GM Deneve's Q1-03 Grehunde's Gorget (Inactive)

Game Master Tonatiuh Ramírez

Maps


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Envoy's Alliance

"Lora" | NG female halfling (twilight halfling) Cleric of Desna level 3| HP 33/33| AC 17| F +8 R +7 W +11| Perc +9 (+11 for hidden foes and secret doors) | Stealth +7| Hero Points: 1 (+1 communal) speed 25 | focus 1/1 | spells cantrip 5/5; 1st 4/4; 2nd 3/3; heal 4/4 | Active Conditions: prone

”Perhaps we see if fire will harm this menace before I menace myself with an unskillful leap!” Orla calls out to her comrades.

These boys...

Orla calls upon Desna, focusing on the divinity of the moon and the latent power therein, despite the hour of the day. She focuses her intensity on burning away the mould.

Use focus point and cast moonbeam which counts as divine, silver, and fire magic.

Spell Attack: 1d20 + 7 ⇒ (13) + 7 = 201d6 ⇒ 3

Range 120 feet. No saving throw. Double damage and target catches fire on a critical hit.

A beam of silvery light blasts illogically from the daytime sky.

Of note: this is my focus spell. If needed, I can just rest 10min, cast again, rinse and repeat until Orla scours the decks of the mould.


A pale silver ray comes out of Orla's hand as her goddess' favour washes over the mold. A faint smell of burnt bread emanates from it as it crackles and withers away.

The mold, even though its surface has been burnt, remains.

It's your choice to repeat the action, but I'm guessing it might take you from 30 min. to an hour depending on your rolls or have the others help you with the alchemist fire to burn it away.

Horizon Hunters

Hero Points: 1 | Human Male Scoundrel Rogue 1 | AC 18 | HP 16/16 | Fort: +3, Ref: +9, Will: +6 | Percep: +6 (+7 vs traps) | Passive Abilities: Read Lips, Trap Finding

Gabros will throw the alchemists fire into the mess of mould.
ranged attack: 1d20 + 7 ⇒ (14) + 7 = 21
damage: 1d8 ⇒ 4 +1 splash + 1 persistent fire damage

Verdant Wheel

[Male:] Strong-Blooded Dwarf Ranger / 1: LN ancestry (Scout) | speed 20|: HP 22/22 | AC 18 | F +7 R +8 W +5 | Perc +7 | Stealth +6 |focus #/# | spells 1 #/# 2 #/# etc | Active Conditions: Darkvision

Hearing the cheers from below deck Hammick get to the upper deck just in time to see Kutu make the leap and land hard on the deck. "Ouch, he be feeling that later tonight."

Hammick gets out his grappling hook and rope and walks up onto the forecastle. Looking at the other ship's rigging, he throws his grapple hook over, high on the mast of the main sail of the Shoreseeker’s. Once the hook catches he gives a good tug to set it and test to see if it will not slip and hold his weight.

attack thrown hook: 1d20 + 6 ⇒ (9) + 6 = 15

Then like many pirates in stories, he swing across to the other ship. Landing on the forecastle of the Shoreseeker’s .

Do you need a check to see if he is able to swing across? Acrobatics: +6


Hammick's roll: 1d20 + 6 ⇒ (1) + 6 = 7

Hammick attempts to swing across, but just as he sets his weight against the rope, the hook comes loose and he falls on the deck of the Wandering Hearth, bruised and head ringing.

Take 1 point of nonlethal damage.

"Are you all right there?", one of the sailors says while offering a hand.

Meanwhile, with Orla calling upon divine blessings and Gabros ready to toss a flask of alchemist's fire, Captain Vriggdahl and her men take no chances. At the snapping of her fingers, sailors aboard the Wandering Hearth stand ready with buckets of seawater to protect their ship as Gabros tosses the flask of alchemist's fire onto the Shoreseeker's deck.

The mold catches fire quickly and is consumed by the bluish flame less than a minute later. Tongues of flame caress the deck as you and your companions quickly step on them to put them out. The sailors look anxious at the flames.

"Douse it! Lively now!", Captain Vriggdahl commands as sailors go towards the railing and toss buckets of water onto Shoreseeker' deck. You all end splashed with seawater, but all that remains of the mold is a charred carpet of ash.

