that your grain is now soaked and there are a few cracks above the waterline that are easily fixed, but as the ship is listing, water is leaking into those cracks.

That means that the grain will become rotten in a few days and you’ll be out of foodstuffs, and if you don’t cause the ship to right itself soon, the ship can’t be repaired properly.

You’ll have to work fast to pitch the soaked grain overboard, and it won’t be easy. But if you don’t work fast, the grain will likely cause the ship to continue to list and until it starts taking on water quickly.

Once the grain is dumped you’ll be able to patch the damaged beams with a bit of quick work, but you’ll be low on foodstuffs and you have barely gotten to Cheliax, much less left Varisian waters.

You’ll have to work hard to pitch the grain, then likely move to the coast and do what you can to patch things up. Further, you’ll have to try to alert your allies so they know you’re lagging behind.

Cool – back to work again and I probably won’t be home until later tonight. That said – what do you guys want to do now?


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Taissa, send the bird with a note to warn the other ship! Come, let's get this grain overboard so we don't sink.

Hack will start to chuck the grain overboard until the ship lists to the proper angle to make repairs.

Who did we lose, and where was that mentioned? I am the last to know anything, both in game and out...lol.


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

As the situation is yelled out over the winds of the storm, Suny moves to help shift/throw cargo. (I assume we can move some and throw some? Keep some of the work load down, perhaps?)

Prof Sailor:1d20 + 5 ⇒ (16) + 5 = 21

Fort Save:1d20 + 3 ⇒ (13) + 3 = 16

"If tha' leakin' in't too bad," Suny calls over the weather, "We can bolster tha' hull by runnin' a sail over the splits ta' act as a brace an' plug from tha' outside!"

Prof Sailor:1d20 + 5 ⇒ (10) + 5 = 15(Aid another and to help get her idea into place)

"Save tha' ship first an' worry about vittles an' stuff when we's still afloat!"


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

Stefan will rush down to aid with the removal and/or movement of the grain.
"I may not be much use topside, but I can at least move some stuff."


Hack - It was Asan and Taissa who have both left the game, unfortunately. As it stands I’m hoping they may change their mind and come back, but I don’t think they will. Still, I’m hopeful.

Meanwhile, if any of you find anything out, or if any of you are having issues with this game – please send me a PM on it so we can try to work it out. I see a lot of talent and enthusiasm here and I don’t want to lose any more players if there is a problem I can fix; so keep me posted on your feelings about the game and I’ll try to keep things smooth and nip any issues as soon as I know about them.

Taissa nods her head at Hack’s suggestion and quickly writes out a brief letter to the other ship and gives it to Daya who instantly flies off.

The Seahawk is barely a speck on the horizon at this point – they’re likely several hours off, so it will take time for Daya to get there and for the ship to turn and come back to aid you.

Seeing that some of the company are already throwing the grain over seems to relieve Kristin when she finds out what’s actually going on.

In about a half hour of dumping the majority of the cargo the ship eases in to about fifty yards from the shore. Most of the land here is either dense trees or tall cliffs, but you see a decent place where the beach is fairly wide and there are some breaks in the cliffs which lead up into the mainland.

Kristin urges the ship in that direction.

”I’m going to drop anchor about twenty fathoms off the mainland there,” she says.

”I’d like a few of you lads to move in to the shore – see if you can scout the area and make sure there’s no hostiles about. If there are any around while we’re fixing the cracks in the hull, they may try something. But I’m hoping that’s not the case…” she adds.

”Who’s wiling to go ashore to make sure there’s nothing there while we work? Remember, normally I wouldn’t ask – I’d have us all stay aboard while we’re working on this. But if she flounders or goes under then there’s not much of a safe place for us to swim to.”

”Also, there may be a village or something up those hills – maybe we can pick up a few days supplies to get us to the nearest port in Chelaxian waters…”

”Any volunteers?” she asks the crew.


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

Once the ship is settled/secure at anchor Suny will bounce forwards,

"Aye, happy ta' go ashore an' see whut there is ta' be seen." She responds brightly.


I'm heading to work at this point so I won't be able to respond to posts until later. Hope to hear from you guys by the time I get back. See you soon...


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

I have no problem goin' ashore to scout and get some supplies. Who will join me and Suny?


Male Half-Orc Gunslinger 1/Bounty Hunter 2 (AC 19 / HP 26 / F +6, R + 8, W +4 / Ini + 3 / Perc. +7)

With two people bowing out completely, I feel bad for my absence. Sorry, guys. I've been going to work early this week and doing extra to keep us afloat while our overnight guy is on vacation. We suck at having contingencies for stuff we can see coming a mile off, so I've been tired, to say the least! I owe three rolls, so here they come.

