Mr Clint's Duchy of Ashlar

Game Master Mr Clint

Loot Tracker

Interactive Battle Map

Deities & Demigods

Marching Order:

2x2
? - ?
Helgar -?
Nempura - ?

Single Row: ? - ? - Helgar - ? - Nempura - ?


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Forgemaster Cleric (2) Wounds (0) HP (19) AC (18/11/17, +2 vs Undead) Saves (5/1/6, +2 Hardy, +2 vs Undead Spells/SLAs) CMD (13, +4 Stability) Initiative (+1) RF (0/4) AT (6/6)

For her part, Helgar slowly and deliberately walked up the plank and onto the ship, never looking down as she did so. She did not want to give anyone the impression that she was scared. Not of the ship. Not of the way it moved under her feet. Not of the ocean. Not of the thought of falling in. Of sinking to the bottom, her lungs screaming as they ran out of air. None of that. Of course she wasn’t scared. Of course.


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HP: 6/13 AC: 18 (touch 11, FF 17) CMD: 15| F:+4 R:+1 W+3 | Int: +1 | Perception +6| Spd: 20ft

Arn climbs aboard the ship with look of relief once he clears the gangplank. "Three dwarves on a boat, sounds like a silly children's rhyme..."


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Female Dwarf Barbarian | HP 28/28 | AC 18 / T 10 / FF 16 | Fort +7 / Ref +2 / Will +4 (+2 vs spell, spell like abilities, &poison| CMD 16 | Initiative +2 | Perception +7 | Rage 8/8
Arn Blacksnow wrote:
Arn climbs aboard the ship with look of relief once he clears the gangplank. "Three dwarves on a boat, sounds like a silly children's rhyme..."

"One with a happy ending I be hoping," Aris said nervously while she completed the rhyme, Three dwarves on a boat let's hope they all float.


Aquatic Elf Female |HP: 12/15 | AC: 16 (T: 13, FF: 13) +2dodge vs Chaotic | Perc: +9 | Init: +5 | Fort +2, Ref +5, Will +3 | CMB: +12, CMD: 20 | Spd: 30ft |

Once on the ship, she watches the dwarves, and can see how their short stature enables them to maintain balance much better than her. "So that is why he became a captain. He just fit in naturally, I'm sure!" "Don't be so nervous!" she chuckles, "We are still in calm waters."


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Low City Map

For those of who want to hit a market for common goods and maybe don’t mind if the cloak has a stain on it, the Low Market (L1) is just a block or two away from the Orc’s Head Tavern (L6).

Upon arrival of the market you see a sprawling area of hard packed earth that is covered with a hodgepodge of stalls, handcart vendors, and wondering peddlers. Here, Languard’s unwashed masses come to browse, shop and gossip.

Even early in this morning you hear the sounds of an argument beginning to float over the crowd, shouts of threats and vulgar curses draw the attention of those nearby. Including that of four watchmen who are on patrol. As they push through the throng, you quickly notice the argument dies off.

Making your way to the docks, you quickly find the dock master who points you in the direction of the Valerr. Making your way to where it is located, you see the Valerr, a single masted 80 foot long cog, bustling with its busy crew loading crates and barrels. Working the lines and starting to raise the sails. On a quick off hand count you think that there are over 20 sailors at work on the ship.

As the dwarves of the party hesitantly approach the gangplank, you hear a playful laughter from aboard the ship. Appearing at the top is First Mate Eevi Lotta; “You can’t be that scared of the board,” as she stops on the gangplank. Causing it to shake for those who might be on it. She bends over and picks up a rope and tosses it towards whoever is at the base on the dock; “Tie this to that pole there and you can use it as a handhold. Come on up, the captain is waiting.”

The team makes their way safely aboard the ship. The sailors are quickly at work, paying no attention to the party boarding, even quickly working around them as Eevi leads them to the Captain’s quarters.

After a quick knock at the door, Eevi opens the door to Captain Knut Untamo’s quarters. This room is a tight fit, but for those who have sailed before know that it is a good sized quarters based on the size of the ship. “I see you’ve made it, and on time too. We will be setting off shortly. Would have been a shame if any of you missed the ship and Lady Pakkanen would have had to retrieve her coin.” he gives you all a smile; “So, the question that I know each of you is dying to ask, but didn’t ask before. ‘What are we retrieving?’ right?” He gives a little chuckle; “Nothing on that ship leaves until I have the Sea Sprite’s logbook and charts. Above anything else that is what you are to bring to me. Once I have those, whatever is on the ship is free for the taking. Is that clear?”

“Good, I’m glad we all agree… As I said we will set sail shortly and have the better part of the day to sail before we reach the other side of the bay and find the Sea Sprite. The crew I have is fully capable to handle the task of getting us to the wreckage and back home, so you won’t need to jump in and help. That is unless a storm comes in and then it’s all hand on deck. Feel free to take your time exploring the main deck and feeling the sea salt against your face.”

