The Lost Island

Game Master J. A. Chapman

GM (XX Month, 4721 AR):
[dice=Encounter]1d20[/dice]
[dice=Type]1d10[/dice]
[dice=Subsist (Dar) DC 10]1d20+6-5[/dice]
[dice=Perception (Haedrig)]1d20[/dice]

Init:
[dice=Dar]1d20+6[/dice]
[dice=Haedrig]1d20+7[/dice]
[dice=Senizar]1d20+4[/dice]
[dice=Enemy]1d20+[/dice]


1 to 50 of 486 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Wayfinders

Signal: Map & Handouts |

A new land beckons...


1 person marked this as a favorite.
Male, NG, Seer | HP 0/25 | AC: 17 (Mage Armor)| F: +6 R: +6, W: +7| Perc: +5 (T) | Speed: 25' | Hero Points: 1/3 Default Exploration: Detect Magic

The wizard rubs his beard with ink-stained fingers. His dark eyes, a gift from his late Ustalavic mother, are slightly squinted from long hours accustomed to gentle candlelight and faded text, but now flooded with the bright sun.

Senizar is dressed well, too well really for an explorer. He doesn't seem to notice the clash of warm comfortable clothes and the wilds about him. Mostly because it doesn't matter to him. Only one thing matters, the next discovery...


2 people marked this as a favorite.
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

The burly man leans against the rail and looks forward out over the bow. He appears lost in thought. Wearing leather and furs he keeps his hood up. At first glance he looks like a barbarian or savage mercenary. A heavy wooden round shield is slung over his back, a thick club hangs from his belt. Its not till a fierce gust of wind blows his hood off that others see it.

While he might be able to pass for human in a dim tavern or a shadowed night, the sun shows his skin to have more of a green tinge than brown. He could almost hide his tusks but something about the violent wind brings a smile to his lips exposing the tell tale sign of his orcish ancestry. Though certainly not full blooded or even half. But it doesn't really matter. Any amount of orc blood in you is too much for most humans. And that is at the heart of Dar's current situation. One step ahead of the lynch mob he volunteered for this voyage to a far away land.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Dar knew the voyage would be about a month. While he was mentally prepared for that he was also a little bored. It had been weeks confined on this little ship.
For his whole life (up until now), he could always run off into the woods when he wanted. After his mother died he even made a meager living with his knowledge of the woods. For a few coins he would serve as a guide, taking small merchant parties on a short cut through the local wood and swamps. Or sometimes he would be a guide or scout for a party of hunters looking for one of the prize boar that thrived on the edge of the forest and swampy areas.

One thing that made this ship voyage worth it, was seeing the occasional storm come in from across the water. He loved feeling the difference in air pressure and how the winds would change and shift. The lightning striking across the sea was absolutely breathtaking, like the finger of Gozreh himself. While not a sailor the lad found he was welcomed as an extra hand during the fierce storms. The brutal winds and lashing rains seemed to have little affect on Dar and his brute strength was helpful on the lines.

One night Dar was up late sitting on the deck. He liked the quiet w/ fewer sailors moving around top side. He could start to feel the changes in wind and weather. He was sure a storm was coming. But then he saw one of the most amazing weather effects of his life. Like nothing he had seen in the deep woods. As the storm started to build he witnessed a glowing blue carona of electricity about the foremast. A younger sailor on watch started to panic and raise an alarm but a grizzled old salt told him to shut it. He explained it happens every once in a while before a storm.
It was short lived but Dar was fascinated as he watched the blue glow that disappeared shortly before the storm hit. He made a note to tell Senizar about it. While he was polite enough, Dar always felt a little odd around the man. But this would be something they could talk about and discuss...


1 person marked this as a favorite.
Male, NG, Seer | HP 0/25 | AC: 17 (Mage Armor)| F: +6 R: +6, W: +7| Perc: +5 (T) | Speed: 25' | Hero Points: 1/3 Default Exploration: Detect Magic

Blissfully confined on this little ship, Senizar new boredom would be impossible here.

Interruptions? Well, he wasn't mentally prepared for those. Still, Dar had a certain energy about him that made the interruption less tedious than the other sailors - likely the thirst for something more.

He explained it all to the lad, though the explanation seemed quite boring. Still, the phenomenon was quick striking...


2 people marked this as a favorite.
M Dwarf F2 HP 36/36;AC 18/20;Perc +8 ;F +9 W +6 R +7;Hero Points: 2
Axe:
[dice=Attack]d20+10[/dice] [dice=damage]d8+4[/dice]
Sling:
[dice=Sling]d20+7[/dice][dice=damage]6+2[/dice]

Ye gods, but I hate the water...

Haedrig, nephew to the mighty Harnac Lucridious, was miserable--but at least he'd been as prepared for it as he could be.

When Uncle Hack introduced the younger dwarf to the Pathfinders and weaved tales of his exploits with them, Haedrig vowed to follow in the warrior's footsteps. The youngster had trained in combat, armor, weapons, and battle medicine tirelessly and with the stoic determination for which the dwarves were famous. He became known as a rock in battle: harder than a rock to scratch because of his armor and skill with a shield, and harder than a rock to crack because of his fortitude. But with all his training, he was definitely NOT a sailor...