Save for the scorch marks and the damaged starboard side, the upper deck of the Shoreseeker is devoid of anything of interest. The deck is empty beyond tattered sails and coils of rope. There's no sign of Hlavard or the gorget. Near the prow of the ship are stairs leading below decks.

Envoy's Alliance

"Lora" | NG female halfling (twilight halfling) Cleric of Desna level 3| HP 33/33| AC 17| F +8 R +7 W +11| Perc +9 (+11 for hidden foes and secret doors) | Stealth +7| Hero Points: 1 (+1 communal) speed 25 | focus 1/1 | spells cantrip 5/5; 1st 4/4; 2nd 3/3; heal 4/4 | Active Conditions: prone

"Well done, all!" Orla claps, commending the sailors and her comrades.

She regards Hammick's attempted swing.

"That looks like it could work well. You seem to have been fated will ill luck on that last go."

She winks.

Horizon Hunters

Hero Points: 1 | Human Male Scoundrel Rogue 1 | AC 18 | HP 16/16 | Fort: +3, Ref: +9, Will: +6 | Percep: +6 (+7 vs traps) | Passive Abilities: Read Lips, Trap Finding

Can I make a reflex save to avoid the water? Or at least the worst of it?

Horizon Hunters

Hero Points: 1 | Human Male Scoundrel Rogue 1 | AC 18 | HP 16/16 | Fort: +3, Ref: +9, Will: +6 | Percep: +6 (+7 vs traps) | Passive Abilities: Read Lips, Trap Finding

If so reflex save: 1d20 + 9 ⇒ (11) + 9 = 20

Horizon Hunters

N male Unbreakable Goblin Ranger 2 HP 34/34 | AC 19 | F +8 R +10 W +4 | Perc +6 | Stealth +8 | 25 ft | Inzo sheet | Amsu sheet

Being capable at swinging from the mast and avoiding the moss, is more interested in the stairs and where they lead.

"Come on! Let's go see what's down here." Inzo will use the Sneak exploration action and check out where the stairs go once the group is across.

stealth: 1d20 + 7 ⇒ (15) + 7 = 22

Horizon Hunters

N male Rock Dwarf Fighter 1 HP 21/22 | AC 17(19w/shield) | F +7 R +5 W +5 | Perc +7 (Darkvision) | Stealth +0 | speed 20 |

Bert helps in stomping out the gutting mold flames, with apparent glee. He stands back to admire the handiwork, hands on hips, just in time for a bucket of seawater to drench him head-to-toe.

"Bleh, cold! With just a whiff o' stink about it," he grumbles. "At least-" he looks about the deck of The Shoreseeker "-I made it aboard."

"Good job lads 'n' lass, I didn't fancy my odds at the jump," he eyes the betting sailors. "Though Desna might've smiled upon me an' someone's pocket. You never know."


Without making a sound, Inzo peers below deck. Behind him he can hear the movement of the others as they board the longship. Below deck, the darkness is broken by rays of grey light wedging themselves through the damaged port side of the hull. The majority of you would only be able to see where the rays illuminate the greenish-blue water; however, Hammick's, Bert's and Inzo's gaze pierces the darkness, as their vision can show the whole lower deck is flooded. More importantly, under the water line, they can easily make out a large unmoving shape about 15 feet towards the bow. Wedged into a hole in the side of the Shoreseeker is the head of an enormous sea serpent. Clutched in its jaws is the body of an Ulfen man wearing an ornate gorget, an axe is firmly embedded in the side of the serpent’s head. There's only one way to recover the gorget and the body. You'll have to swim underwater towards the serpent and pry it out.

You may roll Recall Knowledge Nature for more information on sea serpents. This can be done untrained.

Perception Rolls:

Orla: 1d20 + 7 ⇒ (17) + 7 = 24
Inzo: 1d20 + 5 ⇒ (12) + 5 = 17
Bert: 1d20 + 7 ⇒ (13) + 7 = 20
Gabros: 1d20 + 6 ⇒ (17) + 6 = 23
Kutu: 1d20 + 5 ⇒ (12) + 5 = 17
Hammick: 1d20 + 7 ⇒ (6) + 7 = 13

Orla, Bert & Gabros:
The grey light is faint, but you can make out what appears to be broken egg shells underwater.

