Phantom Limbs: Adrift on the Orphan Sea

Game Master TheLogicOfCrocodiles

After a trip through the guts of a bizarre pocket reality and a jaunt down into the realm of Old Arms, the famed arcane smith of the night market, the party find themselves facing down the angered cityfolk in a gathering at the local docks, the entire scene lit by the cold blue light of the ever-expanding gateway through which they entered this world.


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Good call, Jack...

The large orc pulls savagely at one of the stubby pillars holding up the roof in the centre of the bakery. It comes free in his hands, the wooden boards splintering as he removes a large section.

The wooden covering extends for only an inch or so into the structure, judging from the jut of pillar remaining. The interior,where you would expect to find mundane building materials, is a mess of tendrils and pale flesh. The exposed portion of the building's interior does not bleed, but the tendrils twitch pathetically as they are snapped, the still-rooted ends gong limp after a few seconds.

John... you have a horrible feeling that you might be right.

Sallrana, you hear Jack enter the bakery below as you head up the stairs. The second floor looks to be a long corridor, lined with wooden doors, and with another set of stairs leading upwards at the far end of the building.

Baldwin, the last thing you see on the street before ducking into the house is the blunt-faced creature climbing round the wall of the crossroads n the distance, heading in your direction.


Status:
HP 20/20; Initi+2; Darkvision 60ft; Fort+2/ Re+3/ Will+5; AC 12/16/20 / T12/16/20 / FF 10/14/18; CMB +3; CMD 13; Speed 30ft; 25/25PP
Skills:
Acrobat+2, AutoH +8, Bluff +6, Kn(All) +8, Initm+6/+8, Percep +8, Sense Motive +6/+8, Stealth +2, Spell/Psionic craft+8 UMI +6
Psion Telepath L4 Female

Go's back down and tells the others what is up there, then stops at the sight of the flesh.

"Well that's tells us where we are, and also give us a way out, this things as an inside full of wood, But that can burn, Time to start a fire, Jack could you pull off as much wood as you can, we need to burn this flesh, hurt this thing. Make it spit us back out. I can see not other way out than to make it throw us out. We need to look around the rooms and get every thing that can burn."

She start to place the fire embers around the base of the exposed flesh to see what it dos.

"Lets teach this thing is not a good idea to eat things like us"

Grand Lodge

status:
HP 26/26 AC22 touch 14 FF 20 initiative +7 Fort +3, Ref +2, Will +5, perception +10, intimidation+9
Spells Active:
shield of faith, weapon of awe, shield

bumbling sneaking, bad attitude and all the tact and subtlety of a sledge hammer. It's him alright. john moves to the door.
that thing looks like a shadow, and the original beastie disliked fire. Light and fire are suppressed here. That might be its weakness.


Male Half-Elf Oracle 3 [HP: 21/21 | AC:17 | T: 11 | FF: 16 | Fort: +2 | Refex: +2 | Will: +3 | Init: +5 | Perception: + 2]

"Uh guys, that creature that attacked the others is coming straight for us." Baldwin pulls some more wood off of the walls. "We might want to hurry."

Grand Lodge

status:
HP 26/26 AC22 touch 14 FF 20 initiative +7 Fort +3, Ref +2, Will +5, perception +10, intimidation+9
Spells Active:
shield of faith, weapon of awe, shield

a little quiet may be called for here.
perception: 1d20 + 9 ⇒ (7) + 9 = 16


John, there are no sounds from outside that you can hear.


Sheet HP 23/24 AC 11

Is Roger inside now? Is everyone?
Jack shrugs, gestures at three-teeth and starts levering chunks off the walls.
"He was the first one into this thing"


HP: 8 | AC: 11/14 | Saves: Str: +3; Dex: +1; Con: +2; Int: +3; Wis: -1; Cha: -1 Current Damage: -0 | Inspiration [ ] |
Spell Slots:
2 (2)

I think everyone is inside now

Roger looks at John and says in a low voice "I'm sure that you just followed me. That's why Tarun and I have been living here for the past couple of days and nearly freezing our butts off."