Having to doff and stow his armor made the dwarf visibly uncomfortable, and maybe a little surly. But at least he'd been forewarned about a voyage, and had time to acquire some mild medicinal herbs to take the worst edge of of seasickness. He met his "fate" as he did most things--stoically and with a strong sense of duty to the Lucridious clan. He knew this voyage was necessary to bring him to his goal: exploration and, with luck and the blessings of Torag, fortune and glory for himself and his clan.

The young Dar introduced himself a little sheepishly to the dwarf. Haedrig greeted him with a warmth Dar did not expect, considering how deeply racial hatred was known to run in dwarves. Haedrig explained...

Aye, but me uncle Hack was partnered with a half-orc Pathfinder! Uncle Riegel was a mighty gunslinger, he was. And...noble. Maybe the most noble man I ever met. He'd say ridiculous things going into battle, like "we're the white come to stand against the black!!" Don't care how silly it sounds, brings a tear of pride to mine eye...so aye, I've no quarrel with you based on yer parents, laddy, as I trust you've naught with me for mine, aye?


Male, NG, Seer | HP 0/25 | AC: 17 (Mage Armor)| F: +6 R: +6, W: +7| Perc: +5 (T) | Speed: 25' | Hero Points: 1/3 Default Exploration: Detect Magic

Gunslinger! A man of Alkenstar?" Zenizar immediately takes out a notebook and a vial of ink. He reaches into a pouch to grab something. the pouch smells awful, like a combination of guano and cinnamon. He pulls out a blob of something sticky and attaches it to the bottom of the ink vial. He then firmly presses the vial to the railing so that the motion of the ship doesn't spill it.

"Tell me everything."


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Senizar the Erudite wrote:

Blissfully confined on this little ship, Senizar new boredom would be impossible here.

Interruptions? Well, he wasn't mentally prepared for those. Still, Dar had a certain energy about him that made the interruption less tedious than the other sailors - likely the thirst for something more.

He explained it all to the lad, though the explanation seemed quite boring. Still, the phenomenon was quick striking...

The lad walked away from his discussion from Sensizar. He was impressed the man not only knew what it was but had some sort of scientific explanation for it. Dar could tell from his first meeting that the wizard was very smart. But now thought he might be the most intelligent person he has ever met.

Later on the deck he repeated a few of the large, strange new words he learned. Ionization...


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Haedrig Lucridious wrote:

Ye gods, but I hate the water...

Haedrig, nephew to the mighty Harnac Lucridious, was miserable--but at least he'd been as prepared for it as he could be.

When Uncle Hack introduced the younger dwarf to the Pathfinders and weaved tales of his exploits with them, Haedrig vowed to follow in the warrior's footsteps. The youngster had trained in combat, armor, weapons, and battle medicine tirelessly and with the stoic determination for which the dwarves were famous. He became known as a rock in battle: harder than a rock to scratch because of his armor and skill with a shield, and harder than a rock to crack because of his fortitude. But with all his training, he was definitely NOT a sailor...

Having to doff and stow his armor made the dwarf visibly uncomfortable, and maybe a little surly. But at least he'd been forewarned about a voyage, and had time to acquire some mild medicinal herbs to take the worst edge of of seasickness. He met his "fate" as he did most things--stoically and with a strong sense of duty to the Lucridious clan. He knew this voyage was necessary to bring him to his goal: exploration and, with luck and the blessings of Torag, fortune and glory for himself and his clan.

The young Dar introduced himself a little sheepishly to the dwarf. Haedrig greeted him with a warmth Dar did not expect, considering how deeply racial hatred was known to run in dwarves. Haedrig explained...

Aye, but me uncle Hack was partnered with a half-orc Pathfinder! Uncle Riegel was a mighty gunslinger, he was. And...noble. Maybe the most noble man I ever met. He'd say ridiculous things going into battle, like "we're the white come to stand against the black!!" Don't care how silly it sounds, brings a tear of pride to mine eye...so aye, I've no quarrel with you based on yer parents, laddy, as I trust you've naught with me for mine, aye?

Dar was indeed caught off guard by the warm greeting from the dwarf. The lad stood straighter and initially didnt say much other than thanking Haedrig. He stood quiet and listened as intently as the wizard who took notes on this most amazing half orc.

Dar's world was a little shaken. He had heard very little about orcs other than the bad things. He was amazed to hear of this noble half orc who was claimed as family by dwarves.
Thinking to himself he was a little saddened. He knew very little of his own family and blood. His mother was a new comer to their village, she had only arrived not long before he was born. When he was little and asked about her parents she only said that they were long dead. As an adult pondering such things, he wasn't sure his mother was telling him the truth. He knew little more about his father. Only that he was a traveler who spent a short but lovely time with his mother before he moved on, never to be heard from again.
But Dar did come to a realization. It did not matter that he knew nothing of his family's past. His blood could have an honorable line starting from Dar himself. His sons and daughter would know who their father was and could be proud.