Prof. Sailor: 1d20 + 2 ⇒ (11) + 2 = 13

Fortitude: 1d20 + 6 + 5 ⇒ (1) + 6 + 5 = 12

Perception 1d20 + 7 ⇒ (15) + 7 = 22


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

I've been busy also, but will update later on today.


Cool - so at this point Geser, you have failed your first Fortitude Roll of the day.

This means you take 1d6 ⇒ 4 Non-lethal damage.

Rules for Non-lethal damage. I'm not sure if you know much about how that works, bust a Bounty Hunter you're able to deal Nonlethal damage if you choose - so it's good to know how it works.

So far I got Hack and Suny going ashore. Geser, I'm assuming you want to go ashore, too. But that's up to you. Still waiting on Polux and Stefan - when I find out more, we'll go from there.

FYI - your ship has modest damage and it will take a few hours before your back-up arrives and you dumped a lot of food stuff. That said, if you go ashore make sure that you bring with you the things that will be useful to survive.

You may need it...


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

"I am hoping that we have some sort of small rowboat to go ashore?" - Polux questions to Hack and the others - "Swimming is not my specialty" - he shrugs.

With my +1 in swimming, I am likely to drown no?


Female Human - Varisian Scholar, Swashbuckler, Gunslinger (1/1/1) Fort: 5, Ref: 9, Will: 42 - Per. 8, Ini 3, AC: 18 HP: 24/24

"Aye - of course! We have a longboat that'll get you lads ashore. Don't you remember - it was on the ship when you pinched it from those scum? They used it to row to shore and sail up with their chief," Kristin says, clearly well-informed by Johnny.

A longboat can ferry 8 people ashore and you have the one that is on the enemy ship.

"You heading ashore, too, then?" she asks Polux curiously.

If so - make sure you mention any extra gear you bring while coming along.

Polux - you'll be less likely to drown than you would to take Cold Damage from swimming in waters with ice and snow in/on them. She dropped anchor at about roughly 60 feet from shore. One advantage to this type of ship is that it's low-bottomed, so it can go into shallower water if necessary.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

I am bringing all my gear on the profile.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Ditto as Hack. And you're right Dain - I would freeze before I drowned, or drown because I was frozen or...

"Yep, I'll go to shore also - look for hostiles, secure the area and the possibility of supplies - deal" - Polux retorts at Kristin - "Let us move out then"


Geser - I should add: problems at work can be annoying, I hope it gets better soon.

Meantime...

Kristin looks at you all.

"Alright - so it's Polux, Hack and Suny who're going ashore, then?"

"Good times!" she says somewhat briskly.

"The rest of us will be stuck on the ship trying to bail out the bilges and do what we can to re-caulk some of the boards inside."

"When ya'll hit dirt keep your eyes peeled..."

She frowns.

"I don't got nothing on the charts about any villages near here, so it's doubtful if you find anything like fisherfolk to help out... but just do what you can..." she adds.

Quickly you all move to the boat and ease it over the side and get it set for the coast. In moments you push forward and slowly advance toward to land.

As the boat moves closer to the beach you ease up and nearer to the sands you find a place that you are able to reach the shoer with relative safety from the craggy rocks that flank the sands.

You can see that the sands are covered with snow and there is snow on the trees and ground, making it difficult terrain to traverse.

Geser - I don't know what's going on with you or Stefan for this mission. You'd both be good at what's coming, but it's up to you.

If you want to ret-con things and hop in - I'm down with that.

Just let me know in the next 24 hours and you're on board.

As for Asan and Taissa - for now I'll just have them stay on the boats until I can come up with something better.

The rest of you: Map. There is a small trail that looks like it goes up at or around line 45 starting at line H.

You come roughly at V:21. That is where you boat is touching the beachhead.

What do you do when you hit the beach?


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

Yes, I'll go, I'm just busy today. will post more later


Stefan Lebeda wrote:
Yes, I'll go, I'm just busy today. will post more later

Good hunting, Stefan. See you on the boards soon, then...

Meanwhile, everyone else can pick a grid by the V:21 and toss up your actions. Remember, while moving in/on snow you are considered to have difficult terrain and the penalties that entails.


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

With the prow of the skiff grinding against sand, Suny leaps out of the boat and begins to help drag it further u0p the beach.

[b]"Here, we get it above tha' tide line an' then flip her over. No chance of tha' ocean takin' it back then."/[b] Sny explains.

Prof (sailor):1d20 + 5 ⇒ (6) + 5 = 11

Once their transport back to thsip has been secured Suny moves a little way forwards and carefully looks around.