Verdant Wheel

[Male:] Strong-Blooded Dwarf Ranger / 1: LN ancestry (Scout) | speed 20|: HP 22/22 | AC 18 | F +7 R +8 W +5 | Perc +7 | Stealth +6 |focus #/# | spells 1 #/# 2 #/# etc | Active Conditions: Darkvision

Thinking that the swing across the deck will change Hammick's image from just being the one heaving his guts out over the railling to something better when 'thud'. He lands flat on his back, still on the same ship looking up to the sky. When a sailor comes over and asks how he is. He stands up and starts to pull the now loose grappling hook back to him.
"Only me pride is hurt lad"

Just as Hammick is able to pull the hook back he sees the fire doing its job. So he stores his rope and hook and fallows Bert across.
looking into the hold "What ya be finding down there? O' a big water snake. I think I remember that they....."
Nature: 1d20 + 5 ⇒ (5) + 5 = 10
"Swim in water."

Envoy's Alliance

"Lora" | NG female halfling (twilight halfling) Cleric of Desna level 3| HP 33/33| AC 17| F +8 R +7 W +11| Perc +9 (+11 for hidden foes and secret doors) | Stealth +7| Hero Points: 1 (+1 communal) speed 25 | focus 1/1 | spells cantrip 5/5; 1st 4/4; 2nd 3/3; heal 4/4 | Active Conditions: prone

Orla crosses over to the Shoreseeker, pondering sea serpents.

Nature Check: 1d20 + 4 ⇒ (16) + 4 = 20

She giggles at Hammick. "You are correct there, Hammick," she graciously replies.

What do I know?


Forgot to add this to my last post. Apologies.

Nature 5 and under:
Sea serpents can be scared by loud noises and poking them in their snout is a surefire way have them release you from their coils.

Nature 6-14:
You know no additional information.

Nature 15-24:
Sea serpents can extend their spine ridges as a defensive mechanism. These spines are very sharp and can pierce metal armor with ease.

Nature 25+:
Besides the above, you know that The water in the ballast organs around the sea serpent’s neck is full of psychotropic algae.

Envoy's Alliance

"Lora" | NG female halfling (twilight halfling) Cleric of Desna level 3| HP 33/33| AC 17| F +8 R +7 W +11| Perc +9 (+11 for hidden foes and secret doors) | Stealth +7| Hero Points: 1 (+1 communal) speed 25 | focus 1/1 | spells cantrip 5/5; 1st 4/4; 2nd 3/3; heal 4/4 | Active Conditions: prone

"If you would go swimming in there," Orla says in a low voice to Inzo, "I'd take care around the dorsal spines of these sea beasts. They can shoot them out and draw them back in again, so I read in a book once. Pretty sharp."

Feel free to read Nature 15-24; that's what Orla shares.

Horizon Hunters

N male Rock Dwarf Fighter 1 HP 21/22 | AC 17(19w/shield) | F +7 R +5 W +5 | Perc +7 (Darkvision) | Stealth +0 | speed 20 |

Bert lets out a shriek as he spots the sea serpent, that quickly turns into a nervous laugh: "'s already slain! Thank this lad's mighty axe, I wasn't lookin' forward to such a battle. An' he went out in glorious fashion. He'll be smilin' all the way to Pharasma's judgin'."

Nature (trained): 1d20 + 5 ⇒ (16) + 5 = 21

He nods along to Orla's information: "That's what I heard. Sharp enough to stab through even the sturdiest of gorgets."

Something catches his eye as he studies the water. "Think I see somethin' else down there. Broken eggs? Mayhaps some other creature be usin' this hull for their nestin'. Or there's little sea serpents lurkin' about their mother."

"That all said, who's up for a swim?"

GM Question:
How large are these eggs?

Horizon Hunters

Hero Points: 1 | Human Male Scoundrel Rogue 1 | AC 18 | HP 16/16 | Fort: +3, Ref: +9, Will: +6 | Percep: +6 (+7 vs traps) | Passive Abilities: Read Lips, Trap Finding

As the moss burnt Gabros watched like a hawk for spreading embers. That is why he saw the buckets of seawater coming in time to dodge the worst of it. Wiping the stray water off his face he crouches to examine the moss.
Quickly surmising that the fire has done its job he straights up and goes over to clasp Bert on the shoulder.
”Welcome aboard.” turning to Hammick Gabros proffers a hand to shake. ”Lord Gabros Orlovsky at your service. With fearsome dwarves such as you two I would hate to a sea serpent in this moment.”