Watching Jack start to rip apart the building, Roger says quietly "good thing you're not trying to make it mad, right?" and then to the insinuation that he's not himself, Roger says in a hushed tone "I'm me, and I know that you and the nobs are you because you're a bunch of pansy little girls. well, maybe not you, half-savage, but the rest of you, sure."


No perception checks needed to hear this one...

There is a large thump, sounding like it comes from several floors above you. You pause in your dismantling for a second to listen and hear that clicking, ticking noise again, echoing down the hallways and stairs to the main room of the bakery that you're standing in.

You're still damn cold, by the way, with the exception of Roger and Sallrana...

Grand Lodge

status:
HP 26/26 AC22 touch 14 FF 20 initiative +7 Fort +3, Ref +2, Will +5, perception +10, intimidation+9
Spells Active:
shield of faith, weapon of awe, shield

John looks up, forgetting about the arguement with the thug, and says Roger, how far is it to where you were staying?


Status:
HP 20/20; Initi+2; Darkvision 60ft; Fort+2/ Re+3/ Will+5; AC 12/16/20 / T12/16/20 / FF 10/14/18; CMB +3; CMD 13; Speed 30ft; 25/25PP
Skills:
Acrobat+2, AutoH +8, Bluff +6, Kn(All) +8, Initm+6/+8, Percep +8, Sense Motive +6/+8, Stealth +2, Spell/Psionic craft+8 UMI +6
Psion Telepath L4 Female

GM do we have fire?


You are in the same building, yes - all in the same room at the moment, save for Tarun, who {apart from Roger) you haven't yet seen.

Roger:
Your small safe-room is about ten buildings away on the third floor - not the kind of distance you want to move outside if the shadowy thing is concentrating on you. You've seen how fast it moves when it wants to. You've never managed to get a good look at it though, save for the fact that it looks vaguely draconic (which is ridiculous, because dragons are stupid legends peddled by idiot foreigners... :)

Sallrana, you have a stack of usable wood outside in the street that you ensured was available on your arrival, as well as a few still-burning brands that are the remains of the bonfire Jack threw - but the flames on them give little light, and not as much heat as they should.

If you get the wood you've stored outside, you have enough to build a fire. You can also smash some of the furnishings of the room you're in to get some wood.


HP: 8 | AC: 11/14 | Saves: Str: +3; Dex: +1; Con: +2; Int: +3; Wis: -1; Cha: -1 Current Damage: -0 | Inspiration [ ] |
Spell Slots:
2 (2)

Roger looks at the group then whispers "we need to make no noise until the thing leaves. then we can move to where Tarun is at."


Status:
HP 20/20; Initi+2; Darkvision 60ft; Fort+2/ Re+3/ Will+5; AC 12/16/20 / T12/16/20 / FF 10/14/18; CMB +3; CMD 13; Speed 30ft; 25/25PP
Skills:
Acrobat+2, AutoH +8, Bluff +6, Kn(All) +8, Initm+6/+8, Percep +8, Sense Motive +6/+8, Stealth +2, Spell/Psionic craft+8 UMI +6
Psion Telepath L4 Female

"We have to go outside any way to the wood."


Sheet HP 23/24 AC 11

stealth: 1d20 + 7 ⇒ (3) + 7 = 10

Grand Lodge

status:
HP 26/26 AC22 touch 14 FF 20 initiative +7 Fort +3, Ref +2, Will +5, perception +10, intimidation+9
Spells Active:
shield of faith, weapon of awe, shield

stealth: 1d20 + 6 ⇒ (15) + 6 = 21


Status:
HP 20/20; Initi+2; Darkvision 60ft; Fort+2/ Re+3/ Will+5; AC 12/16/20 / T12/16/20 / FF 10/14/18; CMB +3; CMD 13; Speed 30ft; 25/25PP
Skills:
Acrobat+2, AutoH +8, Bluff +6, Kn(All) +8, Initm+6/+8, Percep +8, Sense Motive +6/+8, Stealth +2, Spell/Psionic craft+8 UMI +6
Psion Telepath L4 Female

Stealth 1d20 + 2 ⇒ (12) + 2 = 14


HP: 8 | AC: 11/14 | Saves: Str: +3; Dex: +1; Con: +2; Int: +3; Wis: -1; Cha: -1 Current Damage: -0 | Inspiration [ ] |
Spell Slots:
2 (2)

Roger watches the group sneak out into the night, then sighs, picks up his a piece of wood, waits for the creature to make noise above him and then tries to quietly open the door

stealth: 1d20 + 3 ⇒ (15) + 3 = 18

propping the door open, he chucks the wood into the building as hard as he can and then quietly lets the door close and as quickly as he can moves to the nearest doorway motioning for the group to find a place to hide.