Later the orc blooded lad did come by to check on Haedrig and ask about his seasickness. He had retrieved his medicine bag and inquired about what herbs the dwarf already had. Listening intently and thinking about it for a moment he thought had something extra that might help. I'll brew you a tea. It should help to further settle your stomach.
With a careful cantrip a small pot was soon boiling. Herbs added and Dar was proudly handing Haedrig a mug of a foul smelling brew. Its better with honey. He added lamely. Sorry I don't have any... But it should help


Male, NG, Seer | HP 0/25 | AC: 17 (Mage Armor)| F: +6 R: +6, W: +7| Perc: +5 (T) | Speed: 25' | Hero Points: 1/3 Default Exploration: Detect Magic

Senizar has some honey.... but doesn't speak up as he needs it if he ever learns Magic Mouth or Suggestion.


M Dwarf F2 HP 36/36;AC 18/20;Perc +8 ;F +9 W +6 R +7;Hero Points: 2
Axe:
[dice=Attack]d20+10[/dice] [dice=damage]d8+4[/dice]
Sling:
[dice=Sling]d20+7[/dice][dice=damage]6+2[/dice]
Senizar the Erudite wrote:

Gunslinger! A man of Alkenstar?" Zenizar immediately takes out a notebook and a vial of ink. He reaches into a pouch to grab something. the pouch smells awful, like a combination of guano and cinnamon. He pulls out a blob of something sticky and attaches it to the bottom of the ink vial. He then firmly presses the vial to the railing so that the motion of the ship doesn't spill it.

"Tell me everything."

EVERYthing?!?! Hahah! Aye, laddy, seein' as it'll pass the time on this forsaken tub and take me mind of me gurgling innards...sit ye down!! The dwarf loses himself in telling all the tales of Riegel Jackobim that he's heard from the man himself, or Uncle Hack.

Dar wrote:
With a careful cantrip a small pot was soon boiling. Herbs added and Dar was proudly handing Haedrig a mug of a foul smelling brew. Its better with honey. Sorry I don't have any... But it should help

With a sniff, a slight grimace, and a grateful nod, Haedrig takes the brew and drinks it without complaint as he continues his stories.


Male, NG, Seer | HP 0/25 | AC: 17 (Mage Armor)| F: +6 R: +6, W: +7| Perc: +5 (T) | Speed: 25' | Hero Points: 1/3 Default Exploration: Detect Magic

Senizar takes it all in, though he only rights down bits of it...


1 person marked this as a favorite.
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Another day finds the wizard holed up in the cabin studying. Haedrig and Dar are up on deck enjoying the sea breeze. They stood in silence for a while.

Dar truly wanted to ask for more stories about the dwarf’s family. It was so interesting, very different than the half orc’s own upbringing. Finally breaking the silence he decides to take a different tack. Did I tell you how I met Senizar?

The dwarf looks over and shakes his head, No. I didnt think you had known him all that long.

No, its only been weeks… Dar skips over exactly why he left his old life and set out toward the sea. He starts a few weeks into his journey. He had signed on as a guard and scout for a small merchant caravan. One evening after the wagons had stopped for the day, Dar went out on a scouting mission of the immediate area. While returning he sees one of the passengers out in the woods. This strikes Dar as odd as he had hardly seen the man, some sort of scholar, with out his nose in a book.
As Dar gets closer he sees the man harvesting mushrooms. Closer still and he sees the scholar picking poisonous fungi. Dar rushes forward almost frantic, No, stop! Those are death cap mushrooms, they will kill you if eaten. I know they look like straw mushroom (which is delicious fried with onions…), but they are poison.

The scholar turns and quite calm he replies Well its a good thing Im not eating them. They can be dried and are quite useful for certain spell components. . The man looks Dar up and down for a moment, cataloging everything. The caravan master didnt tell me his new guard was a druid.

For a second time in moments Dar was surprised. How did you know I am a druid?

The scholar smiles and explains You wear dried holly and mistletoe at your shoulder. There is even some tied to the inside of your shield. The other guards are bristling with metal. You have almost none. Hide armor, wooden shield and club. Large amounts of metal is anathema to druids. Need I go on?


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

The druid was certainly impressed. With that topic over and done with, the scholar started to pull a fresh sheet out to take notes.
You do sound knowledgable about wild mushrooms. Tell me what you know… . And Dar told him. The vast majority of the druid’s knowledge of wild mushrooms and plants had to do with the ones that were safe to eat. Yet the scholar did glean the important bits and made notes and sketches. With the sharing of knowledge the two became friends. Senizar told Dar of his upcoming trip to a far away land and invited him to come along and share in the exploration and discovery.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Survival/Fishing 1d20 + 6 ⇒ (4) + 6 = 10
has Forager feat, so gets at least some success

Haedrig and Senizar find their half-orc comrade on the stern of the boat. He has three ten foot poles lashed to the railing. Each pole has a thin line tied off on the pole and the line runs out into the water.
The druid stands, watching each of the lines to see if/when he gets a bite. He sees the human and dwarf, Dar gives a toothy smile. He motions to a large bucket near his foot. I only got one, but this system isn't exactly perfect. Dar's eyes flick back to carefully watching his fishing lines. Its been weeks on this ship and I'm craving something fresh. Hopefully I can get a few more.