Nature: 1d20 + 4 ⇒ (1) + 4 = 5

”As for sea serpents I recall that excessive noise can turn them away and if you find yourself entwined in its coils a sharp jab to the snout should help encourage it to release you. Though I would still recommend not becoming entwined in the first place.”

Moving as quietly as possible Stealth: 1d20 + 7 ⇒ (7) + 7 = 14 Gabros moves to the water line. He glances at everyone, grins and slides into the water.


For Bert:
Bert Haaland wrote:

How large are these eggs?

They're about 2 by 5 feet. You could probably fit Orla in there is she could be squished.

Gabros, are you moving towards the serpent's head? So I can track your breath. The same goes for anyone diving towards Hlavard and the gorget, please let me know.

Horizon Hunters

N male Unbreakable Goblin Ranger 2 HP 34/34 | AC 19 | F +8 R +10 W +4 | Perc +6 | Stealth +8 | 25 ft | Inzo sheet | Amsu sheet

Inzo is keeping an eye on the water, as Gabros starts his movement. Knowing anything could happen and quite quick, he's moving to the left of Gabros, but staying at the waters edge.

He knows he couldn't pull Gabros out if he got stuck, but at least he could untie him if needs be.

Stealth as to not disturb the scene: 1d20 + 7 ⇒ (16) + 7 = 23

Are we using the same map of the deck of the boat for this section. It's hard to see where eggs/serpent are from that map if we are. I'll trust you to keep me close to where I'm suggesting if that's the case.

Horizon Hunters

Hero Points: 1 | Human Male Scoundrel Rogue 1 | AC 18 | HP 16/16 | Fort: +3, Ref: +9, Will: +6 | Percep: +6 (+7 vs traps) | Passive Abilities: Read Lips, Trap Finding

Gabros swims out into the water a little way, then stops treading water, head above the surface waiting for the ambush he expects.
With all those hatched eggs I am sure that this nest is still inhabited. I would rather let the creatures come to me than fight them deep in the dark.

Envoy's Alliance

"Lora" | NG female halfling (twilight halfling) Cleric of Desna level 3| HP 33/33| AC 17| F +8 R +7 W +11| Perc +9 (+11 for hidden foes and secret doors) | Stealth +7| Hero Points: 1 (+1 communal) speed 25 | focus 1/1 | spells cantrip 5/5; 1st 4/4; 2nd 3/3; heal 4/4 | Active Conditions: prone

Orla moves towards the open hatch where Gabros lowered himself and looks down.

"I should place an order with the Society for a wayfinder," Orla murmurs. "I won't be able to see anything down there without a source of light."

Any 'bright' ideas, people? Did you see my pun there? BWAH HAH HAH.


Both Inzo and Gabros are floating in the water they've advanced about five feet from the stairs. Gabros can see the surface of the water, but can't see what lies below him. Without darkvision, you won't see far. Only Inzo can see clearly where the serpent and the body of Hlavard is. Beyond the initial five feet by the stairs, any further movement will have to be under water as the longship is being propped up by other ships and the lower deck is flooded.

At Inzo's suggestion, I've added a lower deck map.

Horizon Hunters

N male Unbreakable Goblin Ranger 2 HP 34/34 | AC 19 | F +8 R +10 W +4 | Perc +6 | Stealth +8 | 25 ft | Inzo sheet | Amsu sheet

Cheers! I'll wait for the others to decide their actions before wading in futher. Hyped! Things are about to get interesting

Envoy's Alliance

Male CG male Human HP 5/18 | AC 17(19w/Nimble Dodge) | F +5 R +7 W +5 | Perc +5| Stealth +5 | speed 25 | Rogue 1

nature: 1d20 ⇒ 6

I know very little of sea serpents, but I think it unwise to fight them underwater in the dark. Kutu thinks for a second. If they are scared of loud noises maybe we can all make a lot of noise while whoever can see and swim the best can retrieve the gorget

Horizon Hunters

Hero Points: 1 | Human Male Scoundrel Rogue 1 | AC 18 | HP 16/16 | Fort: +3, Ref: +9, Will: +6 | Percep: +6 (+7 vs traps) | Passive Abilities: Read Lips, Trap Finding

Gabros squints as he tries to make out shapes in the dark.
” I simply cannot see a thing down here. I am out of my depth in more ways than one here.”
Swimming back to solid ground Gabros gets out his bow, arrows, and a torch. He lights the torch and finds a spot in debris around him to wedge it such that will illuminate the ship but not ignite it.
”Bert! Hammick! I feel your natural abilities may be essential down here in the gloom.
Inzo, if you see something try to lure it back here to the light so you are not forced to fight alone.
Have you a bow Kutu?”