Grand Lodge

status:
HP 26/26 AC22 touch 14 FF 20 initiative +7 Fort +3, Ref +2, Will +5, perception +10, intimidation+9
Spells Active:
shield of faith, weapon of awe, shield

aahh, actually none of us has left the building. We are just being quiet. You can tell that by that no one wrote, we are leaving the building. Just saying


Status:
HP 20/20; Initi+2; Darkvision 60ft; Fort+2/ Re+3/ Will+5; AC 12/16/20 / T12/16/20 / FF 10/14/18; CMB +3; CMD 13; Speed 30ft; 25/25PP
Skills:
Acrobat+2, AutoH +8, Bluff +6, Kn(All) +8, Initm+6/+8, Percep +8, Sense Motive +6/+8, Stealth +2, Spell/Psionic craft+8 UMI +6
Psion Telepath L4 Female

Picks up what wood she can on the way.


Looks like at least Sallrana did! Roger, I see your intention and it's good - but it might be worth holding off until more than Sallrana is outside... I'll post in the discussion thread. :)


Male Half-Elf Oracle 3 [HP: 21/21 | AC:17 | T: 11 | FF: 16 | Fort: +2 | Refex: +2 | Will: +3 | Init: +5 | Perception: + 2]

Baldwin just stood calmly trying to not breath too loudly.

Stealth: 1d20 ⇒ 4

Apparently he wasn't doing a good job of that.

Baldwin is apparently the loudest breather ever.


Baldwin:
You're getting that feeling again, a flood of memories hidden just out of reach... but starting to trickle through.

The windows of the bakery, which had a second ago looked out onto the dark street, show you something entirely different for a fraction of a second - the deck of a ship, chalk circles and runes drawn onto the floor, and a host of chirurgeons and what you take to be students of the arcane (an oddity to see so many together) that seem to waiting for something, all arrayed around the chalk circles.

The image remains for a few seconds, no more, and then the drab street returns.

@Everyone You hear a thump and then the sounds of soft movement above you, from several floors up. It is possible that the shadowed thing from the street has forced itself into the building above you...

Grand Lodge

status:
HP 26/26 AC22 touch 14 FF 20 initiative +7 Fort +3, Ref +2, Will +5, perception +10, intimidation+9
Spells Active:
shield of faith, weapon of awe, shield

John looks at the others and whispers time to go. Quietly now. john indicates the door, and ushers the others outside.
Still whispering Roger, lead us to where tarun is he then quietly shuts the door, after the others have left, and goes himself.


Male Half-Elf Oracle 3 [HP: 21/21 | AC:17 | T: 11 | FF: 16 | Fort: +2 | Refex: +2 | Will: +3 | Init: +5 | Perception: + 2]

Baldwin's already loud breathing got a little faster as he brought the heels of his hands up to press into his eyes. He was seeing things again, or perhaps just remembering what had brought them here. It still didn't make any sense. Then it was gone, though the headache that came with it lingered on.

Then the thump startled him enough that he jumped slightly and then tried to quiet his breathing once again.

Stealth: 1d20 ⇒ 17

Baldwin followed the others quickly, ignoring the lingering pain in his head and the raised hairs on the back of his neck.


Good enough for me... :)

The street is quiet once more - far to the left of you, another group similar to your own is also entering the street, although with noticeably fewer members now. Above you there is a flicker of movement, what might be the tip of a tail disappearing into the darkness of the building you've just left. To the right of you...

The street seems to end after only a hundred feet or so, a bank of slow-moving fog approaching you. Dark shapes are half visible within it, large hulking presences that reach the fourth or fifth floor of the surrounding buildings.

Roger, you left Tarun in a building about two hundred feet to the left - the coast looks clear for now.