His eyes flick over to the wizard for a moment. I've never fished in the sea before. I hear they have many strange and different fish in this giant body of salt water. Maybe we will find and EAT something new, huh, Senizar.


2 people marked this as a favorite.
Male, NG, Seer | HP 0/25 | AC: 17 (Mage Armor)| F: +6 R: +6, W: +7| Perc: +5 (T) | Speed: 25' | Hero Points: 1/3 Default Exploration: Detect Magic

"I once heard of a fish from a place known as Minkai, that contains a part so toxic that even dwarves will die if they eat it."

Senizar then returns to his journal:

I am eager to get underway. This Dar seems like a capable fellow, and I would do well to chain my search for knowledge to his own journey. His connection to the natural world is certainly a boon. There seems to be a ---

Senizar stops writing for a moment, flipping back quite a few pages. He stops to look at a hastily scribbled list of plants and their properties. It's written in the margins of another journal entry, visible to anyone who angles themselves just right. Unlike his spellbook, Senizar doesn't seem to guard his journal with any kind of effort.

....was assured it was the correct address. I was unpleasantly surprised to learn that I had discovered the wrong member of the Lucridious clan. I needed a seasoned adventurer. I needed the great Harnac. This Haedrig was certainly not a Pathfinder (nor is he even a capable mycologist. Still, he was full of verve. After discussing my desire to travel to new lands to uncover heretofore unknown discoveries, he seemed to be "all in" as the Andorans say. I have a plan to meet with him in the morning to discuss greater detail.

Met with Haedrig. He arrived well equipped and with a keen eye for detail. I admit, his comfort with arms is a welcome juxtaposition to my own weaknesses, and he seems to be clear in the danger of this plan. Desna smiles though, because I was NOT expecting him to already have a plan that so closely mirrored mine...

Wayfinders

Signal: Map & Handouts |

With an official writ from the Cartographer's Guild, the three adventurers departed Oppara aboard the Screeching Harpy. Their destination: a newly discovered land that Taldor was keen on colonizing. To do that, it was important that the government know just what is there, and if possible rid the land of any particularly nasty dangers.

What your Writ Says:
In short, it doesn't say much.

As far as compensation, it says that each area (hex) that you thoroughly explore (using the Reconnoiter action) will pay 10gp to the group. Payment will be made by the mayor of New Ridonport upon your return to town.

Outside of your requirement to report back your findings, you have a long leash.

A sailing ship laden with supplies, the Screeching Harpy was a beautiful vessel that had been constructed for the guild expedition. It's captain was a foul-mouth man named Cyrus Bryce, though anyone aboard quickly learned that the crew called him 'The Hawk'. It's not clear why they call him this, but it didn't take long for the adventurers follow along with the crew. It helped that the sailors were a tough, seasoned bunch who had a smattering of Taldan naval experience.

It was nearly a month of reasonably comfortable sailing. The captain shared the little he knows of your destination, New Ridonport. He mentioned that:

  • The mayor, Kaleb Ashrun, is a fair sort. Relatively young, but does the best he can.
  • Linna and Boran run the Broken Sling, the only inn in town. He recommends the fish stew.
  • The general goods store is called Bells & Whistles. The smithy is called Jasper's Smithy. The folks that run each are... a bit odd, but not in the same way.
  • Marra, the local priestess of Erastil, doubles as a fletcher for the town.

    Dar, Haedrig, and Senizar have lots of time to learn about each other, make friends with the crew, and otherwise weather the see voyage...

  • Wayfinders

    Signal: Map & Handouts |

    As the sea voyage nears its destination a storm rolls in. Day turns to night as the sailors scramble to ready the ship, battening down hatches and securing rigging as best they can. "It's going to blow a gale!" the bosun calls out to the crew, and he isn't wrong.

    Powerful winds push the rain sideways as clouds blot out what starlight there is and he waves shove the ship precipitously to and fro. You each work with the sailors, knowing that it will take every ounce of strength, dedication, and luck to keep the ship from capsizing. The Hawk shouts commands, and though he can barely be heard above the winds the crew knows what it needs to do.

    That is until one of them shouts: "Sea devils! We've been boarded! To arms!" And no sooner has that warning been uttered that you come face to face with one of the
    horrid, amphibious humanoids!

    Initiative:
    Dar: 1d20 + 6 ⇒ (13) + 6 = 19
    Haedrig: 1d20 + 7 ⇒ (4) + 7 = 11
    Senizar: 1d20 + 4 ⇒ (14) + 4 = 18
    Sea Devil: 1d20 + 9 ⇒ (13) + 9 = 22

    1=Dar, 2=Haedrig, 3=Senizar: 1d3 ⇒ 3

    A veritable horde of monsters from the ocean depths swarm aboard the ship. Sailors draw cutlasses, gaff hooks, and other weaponry to do save their souls and save the ship. One particular sea devil rushes Senizar, stabbing out with a longspear!
    Longspear vs Senizar: 1d20 + 11 ⇒ (3) + 11 = 14
    Longspear vs Senizar: 1d20 + 6 ⇒ (12) + 6 = 18
    Damage (P): 1d8 + 3 ⇒ (3) + 3 = 6

    The combination of the rocking deck and the wizard's daily preparations keep him from the first spear thrust, but the second grazes his side. Blood quickly mixes in with his already soaked clothing.