Envoy's Alliance

Male CG male Human HP 5/18 | AC 17(19w/Nimble Dodge) | F +5 R +7 W +5 | Perc +5| Stealth +5 | speed 25 | Rogue 1

No bow, but I do have javelins to throw. Kutu pulls out a javelin and positions himself by the opening. He prepares his javelin in case serpents suddenly appear.

Horizon Hunters

N male Rock Dwarf Fighter 1 HP 21/22 | AC 17(19w/shield) | F +7 R +5 W +5 | Perc +7 (Darkvision) | Stealth +0 | speed 20 |

Bert rummages in his pack until he hauls out a long length of rope.

"I figure we tie this on whoever goes swimmin', then we can haul 'em out if somethin' attacks, otherwise they can tie it to the body or maybe to the dead beastie's jaw to help open it up and get the lad out."

He holds out the length of rope to his companions.

"Anyone?"

After a long pause, he lets out a deep sigh and begins to fumble the rope around his waist. "What am I doin', I ain't a swimmer" he mutters.

Horizon Hunters

Hero Points: 1 | Human Male Scoundrel Rogue 1 | AC 18 | HP 16/16 | Fort: +3, Ref: +9, Will: +6 | Percep: +6 (+7 vs traps) | Passive Abilities: Read Lips, Trap Finding

Upon Bert’s sigh and the muttering that follows Gabros coughs loudly
” Ahem, Thank you for getting my rope ready Bert.” setting down his bow Gabros takes the rope out of Berts hands and knots it tightly around his own waist before plunging into the water once more and swimming over to Inzo
That was incredibly stupid... I can barely see and have not swum intensely in a long time. Oh and there is probably a serpent, that I cannot see. How joyful


As Gabros makes his way towards Inzo, rope floating in the water, a school of silver-yellowish fish darts under feet as they float by the stairs. With the torch wedged between the broken planks of the hull, Gabros, Orla, and Kutu can make out the shape of the sea serpent's head, along with its gristly prize in its maws. The spines around its crest jut out menacing as Hlavard's beard sways gently in the water.

From above deck you hear the voice of Captain Vriggdahl, "Everything fine down there?" Her voice sounds strained. You can just make out the nervous muttering of the sailors. "Hate to hurry you, but we've got another storm rolling in about an hour and I want us to be as far ahead of it as possible!"

Verdant Wheel

[Male:] Strong-Blooded Dwarf Ranger / 1: LN ancestry (Scout) | speed 20|: HP 22/22 | AC 18 | F +7 R +8 W +5 | Perc +7 | Stealth +6 |focus #/# | spells 1 #/# 2 #/# etc | Active Conditions: Darkvision

"Ye know how long it takes to get me beard dry."
Grumbles Hammick as he drops his pack, ties on to the rope and makes his way into the water. Taking a good look around. He tries to get an idea of how many eggs there were before they were broken/ hatched. Hammick tries to slowly swim over with dagger in hand to the gorget with out disturbing too much of the water.
Stealth: 1d20 + 6 ⇒ (7) + 6 = 13
If nothing happens, he tries his had at pick pocking the item without the dead to notice.
Thievery (untrained): 1d20 + 3 ⇒ (1) + 3 = 4

And in true fashion, Hammick wakes the sea monster from the dead.


Hammick dives under the water, disturbing a crab that scurries away from the dwarf's underwater strokes. Eyeing the remains of the eggs, it's hard to say how many there were originally. Perhaps two or three. Beard flowing gently in the water, he makes his way towards the creature, the stark black and white of his vision contrasts the fanged maw and glazed furious eyes of the beast, making it look even more sinister. Up close, he can see the face of Hlavard, frozen in a smile of triumph while pierced by a hideous row of teeth. You get the feeling this is a man who died the way he lived. Under his own terms.

Hammick's Perception:
1d20 + 7 ⇒ (4) + 7 = 11
1d20 + 8 ⇒ (19) + 8 = 27

Besides fish, sea urchins and the lone crab, the hull is lifeless. Whilst above deck, the temperature is starting to drop.