Perception DC12:
Concentrating on the rolling fog bank reveals the shapes within it - they are ships, ships of the same various designs that you saw on the beach of hulks before reaching the forest and the orcs. You hear the distant tolling of a bell through that fog, and snatches of voices that you don't recognise.


Male Half-Elf Oracle 3 [HP: 21/21 | AC:17 | T: 11 | FF: 16 | Fort: +2 | Refex: +2 | Will: +3 | Init: +5 | Perception: + 2]

Perception: 1d20 + 2 ⇒ (3) + 2 = 5

Baldwin is too preoccupied with following the others, and trying to organize his own thoughts, to notice anything other than the fog. Something wasn't right with this place, but he couldn't quite put his finger on it.


Status:
HP 20/20; Initi+2; Darkvision 60ft; Fort+2/ Re+3/ Will+5; AC 12/16/20 / T12/16/20 / FF 10/14/18; CMB +3; CMD 13; Speed 30ft; 25/25PP
Skills:
Acrobat+2, AutoH +8, Bluff +6, Kn(All) +8, Initm+6/+8, Percep +8, Sense Motive +6/+8, Stealth +2, Spell/Psionic craft+8 UMI +6
Psion Telepath L4 Female

stealth 1d20 + 2 ⇒ (2) + 2 = 4 fail she makes no much sound! dropping fire wood

There is a clatter as she drops the fire wood

"hells balls!!"

perception 1d20 + 6 ⇒ (18) + 6 = 24 on the fog

She makes up her mind, the others need a chance

"Right get the Orc, if this thing is trying to now eat the ghost ships then we may have a chance, get out the way we came in, wile it's feeding, eating a ships going to be hard, get the Orc and head into the fog, this maybe out one chance to get out. If this works I'll see you on the other side"

The calling out the the darkness

"HHOOOAAALLOO!!

Before any one can stop her, Sallrana plummets into the fog and what ever is beyond them after her.

well some one has to if my hunch is right the ships are attacking the monster a$$


HP: 8 | AC: 11/14 | Saves: Str: +3; Dex: +1; Con: +2; Int: +3; Wis: -1; Cha: -1 Current Damage: -0 | Inspiration [ ] |
Spell Slots:
2 (2)

Roger motions in the direction of the building that is currently housing Tarun. "This way" he whispers, while making his way towards the building that Tarun was in.

......

Roger watches as Sallrana charges off into the fog, and immediately finds a doorway to hide in, as she most likely will attract the attention of the creature. He then motions for the rest of the party to do the same.

Grand Lodge

status:
HP 26/26 AC22 touch 14 FF 20 initiative +7 Fort +3, Ref +2, Will +5, perception +10, intimidation+9
Spells Active:
shield of faith, weapon of awe, shield

perception: 1d20 + 9 ⇒ (8) + 9 = 17
Shallrana, no john watches helplessly as shallrana vanisishes into the mist. He nearly starts after her, then stops. He has a responsibility. He slips into the shadows with the others and awaits events


Sallrana:
Your actions will now be handled in spoiler tags...

You plunge into the fog, ducking between the large ship-like shapes and feel the unmistakeable charge of unbridled puissance over your skin, a trickle of magical potential that becomes a flood... do you continue moving forward?

You watch Sallrana disappear into the advancing fog, the darker shapes within flickering and shifting in size in a way that makes your eyes ache.

Roger, shaking his head at the perceived foolishness of Sallrana's actions, slips into the doorway of the nearest house, followed by the rest of the party - John hanging back slightly, one hand almost stretching for his disappearing comrade before he too sprints for the shadows.

After a few tense moments of silence the loud clicking noise sounds again, from inside the building that you just vacated, and there is a dull thump as a section of dislodged masonry breaks open on the cobbles outside.

The building you've ducked into seems to be a hotel of some kind, a reception area and bar taking up the majority o the ground floor and wide set of stairs leading upwards.