Captain Knut makes his way to the door; “It’s time to set off!” He leaves his quarters and begins shouting to the crew for them to set sail and the orders that follow to set off.

I want to give you any time that you may want to explore the deck, talk to each other or the crew at hand. I will check back tonight and pick things up with the Valerr at sea.


Female Dwarf Barbarian | HP 28/28 | AC 18 / T 10 / FF 16 | Fort +7 / Ref +2 / Will +4 (+2 vs spell, spell like abilities, &poison| CMD 16 | Initiative +2 | Perception +7 | Rage 8/8

Aris finds the gentle roll of the ship unsettling. "It be like me insides want to become part of me outsides," she muttered in complaint. The dwarf finds it a little better on deck and tries to spend all of her time there. To distract herself from her predicament she talks to the sailors trying to find out if what they know about the Sea Sprite and its voyages.

Diplomacy (gather information): 1d20 - 3 ⇒ (18) - 3 = 15


Map CG Female Elf Brazen Deceiver / Sound Striker Bard 2 | HP 14/15 | AC 14 / T 12 / FF 12 | Fort +0 / Ref +5 / Will +4 | CMB 1 / CMD 13 | Initiative +2 | Bardic Performance 7/8 (Inspire Courage +1) | Perception +8 | Spells 1L 2/3 | Low-light vision | Special: -1 vs Fear / +2 vs Transmutation

Zalona enjoys being on the water, and she scrambles up to the crow's nest to look around.


Forgemaster Cleric (2) Wounds (0) HP (19) AC (18/11/17, +2 vs Undead) Saves (5/1/6, +2 Hardy, +2 vs Undead Spells/SLAs) CMD (13, +4 Stability) Initiative (+1) RF (0/4) AT (6/6)

Once aboard the ship Helgar went below deck, hoping that it would make her feel like she was underground. That didn't work, as the constant swaying of the vessel kept reminding her that she was in a floating coffin. So she went back up to the deck. But there was the sight of the endless sea. That much water just wasn't natural! So she went below deck again, testing the ship out to find where there was the least movement.

Perception, to see if all of this wandering reveals anything: 1d20 + 7 ⇒ (9) + 7 = 16


Aquatic Elf Female |HP: 12/15 | AC: 16 (T: 13, FF: 13) +2dodge vs Chaotic | Perc: +9 | Init: +5 | Fort +2, Ref +5, Will +3 | CMB: +12, CMD: 20 | Spd: 30ft |

Nempura doesn't mind the lower market, but since air bladders are used by ships sometimes she just will head to the border of the market and the docks, certain she will find her goods there. No sense wading through throngs of people and getting your money stolen. Once she finds and buys her air bladder, she is on her way to the docks and boards the ship.

"Not bad for a smaller vessel. It'll get us where we are needing to go."

Once inside the cabin, she listens to the captain with interest. It seems Lady Pakkanen possibly has some thugs in her employment to potentially gather coin that goes astray. That concerns her a little, because what if she completes the job and the lady takes the bounty too? Nempura is a bit more on guard, but keeps this to herself.

"Just make sure your insides that come outside end up over the side of the ship. And mind the wind!" she replies to Aris.

As they set off on their journey, she will linger near the captain and first mate. Her intent would be to learn the navigation used to calculate their trip. How they know what hazards to avoid, such as how they know they are getting close to land in a fog, or how to know if they are coming up on a reef.

Once the bard has sufficiently plucked the brains of the two leaders, she will carry on about the deck. There, she will present herself openly to the sailors and talk with them, as if old friends; assuming they are free to do so. The intent is to build a camaraderie with them. Any attempts at hitting on her would be slightly welcomed and returned as long as they don't get grabby and realize it's just a game. She doesn't mind giving the sailors a mental or visual thrill, as long as it's not a physical one.

After about an hour of walking the deck, she will ask what the favorite song of those aboard could be. Then, without hesitation, will perform it along with them to get them motivated properly. As she does this, she will stand boldly at the head of the vessel so they can all see her.

Perform: 1d20 + 8 ⇒ (8) + 8 = 16


HP: 6/13 AC: 18 (touch 11, FF 17) CMD: 15| F:+4 R:+1 W+3 | Int: +1 | Perception +6| Spd: 20ft

As Arn gets used to the ship and its motion, "Ya know dis ain't too bad." Having found some semblance of stability on the vessel Arn makes small talk with the crew.


Female Dwarf Barbarian | HP 28/28 | AC 18 / T 10 / FF 16 | Fort +7 / Ref +2 / Will +4 (+2 vs spell, spell like abilities, &poison| CMD 16 | Initiative +2 | Perception +7 | Rage 8/8

Aris gives Nempura a dirty look at her for pointing out the obvious. The dwarf is about to make a snide remark when she is overcome by a bit of nausea and decides it is better to keep her mouth shut to help keep things in.