Hammick has used up 2/7 rounds of air to get to the serpent. Athletics DC 17 check please, to open the jaws of the serpent in order to remove the body. Regardless of a success or not will lose an additional 2 rounds of air due to the effort. Be careful, those teeth are sharp! If you wish to swim straight towards the top of the hull where there's a pocket of air to refill your air meter it takes one round.

Verdant Wheel

[Male:] Strong-Blooded Dwarf Ranger / 1: LN ancestry (Scout) | speed 20|: HP 22/22 | AC 18 | F +7 R +8 W +5 | Perc +7 | Stealth +6 |focus #/# | spells 1 #/# 2 #/# etc | Active Conditions: Darkvision

Making sure those teeth don't stab down on him. Hammick carefully opens the jaws of the sea monster.
Acrobatics: 1d20 + 6 ⇒ (11) + 6 = 17

Then he tries to drag the body back with him.

Envoy's Alliance

"Lora" | NG female halfling (twilight halfling) Cleric of Desna level 3| HP 33/33| AC 17| F +8 R +7 W +11| Perc +9 (+11 for hidden foes and secret doors) | Stealth +7| Hero Points: 1 (+1 communal) speed 25 | focus 1/1 | spells cantrip 5/5; 1st 4/4; 2nd 3/3; heal 4/4 | Active Conditions: prone

GM, did 10 minutes go by between when we cleared out the mould and now? Could Orla have concentrated and prayed and regained her focus point between then and now?

Orla stands with a spear at the ready at the open flooded hatch, ready like Kutu for what might come.


Eyes focused, the dwarf floats in the calm waters, steeling his resolve. Without hesitation, Hammick's hands grab onto the fanged maw of the serpent and with a mighty heave he wretches the jaws open, the effort releasing several air bubbles from his mouth. His hands dig into the sea serpent's mouth, from where he rescues the battered remains of Hlavard Grenskuldr from its clutches. The gorget, despite the beating its owner took, is intact. Helped by the corpse's buoyancy, Hammick reaches the stairs with Hlavard in tow. The proud dwarf's beard flattened and soaked against his face as he stands proud of his achievement.

Yes, Orla. Ten minutes have passed you've recovered your focus point by now.

Hammick used up 2 rounds of air to release Hlavard and an additional 2 rounds to get the body to the stairs. As he is now above water, his air meter is reset.

Horizon Hunters

Hero Points: 1 | Human Male Scoundrel Rogue 1 | AC 18 | HP 16/16 | Fort: +3, Ref: +9, Will: +6 | Percep: +6 (+7 vs traps) | Passive Abilities: Read Lips, Trap Finding

Gorget recovered Gabros follows Hammick to the stairs, clapping him proudly on the back. ”Well done! Come Inzo. Let us leave this place before the weather seeks to keep us forever.” Gabros collects his bow and starts to untie the rope from around his waist.

Envoy's Alliance

"Lora" | NG female halfling (twilight halfling) Cleric of Desna level 3| HP 33/33| AC 17| F +8 R +7 W +11| Perc +9 (+11 for hidden foes and secret doors) | Stealth +7| Hero Points: 1 (+1 communal) speed 25 | focus 1/1 | spells cantrip 5/5; 1st 4/4; 2nd 3/3; heal 4/4 | Active Conditions: prone

”Bravo, Hammick!” Orla claps as the bedraggled dwarf is hauled out of the water. ”What bravery! Truly a noble salvage mission.”

Envoy's Alliance

Male CG male Human HP 5/18 | AC 17(19w/Nimble Dodge) | F +5 R +7 W +5 | Perc +5| Stealth +5 | speed 25 | Rogue 1

Kutu quietly cheers along, "Nice work!" He looks around to inspect their surroundings. "Now let us make haste and get away from this cursed place."

Verdant Wheel

[Male:] Strong-Blooded Dwarf Ranger / 1: LN ancestry (Scout) | speed 20|: HP 22/22 | AC 18 | F +7 R +8 W +5 | Perc +7 | Stealth +6 |focus #/# | spells 1 #/# 2 #/# etc | Active Conditions: Darkvision

"What about the ax, should we just leave it?"