Status:
HP 20/20; Initi+2; Darkvision 60ft; Fort+2/ Re+3/ Will+5; AC 12/16/20 / T12/16/20 / FF 10/14/18; CMB +3; CMD 13; Speed 30ft; 25/25PP
Skills:
Acrobat+2, AutoH +8, Bluff +6, Kn(All) +8, Initm+6/+8, Percep +8, Sense Motive +6/+8, Stealth +2, Spell/Psionic craft+8 UMI +6
Psion Telepath L4 Female

In the fog edited v3:

::"HexQin are you feeling stronger"::

Going with just a logical deduction. The group know next to nothing about this place other than they got eat by a giant a$$ hole an now the whole groups in some kind of extra dimensional colon. Going out the way we came in IE the fog seams like a bloody good idea frankly, and as there is ships, fog and sounds, it's a good bet it could be its but whole again and now your saying magic is back. She would she feels it's worth the risk,"

She try's to bring up, energy splash, making light in front of her to see what happens,

Dos she have her powers back?

Perception 1d20 + 6 ⇒ (19) + 6 = 25

CoC San roll 1d100 ⇒ 5 hehe crit


Sheet HP 23/24 AC 11

perception: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12


Sheet HP 23/24 AC 11

Jack grinds his teeth - still Sallrana's plan is all they have. Whatever happens, they need Tarun.
Still holding the dead orc, Jack moves quietly behind Roger.stealth: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14


Status:
HP 20/20; Initi+2; Darkvision 60ft; Fort+2/ Re+3/ Will+5; AC 12/16/20 / T12/16/20 / FF 10/14/18; CMB +3; CMD 13; Speed 30ft; 25/25PP
Skills:
Acrobat+2, AutoH +8, Bluff +6, Kn(All) +8, Initm+6/+8, Percep +8, Sense Motive +6/+8, Stealth +2, Spell/Psionic craft+8 UMI +6
Psion Telepath L4 Female

GM:

Just thought she's not going to go that much more in she will jink left to the wall the others where heading to but light up where she would have gone. It's all done to if her powers are back up. If they are she's still linked to Jack and can call them in, If not she may have go back to the others as they are head hitters. She has her gun out.

This is my thinking


Roger, you recognise this place - you've sheltered here for a time before with Tarun, but you don't remember it being here - you remember it as being on the second floor of a building on the other side of the street.

The street outside seems quiet once again - until a great rending, tearing noise sounds from outside and brickwork and timber scatter down from above.

Anyone who was near the street doorway of the current room, Perception DC 12:
You saw a flash of light from the fog, and at the very instant that happened the shadowed creature burst out of the building you had just been in and dove straight towards the fog, disappearing in the direction of the flash.

Sallrana:
With a burst of light your power activates, and a sudden cessation of silence tells you that Hexqin too has re-established a mental link with you, although from the way it feels your mental link with Jack is still suppressed. You jink to the left as a dark shape barrels past you, and hear voices from deeper in the fog, distorted but now audible - you have to concentrate on them, they skip and change speeds mid-way through sentences, cutting out now and then and then coming back stronger the deeper into the fog you move.

'I think one of them's coming through...' '...the lady, the elf...' '...been hours, transport shouldn't have...' 'Silvermoon, her name was...' '...what in the name of the gods - close the gate, damn you! Close it!' '... is that thing, is that...'

Grand Lodge

status:
HP 26/26 AC22 touch 14 FF 20 initiative +7 Fort +3, Ref +2, Will +5, perception +10, intimidation+9
Spells Active:
shield of faith, weapon of awe, shield

perception: 1d20 + 9 ⇒ (18) + 9 = 27
Once the others are secured, john says to jack I'm going after shallrana. I'll be back when I can. As he is about to go he hears the crash and sees the flash of light. I'll be back when I can pistol out, john takes off in the direction of the flash and into the fog, moving quickly but as quietly as he can.
fast stealth: 1d20 + 7 - 5 ⇒ (7) + 7 - 5 = 9 move 60 feet


John, your movement toward the fog is not as stealthy as you'd hoped.


Sheet HP 23/24 AC 11

Gatsby:
does the psychic link to Sallrana still apply?