To Arn she mutters, "Compared to being eaten by a Dragon...maybe.


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Helgar takes a brief lap of this ship and quickly discovers that there really isn’t a below deck. There is a storage area “below deck,” but no cabin rooms besides the captain’s quarters. There is the main deck, the higher deck, and the crows next besides Captain Knut’s quarters.

Nempura begins brushing shoulders with the captain and his first mate. He begins explaining the method to his madness. Some of it makes since because of her knowledge of nature, but you also feel lost in some of the “sailor” speak that he uses. I am leaning heavily on my own lack of knowledge crutch here. You get the sense that the captain enjoys sharing with you, and that he might even be willing to teach you more if the desire was there. Mechanically… if you took a rank in profession sailor and spent more time under his tutelage you would have a bonus to the skill.

After an hour or so of sailing, Nempura decides to boost the morale of the crew with their favorite songs. As good sailors, they call off their favorite sea shanties to help keep in line with the rhythmical labor of the ship at sea. The crew responds favorable and continue calling out their favorites; “Blow the Man Down,” “The Coasts of High Barbay,” or even “Haul Away Joe.” Some of the songs go by different titles, but the melodies are all the same.

As Nempura is gaining the favor of the crew, Aris sets off to find more details about the Sea Sprite and its voyages

Aris:

As you already know, the Sea Sprite set sail a year ago and was declared lost. It has come managed to find its way home but settled on the jagged rocks under the waters of the Murkwater, near Gloamhold.

“Word is that his voyage almost bankrupted Vilutar Pakkanen. Whatever it is we are getting from the Sea Sprite is said to save her… they say she is desperate.” one of the sailors chime in; “You do be listenin to lies. Smugglers is what I fear worst. Make their home in the dungeon of Gloamhold… twisted folk they be!”

The journey from Langard to the wreckage is rather uneventful. As you get closer you see that the Sea Sprite is mostly out of water and lodged on the upthrust rocks a mere 200 feet from the Murkwater’s black, gaping maw. Here the waters are rough and unpredictable. Looking into the water you see rocks lurking just below the water ready to tear out a large vessel’s hull. “It seems we have made it as far as the Valerr can take us. Men, get the rowboats ready!” The captain says as he turns to the party; “This is where you will row from. I’d say about 100 feet or so. As long as you don’t turn it over the rocks below won’t cause you any issues.”

As the crew put two row boats into position the Captain Knut continues; “Gather what you’ll be needing and strap it tight. No need to lose any good items overboard.” He makes his way to Eevi and begins pointing out to different locations as they talk on the port side.

It is up to you as to what you'd like to do next.


Map CG Female Elf Brazen Deceiver / Sound Striker Bard 2 | HP 14/15 | AC 14 / T 12 / FF 12 | Fort +0 / Ref +5 / Will +4 | CMB 1 / CMD 13 | Initiative +2 | Bardic Performance 7/8 (Inspire Courage +1) | Perception +8 | Spells 1L 2/3 | Low-light vision | Special: -1 vs Fear / +2 vs Transmutation

Zalona scrambles into one of the rowboats, eager to find what secrets the damaged and grounded ship has for them to find. She looks ahead, trying to spot any trouble before they reach it.

Perception: 1d20 + 7 ⇒ (13) + 7 = 20


Aquatic Elf Female |HP: 12/15 | AC: 16 (T: 13, FF: 13) +2dodge vs Chaotic | Perc: +9 | Init: +5 | Fort +2, Ref +5, Will +3 | CMB: +12, CMD: 20 | Spd: 30ft |

While navigation may be a skill she picks up, her intent for asking is to gain more knowledge about oceans and their inner workings. By learning how to navigate, she is learning about currents and what the terrain of the ocean is. How to read it and such. It is her basis for knowledge geography when I pick it up, but I may eventually pick up a sailing point if it's recurring.

Despite her lacking knowledge of ship terminology, she translates via language to understand generally what the captain means in his explanations. She is less concerned with the sailing bit and more concerned with the inner workings of the ocean. That doesn't mean she doesn't pay attention though.

With her learning complete, she returns to the deck with a studious face. She even lingers near Aris in thought. From the earlier scowl on Aris' face toward her, it is clear the bard either didn't notice or didn't pick up on the disdain. Some might think her oblivious to such things in the way she flits about. Not long after, the bard is in song, and by encouraging the crew, it is clear from the brilliance of her smile that she is entertained.

She settles into the longboat eventually and will sit at the front near to the elf.

"With the others rowing, we'll probably be expected to keep this vessel balanced. I hope you are prepared to get some saltwater in that hair of yours!"

She straps her gear in tight, but to herself rather than the boat.

"Let's take this in nice and quiet. If there is trouble ahead, I'd rather it not know we are coming."