Horizon Hunters

N male Unbreakable Goblin Ranger 2 HP 34/34 | AC 19 | F +8 R +10 W +4 | Perc +6 | Stealth +8 | 25 ft | Inzo sheet | Amsu sheet

Not wanting to leave a good axe behind, but equally wanting to return to the mainland in one piece, Inzo is troubled. "Well, I'll go swim and get it is someone can help me pry it out. Come on Hammick!"

Someone strong, or with athletics, if they'll join him.

Inzo will swim over, with someone else if it needs athletics to pry out the axe, and then swim back.

Horizon Hunters

Hero Points: 1 | Human Male Scoundrel Rogue 1 | AC 18 | HP 16/16 | Fort: +3, Ref: +9, Will: +6 | Percep: +6 (+7 vs traps) | Passive Abilities: Read Lips, Trap Finding

I thought I had avoided this....
Gabros puts his bow back down, reties the rope and dives in swimming towards the serpents skull, blinding following the path Hammick took

Horizon Hunters

N male Unbreakable Goblin Ranger 2 HP 34/34 | AC 19 | F +8 R +10 W +4 | Perc +6 | Stealth +8 | 25 ft | Inzo sheet | Amsu sheet

heh, not just yet Gabros. Inzo is a lumberjack by trade, an axe is very on brand for him.


Inzo dives back into the water, swimming deftly towards the half opened jaws of the beast. The axe is there, deeply embedded in the serpent's flesh just below its crest ridges. In stark black and white, Inzo can easily make out the Grenskuldr family sigil on the axe head: a sea serpent's head with jaws open and spine ridges jutting out.

Above deck, stormclouds rumble in the distance.

Inzo's Perception:

1d20 + 5 ⇒ (10) + 5 = 15
1d20 + 8 ⇒ (17) + 8 = 25

The flooded lower deck is empty.

Just remember guys, for RP purposes you can take the axe, but under society rules it won't transfer once the quest is over. If you want to use it, Inzo, it has the same stats as a battleaxe, martial proficiency, 1 handed, bulk 1, 1d8 dmg and the sweep trait.

Inzo has used up 2 rounds of breath to reach the axe. Athletics DC 17 check please, to pry it free. Regardless of a success or not you will lose an additional 2 rounds of air due to the effort. Being aided will make you lose only 1 round of air. If you wish to swim straight towards the top of the hull where there's a pocket of air to refill your air meter it takes one round.

Inzo's Remaining Air: 5/7 rounds remaining

Horizon Hunters

N male Unbreakable Goblin Ranger 2 HP 34/34 | AC 19 | F +8 R +10 W +4 | Perc +6 | Stealth +8 | 25 ft | Inzo sheet | Amsu sheet

Understood!

Inzo is going to give it one hefty try, before going up for air.

athletics: 1d20 + 4 ⇒ (5) + 4 = 9

"Bah! It's stuck" Inzo braces himself on the best and yanks with all his might, but the axe is embedded deep in the serpent's flesh.

Once he surfaces, he curses "Blast! Where's Bert when you need him. He'd be able to get it loose."

Verdant Wheel

[Male:] Strong-Blooded Dwarf Ranger / 1: LN ancestry (Scout) | speed 20|: HP 22/22 | AC 18 | F +7 R +8 W +5 | Perc +7 | Stealth +6 |focus #/# | spells 1 #/# 2 #/# etc | Active Conditions: Darkvision

"Hold on Gabros, me be wet already. I will help the gobbi get the ax.
Hammick dives back into the water fallowing Inzo. Smiling at the gobbi's failed attempt. He grabs the ax and gives it a good yank.

Acrobatics: 1d20 + 6 ⇒ (14) + 6 = 20

Once he has the ax he swims back to the others.

Horizon Hunters

N male Unbreakable Goblin Ranger 2 HP 34/34 | AC 19 | F +8 R +10 W +4 | Perc +6 | Stealth +8 | 25 ft | Inzo sheet | Amsu sheet

Info is pleased that one of the crew retrieved the axe, and swims back, and strides onto the deck of the ship


Captain Vriggdahl on seeing everyone return to the Shoreseeker's deck with the body of Hlavard Grenskuldr and the gorget in tow quickly gives the order to ready the ship. "About time", she mutters loudly. You can see the sky is darkening and can feel the air pressure dropping. Being wet doesn't help at all with the chill air coming in from the north.