Perception:1d20 + 5 ⇒ (9) + 5 = 14

Quick post before bed and more hours working tomorrow...


Suny wrote:

Once their transport back to thsip has been secured Suny moves a little way forwards and carefully looks around.

Perception:1d20+5

Suny does indeed encourage the others to get up and drag the boat forward onto the land.

She currently stands at U:24 and looks around.

It's not easy to tell, but the path that leads up the hills does not look like it is some animal track, you suspect that folk have walked that trail before as the branches of some of the surrounding trees have been cut back to let people pass without much difficulty.

I'm off to work again - won't be home until later tonight. Looking forward to seeing what happens next...


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Hack jumps out of the boat, and he pulls the craft further onto the sand before drawing his Axe as he stands at T:21.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Polux follows Hack, but his eyes are more interested in the beach itself, paying close attention to all the movements.

Perception: 1d20 + 4 ⇒ (3) + 4 = 7


Geser goes with them to the shore, keeping an eye out for hostiles and hoping they don't get lost. He brings everything he took on the last mission, and also his camouflage netting--it would have come in handy!

Perception: 1d20 + 7 ⇒ (13) + 7 = 20


The party has hauled the boat up onto the shore and slowly advances onto the coast.

As they move up, they spread out to see what they are able to find.

Current Positions

Geser: S:31
Hack: T:21
Polux: R:25
Stefan: P:29
Suny: U:24

With the icy cold in the air the party examines the cliffs above them and sees that they are fairly sheer and would be extremely difficult to climb, even if they were not covered with ice and snow.

Stefan attempts to look around and aid his allies.

Stefan’s Perception Check –
1d20 - 1 ⇒ (10) - 1 = 9

EDIT: -

Sadly, Stefan can not see much of anything at this point.

However, Geser notices a noise echoing over the sound of the surf.

Geser Hears:

A voice says –

”Hellooo…”

”Please help…”

While you are unable to see who is calling, Geser, you can tell the sound is coming from under the treeline at G:48.

Geser needs to inform the others what he hears or they will not know – but at this you are able to detect where the sound is coming from, but only Geser can make out what the sound is via the spoiler.

What do you guys do now?


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

Suny creeps slowly closer to the sound...

Stealth:1d20 + 7 ⇒ (19) + 7 = 26

perception:1d20 + 6 ⇒ (6) + 6 = 12


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Suny, you do not know about the sound until Geser tells us.


Hey guys - to expedite matters I'm going to have Geser simply inform you of what's going on.

Meanwhile, just hop over to the Discussion thread for a moment...

"Someone's calling for help over by those rocks..." Geser says to the group and indicates where he heard the noise.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

I think Suny is the one with better stealth in the group, so:

"I'll go with Suny and take a look, you boys stand at the ready for ay other sights or sounds, and move fast if we call you" - Polux urges his companions, then turns to Suny - "Lets go"

Moving towards the source of the sound, taking advantage of dunes, or any other sort of possible hiding places.

Stealth: 1d20 + 6 ⇒ (14) + 6 = 20


Hey guys, I've been being a bit of a stickler on tossing up coordinates. I don't know where people are moving on the maps, and it is tricky for me to figure it out.

So - can you guys see the maps I am tossing up (I don't know if they are reading right, or not) and second - if you guys are posting from cell phones, are you able to see the maps enough to even read the coordinates?

If you are unable to read the coordinates, please let me know. I can work with that, if you're using your cell phones - but I am concerned about running into difficulties in putting your characters places you don't want them to be.

Please let me know about the map/coordinate thing and we can go from there. Thank you all for your patience on this matter.

The area around the bay is covered with about six inches of snow. It impedes your movement somewhat, but you see nothing you can hide behind until you eventually reach the beginning of the treeline which is 30 feet north of you. For now it's just wet snow over damp earth, with the occasional reed or blade of tall grass poking through.

Polux - you and Suny will move forward with as much stealth as you can, but given the snow and the lack of cover, you can only do your best.

This action will take 4 rounds as you are moving half-speed because the snow on the ground (it's no longer snowing now) is causing issues to your movement speed (each square counts double in snow).

Meanwhile - Rules for Weather Conditions found Here.

Suny, as you approach it is clear that a bit of the path you can see a human leaning against a tree. He seems to be heavily wounded and in some distress, leaning against a tall tree.

Human is at G:48 in a small clearing, leaning against a large tree.

Suny is now at O:39 and Polux is now at Q:37.

Since it takes 8 round to make this movement, what do you the rest of you do with this time?


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Hack will move forward to P:25 and watch the advance of the others.