The bard looks briefly up at the captain and first mate. "From your vantage point, where do you think the best spot for a landing will be?"


Female Dwarf Barbarian | HP 28/28 | AC 18 / T 10 / FF 16 | Fort +7 / Ref +2 / Will +4 (+2 vs spell, spell like abilities, &poison| CMD 16 | Initiative +2 | Perception +7 | Rage 8/8

Anything be better than staying on this gyrating monstrosity, Aris thought as she quickly made her way into a row boat.


HP: 6/13 AC: 18 (touch 11, FF 17) CMD: 15| F:+4 R:+1 W+3 | Int: +1 | Perception +6| Spd: 20ft

Arn eyes the captain and the first mate as they talk, while he makes his way to a row boat.

Sense Motive: 1d20 + 5 ⇒ (18) + 5 = 23


Forgemaster Cleric (2) Wounds (0) HP (19) AC (18/11/17, +2 vs Undead) Saves (5/1/6, +2 Hardy, +2 vs Undead Spells/SLAs) CMD (13, +4 Stability) Initiative (+1) RF (0/4) AT (6/6)

Glad to get off a gods awful death trap, Helgar made her way to the rowboat without listening to anything that was said. Which wasn’t to say that she meant to ignore it all, rather her mind was just not there. Getting into the rowboat she had the feeling that she was trading a large death trap for a small one, but at least it meant getting back onto land sooner rather than later.


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NG Male Human / Wizard 1 | HP 8/8 | AC 12 (16) / T 10 / FF 12 | Fort +3 / Ref +2 / Will +3 | CMB +0 / CMD 12 | Initiative +6 | Wizard Spells | Perception +1 | Special: Conjuration School - Summoning spells last ½ Wizard level/rounds longer than usual

So. Learning new things every day. Like the fact that I hate ships.

As a less-than-stellar swimmer, Rhaedlaf had planned to spend most of the voyage below decks, studying his spells, the mage had discovered to his absolute horror that he was, in fact, rather prone to sea-sickness, and had spent the entirety of the journey so far at the rail, vomiting, or wishing that he could.

Puffy-eyed and feeling frail, the magic-user drew some comfort from the fact that the row boats were far less likely to induce more nausea, and did his best to be amicable as he stowed his gear aboard one and found a spot to secure himself.

"So. This is fun, eh?" he muttered and sighed.

Back. Was MIA with some serious OT the last two days. Apologies. Wasn't expecting it or I would have warned you guys."


Arn:

You watch Captain Knut and Eevi as you approach the row boat. You see that he is pointing to the boat itself and the shore around where the boat has made its birth. Granted that is still aways off from the rocks it is stuck upon, he is still pointing in that direction. As far as what he is saying... you have no idea unless you decide to get closer and listen in.

Zalona:

From the boat you notice the obvious jagged rocks ahead. Captain Knut was truthful in the dangers that lie beneath for the ships that have hulls that reach too far blow the waters surface. The Sea Sprite could not last long in these waters, you find it surprising that it made its birth where it did.

Unless anything different happens before boarding the row boats and making your way to the Sea Sprite.

I need profession sailor OR Str check.


Forgemaster Cleric (2) Wounds (0) HP (19) AC (18/11/17, +2 vs Undead) Saves (5/1/6, +2 Hardy, +2 vs Undead Spells/SLAs) CMD (13, +4 Stability) Initiative (+1) RF (0/4) AT (6/6)

Str: 1d20 + 2 ⇒ (15) + 2 = 17

Feeling very motivated to get to shore, Helgar took one of the oars and began to row.


Female Dwarf Barbarian | HP 28/28 | AC 18 / T 10 / FF 16 | Fort +7 / Ref +2 / Will +4 (+2 vs spell, spell like abilities, &poison| CMD 16 | Initiative +2 | Perception +7 | Rage 8/8

Aris wished she was back on the bigger ship as the rowboat in constant danger of being swamped as it was tossed about. She tries to pull on the oars but just mange’s to flail around not catching the rhythm.

STR: 1d20 + 3 ⇒ (6) + 3 = 9


Aquatic Elf Female |HP: 12/15 | AC: 16 (T: 13, FF: 13) +2dodge vs Chaotic | Perc: +9 | Init: +5 | Fort +2, Ref +5, Will +3 | CMB: +12, CMD: 20 | Spd: 30ft |

I had asked the captain a question in my last post

Nempura can just feel the judgmental eyes of the captain and first mate as they set off. The least he could do was send some of his own able-bodied crew. Either way, she will do her best heading in the direction either the captain gauged best, or through her own wisdom. As some fail, she jumps in to aid those who are getting tired or lacking.

Strength Check: 1d20 + 2 ⇒ (15) + 2 = 17

"With a hey-hi-ho, a rowin' we go..." she sings in a lower voice that likely only the small vessel could hear over the roar of the ocean. It is clear that the bard knows how to row a simple boat quite well!