Status:
HP 20/20; Initi+2; Darkvision 60ft; Fort+2/ Re+3/ Will+5; AC 12/16/20 / T12/16/20 / FF 10/14/18; CMB +3; CMD 13; Speed 30ft; 25/25PP
Skills:
Acrobat+2, AutoH +8, Bluff +6, Kn(All) +8, Initm+6/+8, Percep +8, Sense Motive +6/+8, Stealth +2, Spell/Psionic craft+8 UMI +6
Psion Telepath L4 Female

In the fog:

As the thing passes she's already moving,

Acrobatics 1d20 + 2 ⇒ (14) + 2 = 16

Spinning around she heads after the thing that passed her, Her mind reaching out to where it had just gone and the others.

now she can hear the voices she follows it.

Perception 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
HexQin Perception 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15

@Jack
::"JACK IF YOU HEAR ME BRING THE OTHERS FAST THERE IS A GATE OUT HERE BUT NOT OPEN FOR LONG"::

Full move action to find the gateway, using detect Magic/power to pinpoint it shes heading for the voices to picks up the center of magic. Lets hope that gate is still open shall we.

Grand Lodge

status:
HP 26/26 AC22 touch 14 FF 20 initiative +7 Fort +3, Ref +2, Will +5, perception +10, intimidation+9
Spells Active:
shield of faith, weapon of awe, shield

Amen brother. Not stealthy at all


Male Half-Elf Oracle 3 [HP: 21/21 | AC:17 | T: 11 | FF: 16 | Fort: +2 | Refex: +2 | Will: +3 | Init: +5 | Perception: + 2]

Perception: 1d20 + 2 ⇒ (9) + 2 = 11

Baldwin looked around the room. "Where's Tarun? I want to look him over."


HP: 8 | AC: 11/14 | Saves: Str: +3; Dex: +1; Con: +2; Int: +3; Wis: -1; Cha: -1 Current Damage: -0 | Inspiration [ ] |
Spell Slots:
2 (2)

Perception check: 1d20 + 2 ⇒ (20) + 2 = 22

Looking in the direction of the fog, Roger notices the flash of light and sees the thing go tearing off after it. Stupid nob is gonna get me killed thinks Roger before roaring and charging after the creature, shouting "here beast, come and get your sweet meat!"

Roger will then take a stance and ready to attack the creature as it comes bounding back out of the mist, while pointing towards the building as a response to Baldwin's question.

Grand Lodge

status:
HP 26/26 AC22 touch 14 FF 20 initiative +7 Fort +3, Ref +2, Will +5, perception +10, intimidation+9
Spells Active:
shield of faith, weapon of awe, shield

Well that distraction might help


Sheet HP 23/24 AC 11

Jack nudges Baldwin and the nameless orc, points to the building Roger indicated and obviously gets ready to run


Sallrana:
You're not too sure that Jack heard you, but as you move deeper into the fog the shapes and sounds around you begin to grow more distinct - the haunting wrecks resolving themselves into slick-wet prows that show no signs of age or ruin, the dampness of the air becoming more sea-spray than fog. You hear Roger's shout dopplered at your back just before you take a step and fall further than expected, landing clumsily on warm wood. There are feet around you, and a beautiful burst of mental activity. Your eyes are dazzled by the sudden sunlight but Hexqin can see clearly, relaying to you that you're on the deck of some sort of sailing vessel, surrounded by the now-solid figures that you saw earlier - men in white coats and worried-looking sailors, guards with their weapons drawn and pointing past, rather than at you. You hear the ends of a conversation as you recover your senses.

'... and she's through, one is better than none! Close the damn thing and be done with it!'
'Close it? There are four other people in there who represent a significant investment, Mr Yeoving, and in case you'd forgotten they are also still alive! We can't just... just... snuff them out!'

Roger, as you charge toward the fog the east comes barreling out to meet you - initiative please!

@Everybody else, Roger has pointed you in the direction of the building in which Tarun resides - what do you do? A single turn of sprinting will get you there, but you'll be leaving Roger to battle the creature alone. Then again, that was obviously what he had planned for by creating the distraction to let you get there safely, and if you don't go his genuinely reckless but useful action will go unrewarded.

Decision time!