    Note: Due to the ship's movement and the general melee around you, treat the entire area as difficult terrain
    ROUND 1
    Dar - Go
    Senizar - Go
    Haedrig - Go


    HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

    I'm at work. I can see the map but I can't manipulate it. Someone please move Dar two squares north/up

    While acknowledging the danger, the druid still loved the storm that tossed the ship about. He reveled in the power of the winds and waves. He could feel his excitement build to witness the lightning he hoped would come.
    He happily pitched in with the crew using his strength to help pull on the lines. It wasn't till he heard the warning cry did he realize there was indeed some sort of creatures aboard the ship.

    The wind and lashing rain were no consequence to the druid Storm Born feat , he could clearly see the sea devil moving to attack his scholarly comrade. Dar started to move closer but was too late. He screamed out as Senizar's blood was spilled on the deck.
    Harnessing his rage over his new friend's blood and his excitement over the storm, the druid cast Tempest Surge at the sea devil.

    Round 1

    First action: move north two squares
    Second/Third action: Cast spell

    Tempest Surge 1d12 ⇒ 12 electrical damage, Reflex save, DC 15
    On a failure target is also Clumsy 2 for one round and takes 1 persistent electricity damage.

    1 Focus Point (of 2) used


    Male, NG, Seer | HP 0/25 | AC: 17 (Mage Armor)| F: +6 R: +6, W: +7| Perc: +5 (T) | Speed: 25' | Hero Points: 1/3 Default Exploration: Detect Magic

    Severely wounded, Senizar steps back from the creature, towards Dar. He lets go of his staff with a strange twist of his fingers. The staff flies forth!

    Hand of the Apprentice: 1d20 + 7 ⇒ (6) + 7 = 13 for DMG if hit: 1d6 + 4 ⇒ (2) + 4 = 6. He then quickly speaks an arcane word as a shimmering shield of force appears before him.

    Wayfinders

    Signal: Map & Handouts |

    Reflex save: 1d20 + 10 ⇒ (20) + 10 = 30

    Dar harnesses the power of nature, and a powerful storm manifests. But the sea devil sees it coming and moves away from the tempest before it fully forms!
    Crit success for no damage

    The staff flies from Senizar, but its flight is interrupted as some rigging comes loose!

    Note: Due to the ship's movement and the general melee around you, treat the entire area as difficult terrain
    ROUND 1
    Dar - Tempest Miss
    Senizar - Flying Staff
    Haedrig - Go


    M Dwarf F2 HP 36/36;AC 18/20;Perc +8 ;F +9 W +6 R +7;Hero Points: 2
    Axe:
    [dice=Attack]d20+10[/dice] [dice=damage]d8+4[/dice]
    Sling:
    [dice=Sling]d20+7[/dice][dice=damage]6+2[/dice]

    Haedrig curses at the appearance of the monster, and again as it stabs Senizar. He limbers is huge & ornate axe, and decides that taking the beast down quickly is more important than a long-haul fight, so he grips it in both hands and forgoes his shield.

    He lumbers out between the creature and Senizar (move to the diagonal between the two, please) and shouts GET YER SCALES OFF ME WIZARD, ya bug!!

    Interact to draw weapon, stride, strike.

    Attack: 1d20 + 8 ⇒ (4) + 8 = 12
    damage: 1d12 + 4 ⇒ (11) + 4 = 15


    M Dwarf F2 HP 36/36;AC 18/20;Perc +8 ;F +9 W +6 R +7;Hero Points: 2
    Axe:
    [dice=Attack]d20+10[/dice] [dice=damage]d8+4[/dice]
    Sling:
    [dice=Sling]d20+7[/dice][dice=damage]6+2[/dice]

    RETCON!!!

    Haedrig curses at the appearance of the monster, and again as it stabs Senizar. He limbers his shield, and lumbers out between the creature and Senizar (move to the diagonal between the two, please) shouting GET YER SCALES OFF ME WIZARD, ya bug!!

    Stride, stride, interact. shield is in 1 hand.

    Wayfinders

    Signal: Map & Handouts |

    Haedrig gets the sea devil's attention. With a hiss they release a hand from their longspear and begin biting and clawing at the warrior!

    Jaw vs Haedrig: 1d20 + 11 ⇒ (17) + 11 = 28
    Damage (P): 1d8 + 3 ⇒ (8) + 3 = 11
    Claw vs Haedrig: 1d20 + 7 ⇒ (5) + 7 = 12
    Damage (S): 1d6 + 3 ⇒ (1) + 3 = 4
    Claw vs Haedrig: 1d20 + 3 ⇒ (6) + 3 = 9
    Damage (S): 1d6 + 3 ⇒ (6) + 3 = 9

    The sea devil sinks its teeth into Haedrig's shoulder, piercing his armor. He manages to get his shield up enough to push the monster off and stop its claws from tearing at his midsection.