Map CG Female Elf Brazen Deceiver / Sound Striker Bard 2 | HP 14/15 | AC 14 / T 12 / FF 12 | Fort +0 / Ref +5 / Will +4 | CMB 1 / CMD 13 | Initiative +2 | Bardic Performance 7/8 (Inspire Courage +1) | Perception +8 | Spells 1L 2/3 | Low-light vision | Special: -1 vs Fear / +2 vs Transmutation

Zalona watches the rocks ahead, pointing them out to the others so that they could traverse the distance in safety.

Profession Sailor: 1d20 + 3 ⇒ (3) + 3 = 6

Zalona knows a little bit of sailoring, but apparently not enough to help in this circumstance.


HP: 6/13 AC: 18 (touch 11, FF 17) CMD: 15| F:+4 R:+1 W+3 | Int: +1 | Perception +6| Spd: 20ft

Strength: 1d20 + 3 ⇒ (13) + 3 = 16

Arn sets to work rowing and focusing on not falling into the water.


NG Male Human / Wizard 1 | HP 8/8 | AC 12 (16) / T 10 / FF 12 | Fort +3 / Ref +2 / Will +3 | CMB +0 / CMD 12 | Initiative +6 | Wizard Spells | Perception +1 | Special: Conjuration School - Summoning spells last ½ Wizard level/rounds longer than usual

Strength: 1d20 ⇒ 6

Looking out of place and slightly befuddled, the mage still does his best to take a grip on one of the oars to row...and obviously has no idea whatsoever what he's doing. Still, he tries, though his movements are far more comical than helpful.

After a few moment of this, Rhaed exhales and removes his hat, then runs his fingers through his hair before replacing the wide-brimmed headgear. "Well. This day is just full of opportunities to learn new things...


Captain Knut gives the ship a good look over and responds to Nempura; “With the Sea Sprite stuck up on the rocks, the stern is lower than normal. You could use a hook and rope to catch on the railing and climb up. Also, looks like part of the hull has been torn open. That could be an in, but who knows what all has used that as an in to the ship.”

The six of you climb into one row boat and are lowered down into the water. With Zalona taking the point of the boat, the remaining group sit in two rows of two with the 5th at the rear of the boat.

A good few of you are halfway decent with an oar that you are able to make your way to the ship. As you row the 100-ft span from the Valerr to where the Sea Sprite rest you begin to notice a few things. The first one is a flock of seabirds circling the air above the Sea Sprite. Getting closer you see white water breaking over a submerged rock directly in the path of the boat. Thankfully, the rowboat is shallow enough that it is able to glide past without any damage.

At one point you hear, and feel, a thunk of something hitting the boat. First in front, then twice on the side. Peering over, you see a poor soul who is tangled in ropes from a cargo net that had washed out from the Sea Sprite. The meaty flesh of his cheeks, lips, and eyes have been nibbled and gnawed upon.

As you continue to row closer you feel the wind beginning to pick up as dark clouds begin to blow in from sea. The smell of rain lingers heavily in the air. Pull close to the stern and see that it’s railing hangs close overhead. One could use a hook and rope and climb up. The other option is the hole in the hull of the ship on the starboard side. The opening that you see is wide enough to pull the boat close to and you could climb in, but as the water raises and lowers on starboard side you see that the opening is larger further below the water.

I am sorry, I should make group roles myself to help story progression. I will move forward doing so.


NG Male Human / Wizard 1 | HP 8/8 | AC 12 (16) / T 10 / FF 12 | Fort +3 / Ref +2 / Will +3 | CMB +0 / CMD 12 | Initiative +6 | Wizard Spells | Perception +1 | Special: Conjuration School - Summoning spells last ½ Wizard level/rounds longer than usual

The mage grimaces at the hapless corpse, and then fixes his gaze on the Sea Sprite and the matter at hand.

"Is anyone here good at throwing a grapple? I am afraid, that is not amongst my otherwise numerous talents..." This last he says with a chuckle.


Female Dwarf Barbarian | HP 28/28 | AC 18 / T 10 / FF 16 | Fort +7 / Ref +2 / Will +4 (+2 vs spell, spell like abilities, &poison| CMD 16 | Initiative +2 | Perception +7 | Rage 8/8

Anxious to get off the rowboat Aris tosses her grappling hook and smiles as it bites into the rail. She shimmies up the rope and sighs, ”Hurry up you louts,”

Grappling hook, AC5: 1d20 + 2 ⇒ (4) + 2 = 6
Climb: 1d20 + 7 ⇒ (9) + 7 = 16


Forgemaster Cleric (2) Wounds (0) HP (19) AC (18/11/17, +2 vs Undead) Saves (5/1/6, +2 Hardy, +2 vs Undead Spells/SLAs) CMD (13, +4 Stability) Initiative (+1) RF (0/4) AT (6/6)

Climb: 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 12

Her eagerness to move overcoming common sense, Helgar quickly followed. She powered through the issue of climbing, using brute force to overcome her lack of skills and heavy attire.