Just as the six of you get ready to cross the planks to the Wandering Hearth, a loud thumping sound comes from below deck as the boards of the Shoreseeker's deck buckle violently, before breaking into splinters. From the hold, two young sea serpents hiss and jump on board to attack!

Rolls:

Orla: 1d20 + 9 ⇒ (12) + 9 = 21
Inzo: 1d20 + 5 ⇒ (14) + 5 = 19
Gabros: 1d20 + 6 ⇒ (6) + 6 = 12
Hammick: 1d20 + 7 ⇒ (11) + 7 = 18
Bert: 1d20 + 7 ⇒ (14) + 7 = 21
Kutu: 1d20 + 5 ⇒ (8) + 5 = 13
Serpents: 1d20 + 9 ⇒ (9) + 9 = 18

Initiative Order - If you're tagged, you may act.
@Orla
@Bert
@Inzo
Serpents
Hammick
Kutu
Gabros

Don't forget some of you might need to draw your weapons. Serpents are technically flat-footed for Orla, Bert and Inzo. Please check map for positioning.

Horizon Hunters

N male Unbreakable Goblin Ranger 2 HP 34/34 | AC 19 | F +8 R +10 W +4 | Perc +6 | Stealth +8 | 25 ft | Inzo sheet | Amsu sheet

"Oi! Behind us. I knew something was gonna go funny with this job." Inzo barks out to his companions, hoping they are as quick witted in a fight as they are with their tongues.

It's been years since the goblin has been in a fight, but he still remembers how to use his Tien throwing stars he's used for hunting ever since his early years in the far north. Reaching at his belt pouch, in a single motion he lets loose a flurry of three shuriken at the beast.

Action 1: Hunt Prey on right most serpent Commented on the google presentation - can you add outlines? If so I can do that instead

Action 2: Hunted Shot (2x Shuriken at hunted serpent)
Action 3: Third shuriken

Shuriken Toss: 1d20 + 7 ⇒ (1) + 7 = 8 | dmg: 1d4 + 1 ⇒ (4) + 1 = 5
Shuriken Toss: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21 | dmg: 1d4 + 1 ⇒ (3) + 1 = 4
Shuriken Toss: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19 | dmg: 1d4 + 1 ⇒ (4) + 1 = 5

First and second toss are combined for resistance if it matters.

Horizon Hunters

N male Rock Dwarf Fighter 1 HP 21/22 | AC 17(19w/shield) | F +7 R +5 W +5 | Perc +7 (Darkvision) | Stealth +0 | speed 20 |

"We're under attack! An' these serpents are of as size that I can best. Ain't no Ulfen warlord, but my axe'll cleave just fine," Bert cries out, unhooking the battle-axe from his back and striding over to the nearest serpent.

Action 1: Interact to draw battle axe
Action 2: Stride
Action 3: Strike: 1d20 + 9 ⇒ (7) + 9 = 16 | Damage (S): 1d6 + 4 ⇒ (2) + 4 = 6

Envoy's Alliance

"Lora" | NG female halfling (twilight halfling) Cleric of Desna level 3| HP 33/33| AC 17| F +8 R +7 W +11| Perc +9 (+11 for hidden foes and secret doors) | Stealth +7| Hero Points: 1 (+1 communal) speed 25 | focus 1/1 | spells cantrip 5/5; 1st 4/4; 2nd 3/3; heal 4/4 | Active Conditions: prone

Seeing one of her dwarven colleagues striding into the maws of two oncoming serpents, Orla calls out, "Aw no, you better DON'T!" while she clasps her Desnan holy symbol.

It is not clear if she's talking to Bert or the serpents.

Two actions: casting Forbidding Ward on Bert (for the attacks from the serpent immediately in front of him). +1 AC and saves against that one creature for Bert.

She then re-activates her divine shield.

One action: casting Shield.


As Bert rushes off, Orla calls upon the favor of Desna, a purple sigil in the shape of a butterfly appears on Bert's back and on the purple sea serpent's face. She immediately summons a swarm of bluish butterflies that form around her and just as quickly disappear.

Footsteps thundering on the deck, Bert rushes the purple sea serpent, his battleaxe rising in the air and swinging down on the serpent's torso, making a deep cut as the sea serpent hisses in anger.

Around the same time, Inzo fingers flash as a series of shuriken deftly fly towards their targets. The first one misses, flying into the sea, whilst the second and third one strike their targets, piercing its scales and forcing the red sea serpent to utter a roar.

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