    Note: Due to the ship's movement and the general melee around you, treat the entire area as difficult terrain
    ROUND 2
    Sea Devil - Bite!
    Dar - Go
    Senizar - Go
    Haedrig - Go


    M Dwarf F2 HP 36/36;AC 18/20;Perc +8 ;F +9 W +6 R +7;Hero Points: 2
    Axe:
    [dice=Attack]d20+10[/dice] [dice=damage]d8+4[/dice]
    Sling:
    [dice=Sling]d20+7[/dice][dice=damage]6+2[/dice]

    Grunting at the nasty hit, the dwarf holds his shield high, and starts swinging at the monster.

    Raise shield, 2 strikes

    Attack: 1d20 + 8 ⇒ (14) + 8 = 22
    damage: 1d8 + 4 ⇒ (8) + 4 = 12

    Attack: 1d20 + 3 ⇒ (7) + 3 = 10
    damage: 1d8 + 4 ⇒ (1) + 4 = 5

    Wayfinders

    Signal: Map & Handouts |

    Haedrig lands a powerful blow, his axe cutting deep! The sea devil, who had been hissing, chokes back a watery gargling sound.

    Note: Due to the ship's movement and the general melee around you, treat the entire area as difficult terrain
    ROUND 2
    Sea Devil - Bite!
    Dar - Go
    Senizar - Go

    Haedrig - Hit!


    HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

    Round 2

    Action 1: move
    Action 2-3: Tempest Surge

    Someone please move Dar, N 1 square and W 1 square

    Tempest Surge 1d12 ⇒ 7 DC15 reflex, Clumsy 2 and 1 persistent electricity damage on failed save

    The half-orc screams in frustration as the sea devil seems to completely avoid his lightning attack. He is happy to see the sturdy dwarf move in to further protect Senizar. Feeling he has enough juice to get the spell off again, Dar tries one more time to strike the creature with the Fury of the Storm!

    Wayfinders

    Signal: Map & Handouts |

    Reflex save vs DC 15: 1d20 + 10 ⇒ (12) + 10 = 22

    Though the sea devil anticipates the precipitous magic from Dar, the rocking ship and Haedrig's presence are enough that a few jolts of lightning manage lance through the creature.

    Note: Due to the ship's movement and the general melee around you, treat the entire area as difficult terrain
    ROUND 2
    Sea Devil - Bite!
    Dar - Zap!
    Senizar - Go
    Haedrig - Hit!


    Male, NG, Seer | HP 0/25 | AC: 17 (Mage Armor)| F: +6 R: +6, W: +7| Perc: +5 (T) | Speed: 25' | Hero Points: 1/3 Default Exploration: Detect Magic

    Frustrated with the reflexes this thing has, Senizar tries the trick with his staff again:

    ATK: 1d20 + 7 ⇒ (5) + 7 = 12 but misses.

    He tries some electricity of his own: Electrict Arc: 1d4 + 4 ⇒ (3) + 4 = 7 Basic REF DC 17

    Wayfinders

    Signal: Map & Handouts |

    Per Slack, subbing Hand of the Apprentice with Shield

    Senizar works through a spell to protect himself with a shield made of force, and follows this up with another spell that sends an arc of electricity lashing out at the sea devil.

    Reflex save vs DC 17: 1d20 + 10 ⇒ (9) + 10 = 19

    It manages to avoid the worst of the electricity, but is nonetheless jolted by the wizard's electrical power.

    With Haedrig standing stoicly in its way, the monster continues to lash out at the dwarf.
    Jaw vs Haedrig: 1d20 + 11 ⇒ (19) + 11 = 30
    Damage (P): 1d8 + 3 ⇒ (6) + 3 = 9 x2

    Though the warrior is able to ward off some of the creatures gnashing teeth with his shield, the protection breaks and its teeth rip into Haedrig. He drops to the ground, the bloodloss too much for him
    Crit for 18 damage. Shield Block prevented 5 damage, but the shield took 13 (breaking but not destroying it) and so did Haedrig, bringing him to 0hp and, because it was a crit, Dying 2

    The blood that leaks from the sea devils maw seems to send it into a frenzy! It goes rushing after a new foe...
    1=Dar, 2=Senizar 1d2 ⇒ 2
    ... and opts to finish what it started with the wizard.

    Claw vs Senizar: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
    Damage (P): 1d6 + 3 + 4 ⇒ (2) + 3 + 4 = 9
    But the boat heaves suddenly, throwing the strike off so that it misses.

    The boat jerks again, and through the shouting of men and monster, through the rolling thunder and cracks of lightning, there comes a loud grinding sound as the keel of the Screeching Harpy hits... something.

    Note: Due to the ship's movement and the general melee around you, treat the entire area as difficult terrain
    ROUND 3
    Sea Devil - Crit Bite!
    Dar - Go
    Senizar - Go
    Haedrig - Go (0hp, Dying 2)


    Male, NG, Seer | HP 0/25 | AC: 17 (Mage Armor)| F: +6 R: +6, W: +7| Perc: +5 (T) | Speed: 25' | Hero Points: 1/3 Default Exploration: Detect Magic

    Soooooo what are the other sailors doing?