Map CG Female Elf Brazen Deceiver / Sound Striker Bard 2 | HP 14/15 | AC 14 / T 12 / FF 12 | Fort +0 / Ref +5 / Will +4 | CMB 1 / CMD 13 | Initiative +2 | Bardic Performance 7/8 (Inspire Courage +1) | Perception +8 | Spells 1L 2/3 | Low-light vision | Special: -1 vs Fear / +2 vs Transmutation

Zalona climbs up the rope.

Climb: 1d20 + 1 ⇒ (14) + 1 = 15


Aquatic Elf Female |HP: 12/15 | AC: 16 (T: 13, FF: 13) +2dodge vs Chaotic | Perc: +9 | Init: +5 | Fort +2, Ref +5, Will +3 | CMB: +12, CMD: 20 | Spd: 30ft |

With the captain's advice, they set out, and before long, the team is throwing a grapple to the ship. The memory of the dead man caught in a net bothers her, but she has seen many submerged dead people before.

"This brings to mind the wreck of Harrow Down. A grim reminder of how many are lost at sea. For days, bodies drifted ashore. I never knew before that crabs disposed of them...among other things. I suppose any knowledge is good knowledge, but I have to say I haven't touched crab meat since."

The bard watches the weak throw and considers, "We are all ending up in the water. I suppose it's better than trying to climb the side with the waves..."

She will wait until some others are aboard the ship and will (as quietly as possible) call out to them to secure the lifeboat up out of the water as much as possible (no need to get it bashed to bits against the side of the Sea Sprite with darkening weather). She then will climb aboard using the ropes.

Climb: 1d20 + 2 ⇒ (11) + 2 = 13


HP: 6/13 AC: 18 (touch 11, FF 17) CMD: 15| F:+4 R:+1 W+3 | Int: +1 | Perception +6| Spd: 20ft

Climb: 1d20 - 1 ⇒ (14) - 1 = 13


NG Male Human / Wizard 1 | HP 8/8 | AC 12 (16) / T 10 / FF 12 | Fort +3 / Ref +2 / Will +3 | CMB +0 / CMD 12 | Initiative +6 | Wizard Spells | Perception +1 | Special: Conjuration School - Summoning spells last ½ Wizard level/rounds longer than usual

Climb Attempt: 1d20 ⇒ 10

Awkwardly, but hand over hand, Rhaed does his best to climb the rope...


Wreck of the Sea Sprite

Aris throws up her rope and grappling hook, and with a pronounced “thunk” it sinks into the wood of the railing above. Having no troubles climbing the rope, she quickly address the group “Hurry up you louts.”

Aris turns to view the poop deck as everyone climbs

Aris:

The deck is in shambles. On the poop deck, not 15 feet away from you, a figure slumps against the ship’s wheel.

Following behind Aris, Helgar begins to climb the rope. Waiting are Zalona, Arn, Rhaedlaf and finally Nempura. Who is waiting to tie off and raise up the row boat out of the water.

I am using the climbing order as you all rolled in, except Nempura who is waiting to make sure the rowboat is safe and doesn’t go adrift. If there is anything different by this, please let me know.


Map CG Female Elf Brazen Deceiver / Sound Striker Bard 2 | HP 14/15 | AC 14 / T 12 / FF 12 | Fort +0 / Ref +5 / Will +4 | CMB 1 / CMD 13 | Initiative +2 | Bardic Performance 7/8 (Inspire Courage +1) | Perception +8 | Spells 1L 2/3 | Low-light vision | Special: -1 vs Fear / +2 vs Transmutation

Zalona is tempted to throw her own grappling hook, but tries to be patient.


NG Male Human / Wizard 1 | HP 8/8 | AC 12 (16) / T 10 / FF 12 | Fort +3 / Ref +2 / Will +3 | CMB +0 / CMD 12 | Initiative +6 | Wizard Spells | Perception +1 | Special: Conjuration School - Summoning spells last ½ Wizard level/rounds longer than usual

Waiting patiently, and to be truthful, nervous about the climb, Rhaedlaf glances about, looking at the ship, the water...pretty much everything to keep his mind off the climb...

Perception: 1d20 ⇒ 6

...But, boy-oh-boy, that climb...


Female Dwarf Barbarian | HP 28/28 | AC 18 / T 10 / FF 16 | Fort +7 / Ref +2 / Will +4 (+2 vs spell, spell like abilities, &poison| CMD 16 | Initiative +2 | Perception +7 | Rage 8/8

”We got a body up here, Aris yelled in order to be heard over the breaking seas. She draws her hammer and cautiously approaches the figure.