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

Sorry, I thought the DM had said we all hear the sound...But only Geser actually knew what the sound was. So...Suny was moving towards the strange sound, but slowly, quietly and carefully. So as not to be seen and not to get away from the group. I also, don't think we got an actual 'place'/'direction' for the sound..? Sorry for not being more informative in my last post and I see now that only Geser knew about the sound.

Suny continues to creep towards the sounds, slowly. Using as many tress, hillocks etc for cover.

Stealth:1d20 + 7 ⇒ (10) + 7 = 17

Perception:1d20 + 6 ⇒ (17) + 6 = 23

So, Suny moves slowly from U:24 toward the noise which is at G:48. Suny being slow, careful and such and taking a lot of time is quite fine by me. Am happy for her to be at O:39


Cool! So at this point we have all actions except for Stefan and Geser, and Stefan will likely post in a few hours, so that's cool.

Okay, I'll keep things chill until then, and then we'll move forward into the next plot issue.


Okay, I’m NPCing Stefan quickly –

For now, Stefan moves to N:40 to offer aid to the man in the trees and his allies. Geser also advances to R:43.

[ooc]At this point everyone is now at:

Geser: R:43
Hack: P:25
Polux: Q:37
Suny: O:39
Stefan: M:40

As they consider options, Stefan glances at the trees and studies the treeline intently.

Stefan’s Perception Check –
1d20 - 1 ⇒ (1) - 1 = 0

EDIT:

Sadly his eyes are not accustomed to studying details and he sees nothing.

But before he can consider what that means, even he can suddenly hear a wail that makes all of your blood run cold.

Enemy Initiative
1d20 + 6 ⇒ (20) + 6 = 26

Group Initiative –

EDIT: Even if your group got all natural twenties, you wouldn’t be able to beat the enemy’s initiative at this time.

That said – it’s the enemy action- more to come in a moment:


From the trees a sudden charge of creatures that have remained hidden charges out.

It seems that they have used the body of the man in the trees as bait to encourage you to come closer...

A force of goblins have moved forth from the trees. They are – for the most part – armed with small daggers in each hand. You see no other weapon, but there is something very disturbing about this cadre of creatures…

There is a strange symbol painted upon them; you cannot make it out, but they are all wearing a similar war paint on their faces and shouting something in a foul tongue as if it was a chant.

The goblins have acted – it’s your move now; but now you are able to see them clearly on the map as they’ve come forth…

Goblin positions found Here.

It’s your move – what do you do now?

Remember, you’re standing in snow, so all movement is half-speed in the snow unless you have some special ability to avoid the issues of bad weather.

By the way – goblins are playable races, as such – they do have class levels. Not as tough as the pirates, but there are a lot of them…

Meantime, it's the bottom of the round and you guys are now up. Good luck!


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Dain GM, a question: Weren't we actually trying to hide? I am assuming we have been spotted, and in turn we did not manage to spot them - correct?

What I mean is, Polux realizes they are going for him? Instead of the fact that they could be rushing from the tree line without noticing him. Just for clarification.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Hack moves to P31 and awaits the approaching goblins!


Polux wrote:

Dain GM, a question: Weren't we actually trying to hide? I am assuming we have been spotted, and in turn we did not manage to spot them - correct?

What I mean is, Polux realizes they are going for him? Instead of the fact that they could be rushing from the tree line without noticing him. Just for clarification.

Polux - the thing is, it's roughly mid-day and though the sky is a bit overcast, you're standing on an open beach in six inches of snow. The nearest thing you can see to hide in/behind is the treeline in front of you, which is where the goblins rushed from. Unfortunately, even with a natural 20 you still generally need something to hide in/behind for Stealth, but there isn't anything to hide behind on the beach.

Still you wouldn't actually know they saw you unless they did something to see you. That said -

As the goblins rush from the trees one of them at N:37 points his blades at Polux and licks his long pale tongue over craggy, broken teeth and uses a free action to shout out -

"We shall feast on your flesh, man-cub!"

Others point their weapons and heap insult and abuse on all of you in turn.

You all realize that no matter how careful you were - you were spotted...

Meantime, just tossing a few other things out there via a quick "Re-cap":

The goblins are wielding knives in both hands. Chances are that they're two-weapon fighters.

The goblins are only wielding knives - chances are that they're probably a class/archtype that is very handy with knives, as opposed to other more potent weapons.

The goblins have some sort of uniform style warpaint on their face. That means that it's likely they're aligned to a cause or concept. It may signify tribal markings, or it may be a religious or military symbol, you're not sure - but it is at least uniformed, which suggest that they're probably here with a mission/purpose.

Okay, that's pretty much it. Good luck guys.

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