    Senizar weaves his words with a flick of his hand as swirling colors fill the salty air Will DC 17 special.

    He then brings his shield spell back up.

    Wayfinders

    Signal: Map & Handouts |

    The other sailors are fighting other sea devils. Imagine a grand melee of sailors and devils battling it out around you. That, plus the boat's movement, is why the area is difficult terrain
    Will save: 1d20 + 7 ⇒ (18) + 7 = 25

    The splash of colour is a surprise to the sea devil, who only gets their hand up in time to block some of the iridescent spray. Dazzled for 1 round

    Note: Due to the ship's movement and the general melee around you, treat the entire area as difficult terrain
    ROUND 3
    Sea Devil - Crit Bite!
    Dar - Go
    Senizar - Colour Spray
    Haedrig - Go (0hp, Dying 2)


    HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

    Round 3

    The half-orc is seeing things go from bad to worse. He lets out another scream of rage. Then a moment of concentration he reaches out with his magic casting some healing power on the fallen dwarf. A quick step and he is in the thick of battle, hoping to draw the creature's attacks.

    Healing Spell 1d8 + 8 ⇒ (7) + 8 = 15

    Action 1-2: Heal
    Action 3: Move

    Wayfinders

    Signal: Map & Handouts |

    Dar uses magic and closes the fallen dwarfs wounds.

    Note: Due to the ship's movement and the general melee around you, treat the entire area as difficult terrain
    ROUND 3
    Sea Devil - Crit Bite!
    Dar - Heal
    Senizar - Colour Spray
    Haedrig - Go


    M Dwarf F2 HP 36/36;AC 18/20;Perc +8 ;F +9 W +6 R +7;Hero Points: 2
    Axe:
    [dice=Attack]d20+10[/dice] [dice=damage]d8+4[/dice]
    Sling:
    [dice=Sling]d20+7[/dice][dice=damage]6+2[/dice]

    Haedrig wakes from his brief slumber with a shout, and spits a gob of blood on the sea devil's foot. He allows his now-ruined shield to fall to the deck (free)while he grabs his great axe in both hands (interact). Then he stands (uuhh...stand?) and swings with all his might.

    Attack: 1d20 + 8 ⇒ (20) + 8 = 28 <--BAMUTHAFUKINZINGA
    damage: 1d12 + 4 ⇒ (2) + 4 = 6

    Current Conditions: Wounded 2

    Wayfinders

    Signal: Map & Handouts |

    Haedrig catches the sea devil completely unawares and makes it pay for its inattention. The axe cleaves into the devil's back, and its gurgling turns to a loud shriek of pain!

    It rounds on the dwarf, dropping its longspear and leaping at him with tooth and claw!
    Jaw vs Haedrig: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
    Claw vs Haedrig: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
    Claw vs Haedrig: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7

    Haedrig is ready this time, his movements helped by some well-timed lurches from the ship!

    That is until the ship lurches suddenly, the nose dipping forward into the water! Sailors and sea devils alike struggle to keep their footing.
    Reflex save: 1d20 + 10 ⇒ (7) + 10 = 17
    ALL: I need a DC 10 Acrobatics or Reflex save from everyone or you fall prone.

    Note: Due to the ship's movement and the general melee around you, treat the entire area as difficult terrain
    ROUND 3
    Sea Devil - Miss
    Dar - Go
    Senizar - Go
    Haedrig - Go


    M Dwarf F2 HP 36/36;AC 18/20;Perc +8 ;F +9 W +6 R +7;Hero Points: 2
    Axe:
    [dice=Attack]d20+10[/dice] [dice=damage]d8+4[/dice]
    Sling:
    [dice=Sling]d20+7[/dice][dice=damage]6+2[/dice]

    reflex: 1d20 + 6 ⇒ (11) + 6 = 17

    The stout dwarf simply flexes his knees, otherwise staying rock still as the ship lurches. His eyes never leave the sea devil.

    See, ye bugger?!?! I can give as good as I get!!

    He hews at the monster manfully

    Attack: 1d20 + 8 ⇒ (2) + 8 = 10
    damage: 1d12 + 4 ⇒ (6) + 4 = 10

    Attack: 1d20 + 3 ⇒ (18) + 3 = 21
    damage: 1d12 + 4 ⇒ (2) + 4 = 6

    Attack: 1d20 - 2 ⇒ (8) - 2 = 6
    damage: 1d12 + 4 ⇒ (9) + 4 = 13

    Wayfinders

    Signal: Map & Handouts |

    Haedrig lands a telling blow, but the sea devil fights on!

    ROUND 4
    Sea Devil - Miss
    Dar - Go
    Senizar - Go

    Haedrig - Hit


    HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

    Round 4

    action 1 attack

    action 2 attack

    action 3 raise shield

    melee attack 1d20 + 6 ⇒ (19) + 6 = 25
    club 1d6 + 3 ⇒ (1) + 3 = 4

    melee attack 1d20 + 6 - 5 ⇒ (1) + 6 - 5 = 2
    club 1d6 + 3 ⇒ (2) + 3 = 5

    Blood fully boiling with battle rage the half-orc lays about with his club swinging wildly! As the ship suddenly lurches the druid recovers with a quick step and brings his shield up defensively.