Aquatic Elf Female |HP: 12/15 | AC: 16 (T: 13, FF: 13) +2dodge vs Chaotic | Perc: +9 | Init: +5 | Fort +2, Ref +5, Will +3 | CMB: +12, CMD: 20 | Spd: 30ft |

Hearing that there is a body, she calls out in return, "Wait until everyone is up before exploring, please.""I don't want to miss anything exciting anyways."

She continues to wait patiently and will hold the end of the rope to keep it from flinging about, hopefully making it easier for others to climb and quicker.

Strength (Climb) Aid: 1d20 + 2 ⇒ (20) + 2 = 22


Female Dwarf Barbarian | HP 28/28 | AC 18 / T 10 / FF 16 | Fort +7 / Ref +2 / Will +4 (+2 vs spell, spell like abilities, &poison| CMD 16 | Initiative +2 | Perception +7 | Rage 8/8

At Nempura’s words Aris stops in her tracks and looks over the rail of the ship, down at the rowboat. With a mock salute she replied, ”Aye, Aye captain.”

The dwarf decides to wait for everyone to make it up before moving to the body.


As Aris approaches, and as others climb the railing onto the deck, not only to you see a deck that is disheveled but you also see a scorched circle around the body that is slumped against the ship's wheel.

What does the party do?

Once you get close enough to examine the body:

You see that this man is lashed to the wheel itself with rope. He wears a slashed and torn leather armor, and a bloodless short sword lies on the deck at his feet. His right leg has been ripped apart, and a pool of drying blood surrounds the corpse. You also notice a chain around his neck that several keys hang from.

If/When you get close enough to examine the body give me a heal check.

DC 15 Heal Check:

You determine that this man was dead long before the Sea Sprite hit the rocks where it now resides.


Map CG Female Elf Brazen Deceiver / Sound Striker Bard 2 | HP 14/15 | AC 14 / T 12 / FF 12 | Fort +0 / Ref +5 / Will +4 | CMB 1 / CMD 13 | Initiative +2 | Bardic Performance 7/8 (Inspire Courage +1) | Perception +8 | Spells 1L 2/3 | Low-light vision | Special: -1 vs Fear / +2 vs Transmutation

After everyone has made it up on the deck, Zalona moves forward to look at the body.

Heal: 1d20 + 1 ⇒ (1) + 1 = 2

She can't tell anything about him medically, but she looks him over further, taking a chain of keys that she thinks will probably come in handy later, and she also checks his pockets for anything else that might be useful.

Perception: 1d20 + 7 ⇒ (17) + 7 = 24

Anyone else want to examine the body? If not, perhaps a burial at sea? I hate to think of leaving him here to rot.


Female Dwarf Barbarian | HP 28/28 | AC 18 / T 10 / FF 16 | Fort +7 / Ref +2 / Will +4 (+2 vs spell, spell like abilities, &poison| CMD 16 | Initiative +2 | Perception +7 | Rage 8/8

Aris shakes her head at Zalona’s suggestion, ”Life on the seas be cheap. Might be best if we tend to the living and leave the poor soul be." She examines the body for anything dangerous and if safe tries to remove the chain and keys from around the corpses neck, ”But these might be useful.”

Perception: 1d20 + 4 ⇒ (10) + 4 = 14


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Forgemaster Cleric (2) Wounds (0) HP (19) AC (18/11/17, +2 vs Undead) Saves (5/1/6, +2 Hardy, +2 vs Undead Spells/SLAs) CMD (13, +4 Stability) Initiative (+1) RF (0/4) AT (6/6)

”The question is, who did this? Did he tie himself out of determination, or did others do it to him? The sword be unstained...” Helgar said, as she took in the odd scene.


Aquatic Elf Female |HP: 12/15 | AC: 16 (T: 13, FF: 13) +2dodge vs Chaotic | Perc: +9 | Init: +5 | Fort +2, Ref +5, Will +3 | CMB: +12, CMD: 20 | Spd: 30ft |

Nempura is all full of chuckles at a dwarf saluting her, even if it is in mockery. Once aboard, she looks about with hands on her hips.

"Wow...what a dump this has become.""If only its owners could see it now compared to when it first set sail. I'm sure it was pristine."

With everyone up, they move cautiously toward the body and the bard pulls her bow, just in case, but is also cautious of any rotten wood underneath her feet. She'll let the more "chubby" dwarves go first over the terrain.

Heal: 1d20 - 3 ⇒ (18) - 3 = 15

"Well, he tied himself because either he knew he'd die or someone did this as a form of torture. See here? These wounds indicate his hands were locked this way long before he passed. Otherwise, it would look far more stripped of flesh. If he knew he was going to die, we can perhaps assume that he aimed the ship. Possibly he was aiming for the town? In which case, he either miscalculated and landed here, or was blown to this place by the wind after his death. It's hard to say...I wonder if we will find some clues on his body? I have gloves and prestidigitation to clean them afterward if someone else wants to use them?"