Status:
HP 20/20; Initi+2; Darkvision 60ft; Fort+2/ Re+3/ Will+5; AC 12/16/20 / T12/16/20 / FF 10/14/18; CMB +3; CMD 13; Speed 30ft; 25/25PP
Skills:
Acrobat+2, AutoH +8, Bluff +6, Kn(All) +8, Initm+6/+8, Percep +8, Sense Motive +6/+8, Stealth +2, Spell/Psionic craft+8 UMI +6
Psion Telepath L4 Female

Spoiler 1 GM:

Sallrana looks around blinded by the light, HexQin that the stars is feeding her information again, 'Ship, men literature technicians, armed me, and the gate way.

she hears what they say and says as she gets up.

"Close the Dam gate, you have no idea what that thing can do, the others are lost,fools running around looking for some sick orc, they will be hours, that place is vast. The shade will probably get all of them as it did the others. Close the GATE before it take this whole ship and any one on it!! close the gate now you fools! THE OTHERS ARE LOST, CLOSE THE GATE OR WE ARE ALL DEAD!!!"

She stands backing away from the gate letting her face show fear for all to see.

"No amount of money can be worth the HORROR!! that thing will do to you, wait for the others and you will all be eaten."
She runs below deck screaming

"AAARRRRRRRRRR!!!!!!!!!"

Spoiler 2 GM:

"BAZINGA!!"

Sorry but yes Spoiler 1 is a Joke, and bad you plaers for looking at a GM spoiler hehe,

TO be cler what she dos is in Spoiler 3 read on

well I says that but in another plane another Sallrana dos do Spiler 1 hehe but not this Sallrana...

Spoiler 3 GM:

Sallrana looks around blinded by the light, HexQin that the stars is feeding her information again, 'Ship, men literature technicians, armed me, and the gateway.

she hears what they say and says as she gets up. putting her dark glasses back on.

Perseption 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13

"DON'T you dare close that Dam gate!! There coming, the others are NOT lost, they where just behind me running from some shade, but they are coming, they just need time."

She pulls out the spike dagger that had light cast on it, it its shining again, she will throw it in, if not she will fire her gun into the gate.

"Once they get past the shade they will be coming throw, so get ready, that is unless you wish to tell your bosses, o bakers, you throw all that money away. Now to arms gets yet yourselves ready"

She has out her sword and gun.

Intimidation 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28

All her noble blood showing, at this moment in time, she commands here.

She trys to send to jack again but hes to far away now,
sorry 35' max range.


Sheet HP 23/24 AC 11

bolt for Tarun's building. Sallrana wants him to do it. Roger is turning out to be a hero and wants this to happen. Jack is shaken by his betrayal of the orcs and needs Tarun to forgive him. At this point he'd run through fire to get Tarun out and everyone on his team is tellin ghim to do it. Indecision just wastes their life. Roger must have something in mind.


HP: 8 | AC: 11/14 | Saves: Str: +3; Dex: +1; Con: +2; Int: +3; Wis: -1; Cha: -1 Current Damage: -0 | Inspiration [ ] |
Spell Slots:
2 (2)

initiative: 1d20 + 5 ⇒ (16) + 5 = 21

Roger will ready an action to attack the creature, or attack it on his turn if it is all up in his grill.


Jack, you make up your mind and make a break for possible redemption, smashing straight through the front door of the building that Roger indicated as he turned to face the creature and finding yourself in a large foyer area. You can see a few rooms off to the side, but instinct tells you to head up the nearby set of spiral stairs...

Rest of the party, what do you do?

Sallrana:
Your sudden appearance and unexpected authority stop the dissenters and bolster those trying to keep the gateway open, a set of young mages focused on what seems to a rough hole in the very fabric of the world. A man with a waxed mustache leaps to your side to make sure you're alright.

'Believe me, ms Silvermoon, we are trying, but we don't know what's happened - this kind of arcane application is experimental, as new to us as your limbs are to you, and we lost you somewhere in there for a few hours. By the time we'd focused on young Vanchester again and tried to... to fish you out of wherever you ended up, something fundamental had changed. We just don't know enough about this kind of eldritch application to account for a change in parameters! The gate is... leaking... and we're doing our best to keep it open, but the boys are flagging'. The mustachioed man gestures at the mages, and he's not lying. They're pale, their faces set in pained concentration. You've never seen a ritual like this before.

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