    Acrobatics 1d20 + 4 ⇒ (11) + 4 = 15

    Wayfinders

    Signal: Map & Handouts |

    Dar hits the sea devil with a solid thwack. It's tottering from the accumulated wounds...

    ROUND 4
    Sea Devil - Miss
    Dar - Hit
    Senizar - Go
    Haedrig - Hit


    Male, NG, Seer | HP 0/25 | AC: 17 (Mage Armor)| F: +6 R: +6, W: +7| Perc: +5 (T) | Speed: 25' | Hero Points: 1/3 Default Exploration: Detect Magic

    Senizart tries desperately to shock the thing as best he can with an electric arc Elec: 1d4 + 4 ⇒ (2) + 4 = 6 Basic REF DC 17. He then renews his shield!

    Wayfinders

    Signal: Map & Handouts |

    Reflex save (Senizar) vs DC 10: 1d20 + 5 ⇒ (20) + 5 = 25

    The wizard manages to keep his footing before quickly casting a pair of spells. When the arc of lightning flies out towards the sea devil the monster completely avoids it!
    Reflex save vs DC 17: 1d20 + 10 ⇒ (20) + 10 = 30

    Though bloodied and bruised, it gives no quarter. With its frenzy in full swing it steps in to bite Haedrig and...

    ... is thrown overboard as the boat heaves once more!
    For surviving the fight with this very pissed and potentially vengeful sea devil, you each earn 80xp


    HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

    Dar gives a cheerful whoop as Haedrig swung with his ax and knocked the creature over the side. He gives a raised club to each of his comrades for a moment then he is on to post battle matters.

    The half-orc begins scanning around looking for more foes and/or wounded sailors to help. Dar especially looks for dying men that he can save with his Stabilize cantrip.

    Perception 1d20 + 5 ⇒ (9) + 5 = 14

    Wayfinders

    Signal: Map & Handouts |

    The crew of the Screeching Harpy fight for their lives, but the combination of the storm and the assault divide their attention too much.

    The ship is struck several times, and at one moment Dar catches a glimpse through the rain: sharks! Seemingly at the behest of the sea devils they are throwing their bodies hard against the ship. The action is too deliberate, too unnatural for them. And the timing too perfect.

    The ship capsizes, throwing everyone into the water.

    Sharks and sea devils alike feast, attacking the waterbound and drowning crew of the ship. The adventurers each have moments where they have to fend off predators, but the abundance of helpless prey make their choices easy.

    Minutes that feel like millenia pass, and the immediate danger is gone with the sinking of the ship. The only danger that remains is ocean itself.

    I now need a Survival check from someone to Sense Direction

    Wayfinders

    1 person marked this as a favorite.
    Signal: Map & Handouts |

    Hero Point: If I didn't make it clear, you all have 1 Hero Point. For bravely eating a crit, Haedrig earns a second hero point.


    M Dwarf F2 HP 36/36;AC 18/20;Perc +8 ;F +9 W +6 R +7;Hero Points: 2
    Axe:
    [dice=Attack]d20+10[/dice] [dice=damage]d8+4[/dice]
    Sling:
    [dice=Sling]d20+7[/dice][dice=damage]6+2[/dice]

    Haedrig splutters at the unwelcome dunking, and begins casting about, trying to find shore..

    survival: 1d20 + 5 ⇒ (19) + 5 = 24

    At the crest of a wave, he sees landmass.

    THAT way!!


    Male, NG, Seer | HP 0/25 | AC: 17 (Mage Armor)| F: +6 R: +6, W: +7| Perc: +5 (T) | Speed: 25' | Hero Points: 1/3 Default Exploration: Detect Magic

    Survival (U): 1d20 + 1 ⇒ (19) + 1 = 20 Reeling from the fight, and unsure of the status of the others, Senizar nods to Haedrig, deferring to the dwarf, "Come let us be done with this cursed voyage."


    HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

    Survival 1d20 + 5 ⇒ (17) + 5 = 22

    The druid starts kicking toward shore. He does his best to help keep the group together.

    Wayfinders

    Signal: Map & Handouts |

    GM:
    roll: 1d20 ⇒ 15

    The storm abated surprisingly quick. To Dar, it's almost unnatural. But with the water calming all three adventurers agree on the direction to shore. Taking advantage of a few floating bits of the ship, they stay afloat and swim towards land.

    It takes a whole day, but the relief is palpable when Haedrig spots land.

    The group is exhausted and waterlogged from the long swim, hauling themselves onto a beach only to plunk back down to rest. It's that fatigue that causes each to be surprised when a voice says, "Oh, praise be to the Wind and the Waves. I'm not alone."

    Standing close to the treeline is a man from the Screeching Harpy. Short and wiry, with a clean-shaven face and sporting a red head scarf, you recognize the sailor. "I'm Vors. You three are the adventurers we were bringing to New Ridonport, right? Looks like we were lucky to have been close to land, yeah?"

    1 to 50 of 486 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / The Lost Island All Messageboards

    Want to post a reply? Sign in.