If someone jumps at the chance to search the body, she will hand them her gloves. When finished, she will clean them with her spell.


NG Male Human / Wizard 1 | HP 8/8 | AC 12 (16) / T 10 / FF 12 | Fort +3 / Ref +2 / Will +3 | CMB +0 / CMD 12 | Initiative +6 | Wizard Spells | Perception +1 | Special: Conjuration School - Summoning spells last ½ Wizard level/rounds longer than usual

Breathing hard, Rhaedlaf clears the rail and clambers over onto the deck. The dark-haired wizard takes a moment to collect himself, and then stands, smoothing out his robe and leaning upon his staff.

"Curious." the mage frowns, taking in the gruesome view, then looking down at the wood of the deck itself, and then upward to where the sails would be. "Perhaps there was a storm? A reason to secure himself to the helm, so as not be thrown overboard? I admit I am no expert in nautical matters..."


Female Dwarf Barbarian | HP 28/28 | AC 18 / T 10 / FF 16 | Fort +7 / Ref +2 / Will +4 (+2 vs spell, spell like abilities, &poison| CMD 16 | Initiative +2 | Perception +7 | Rage 8/8

Aris nodded in agreement with Rhaedleaf’s words, ”That be making as much sense as anything.”


As Zalona begins to look through this man’s pockets, she is quickly startled as a rat emerges from the pant leg that is no longer attached. Unless anyone does anything different The rat runs away from the group down the stairs and down into the opening to the lower levels of the ship. The whole party hears the sound of a bottle toppling over, rolling and ending with a clang as it comes to a stop.

Zalona continues to check the pockets of the man and finds a dagger, a belt pouch with 13 silver and 7 gold, and a spyglass. Upon looking over the spyglass you see that it is broken and is missing one of the end lenses.

Aris looks for anything dangerous in or around the ship’s wheel that might be dangerous and finds nothing. Even with the scorched wood under the man, the integrity of the wood seems to be secure.

As the wind continues to blow in, you begin to feel raindrops hit your face.


Map CG Female Elf Brazen Deceiver / Sound Striker Bard 2 | HP 14/15 | AC 14 / T 12 / FF 12 | Fort +0 / Ref +5 / Will +4 | CMB 1 / CMD 13 | Initiative +2 | Bardic Performance 7/8 (Inspire Courage +1) | Perception +8 | Spells 1L 2/3 | Low-light vision | Special: -1 vs Fear / +2 vs Transmutation

Zalona gathers up the things and shows them to everyone, giving the chain of keys to Aris as she reaches for it.

She keeps the spyglass in case they come across the other lens and perhaps it can be fixed.

She asks again

Should we bury him at sea? I don't want to leave his body here.

After waiting for an answer from her team, she then starts walking around the deck to make sure they thoroughly explore the top deck before going below, although she mimics Nempura and keeps an eye out for instability.

Perception: 1d20 + 7 ⇒ (10) + 7 = 17


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Forgemaster Cleric (2) Wounds (0) HP (19) AC (18/11/17, +2 vs Undead) Saves (5/1/6, +2 Hardy, +2 vs Undead Spells/SLAs) CMD (13, +4 Stability) Initiative (+1) RF (0/4) AT (6/6)

Knowledge Religion: 1d20 + 5 ⇒ (13) + 5 = 18

"I'll handle the burial. Know somethin' about how it's supposed to be done at sea. Never thought I'd have to actually do it though." The Cleric said, somewhat unhappily. "Let's get this vessel searched. It's startin' to rain, and I'd prefer to stay as dry as possible."


Aquatic Elf Female |HP: 12/15 | AC: 16 (T: 13, FF: 13) +2dodge vs Chaotic | Perc: +9 | Init: +5 | Fort +2, Ref +5, Will +3 | CMB: +12, CMD: 20 | Spd: 30ft |

"Possible..." she wonders at Rhaedlaf, "Then once he was tied, no one was left to untie him? Although, that seems a poor way to go." She eyeballs the distance between the mouth of the person tied to the wheel and the spread of their arms. Could he have chewed his way free from the knots, or were his arms spread too far?

Nempura jumps at the sight of the rat, only seeing it pop out by chance that she was so focused on the searching of the body. If her eyes were elsewhere, she never would have noticed. The bard shivers and makes "eugh" sounds. "I hate rats and how they jump around."

"I would leave him there. It is rare when someone loses someone at sea that the family gets the body. They aren't going anywhere. Someone might just be looking for this lad...or lady...and might want to bury the body. It's not too far of a journey from the city either. I think we can say rites over him though." She defers to Helgar.

With the searching done, the bard will take back the gloves and clean them. She will then cast detect magic on the area to see if there is anything magical residing on the ship or in the items they've just found.

With the rain beginning to fall, once she is done focusing, she will keep her spell active and follow down below where the rat went, although she will be keeping an eye out for it!

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