GM Parrot's Sea Change

Game Master parrot familiar

Initiatives:

[dice=Dominic] d20+3 [/dice]
[dice=Naomi] d20+3 [/dice]
[dice=Oswald] d20+3 [/dice]
[dice=Utuk] d20+2 [/dice]


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Knowing her rapier will do little good against the skeletons and having left the rolling pin in her mother's kitchen, Naomi watches as Oswald rushes towards the skeletons, keeping a keen eye out for any other enemies.

perception: 1d20 + 4 ⇒ (12) + 4 = 16


M Ratfolk Witch (Cartomancer) 1 | Init +3 | Perc +2 , DV 60ft | HP 9/9 | AC 14 T 13 FF 12| CMD 11 | F +2 (+2 vs Disease), R +2, W +3 (+1 vs Enchantments) | Harrowed: Cha

"kite bon moman yo woule!" shouts Dominic as he let's a stone fly.
Sling: 1d20 + 3 ⇒ (3) + 3 = 6
He really hurts the marble edifice.


Male Shifter Seascarred Skinwalker 1 Init +2 Perception +7| AC 12 T 12 FF 10 | HP 10/10| Fort +2, Ref +4, Will +3

Utuk heroically pretends to walk away, only to charge around the corner and sucker-punch the leftmost skeleton in the side of the head.

Left spines + charging: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 211d4 + 2 ⇒ (1) + 2 = 3 and Right spines + charging: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 71d4 + 2 ⇒ (4) + 2 = 6.

(Charging applies to both, yes? Can he use both attacks in a surprise action? My brain's rules-section has become muddled between pathfinder and 3e and 5e and PBTA and law school and the health and safety code. Like a sponge, it has become rigid and crumbly.)


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M Ratfolk Witch (Cartomancer) 1 | Init +3 | Perc +2 , DV 60ft | HP 9/9 | AC 14 T 13 FF 12| CMD 11 | F +2 (+2 vs Disease), R +2, W +3 (+1 vs Enchantments) | Harrowed: Cha

Typically a surprise round grants you a single move or standard action. Typically, a charge counts as a full-tound action. However, there's a caveat that a charge can count as a single standard action if you are limited to one action, such as in a surprise round. I would think a charge limits you to one attack with the bonus, unless you have something like Flurry of Blows.

Speaking of muddled rules remembrance, I had to look all of that up.


Male Shifter Seascarred Skinwalker 1 Init +2 Perception +7| AC 12 T 12 FF 10 | HP 10/10| Fort +2, Ref +4, Will +3
Dominic of the Strands wrote:

Typically a surprise round grants you a single move or standard action. Typically, a charge counts as a full-tound action. However, there's a caveat that a charge can count as a single standard action if you are limited to one action, such as in a surprise round. I would think a charge limits you to one attack with the bonus, unless you have something like Flurry of Blows.

Speaking of muddled rules remembrance, I had to look all of that up.

Much appreciated! Parrot, can we call it just the first swing at a 19 instead of a 21?


Sure thing!

Utuk rushes forward and, with a mighty smack, cracks his left spinefist into the skelly skull.

Oswald, screaming at the top of his lungs (and they are big, strong lungs, despite rumors about him taking too many smoke breaks at work).

Oswald, you can charge too if you want. I don't think you can kill both of 'em, so I'll go ahead and start regular combat too.

Dominic: 1d20 + 3 ⇒ (2) + 3 = 5
Naomi: 1d20 + 3 ⇒ (15) + 3 = 18
Oswald: 1d20 + 3 ⇒ (11) + 3 = 14
Utuk: 1d20 + 2 ⇒ (20) + 2 = 22
Skel: 1d20 + 6 ⇒ (14) + 6 = 20
Skel: 1d20 + 6 ⇒ (1) + 6 = 7

Under the shadow of the dark pyramid, Utuk falls into his boxing stance...

Summary: Oswald can surprise charge, Utuk may act in the first round of regular combat!


Male Half-Orc Brawler ( Hinyasi ) 1 Init +3 Perception +5 (+2 Sight-based)| AC 18 T 14 FF 14 | HP 13/13| Fort +4, Ref +5, Will +1

Oswald Copperpot brings his crowbar to the skull of the remaining skeleton!

Melee: Improvised Weapons, charge: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 151d6 + 3 ⇒ (4) + 3 = 7 Traits Combat Expertise P, S, B


Male Shifter Seascarred Skinwalker 1 Init +2 Perception +7| AC 12 T 12 FF 10 | HP 10/10| Fort +2, Ref +4, Will +3

Fully committed now, Utuk leans into the momentum of his follow-through to spin around and deliver two more spiney haymakers to the skeleton. (The one he had already attacked; hopefully also the one with the higher initiative?)

Left: 1d20 + 3 ⇒ (12) + 3 = 151d4 + 2 ⇒ (2) + 2 = 4 and Right: 1d20 + 3 ⇒ (18) + 3 = 211d4 + 2 ⇒ (3) + 2 = 5

If that doesn't drop it: Utuk pivots on his front foot to stand back to back with Oswald and prevent him from getting flanked.

If that does drop it: Utuk takes a few quick steps to take up position behind the skeleton Oswald is engaged with.


Combat over!

Bones crunch and splinter. Our heroes barely break a sweat. The dark pyramid looms overhead, but there's no rush to plumb its secrets.

A gust of wind rushes through the streets, scattering refuse knocking over a few of the improvised lean-to structures.

You feel the town-ship leaning, ever so slightly, under the pressure of the sea wind--a reminder that you're now afloat.

Time pressure is off. What's next?


Male Half-Orc Brawler ( Hinyasi ) 1 Init +3 Perception +5 (+2 Sight-based)| AC 18 T 14 FF 14 | HP 13/13| Fort +4, Ref +5, Will +1

Oswald Copperpot rushes to the dark pyramid to plumb its secrets....


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Realizing Oswald Copperpot was rushing to the dark pyramid to obviously raid the liquor cabinet Naomi quicky takes off after him. Calling over her shoulders, "Come on boys!" As She follows the janitor, she casts light on the tip of her rapier, just in case.


Male Shifter Seascarred Skinwalker 1 Init +2 Perception +7| AC 12 T 12 FF 10 | HP 10/10| Fort +2, Ref +4, Will +3

Utuk blinks as Oswald and Naomi rush past him.

"Uh, guys. That wasn't... um..."

He stands there for a beat, shrugs helplessly at Dominic, and then follows.


I should have used any verb but "plumb"


M Ratfolk Witch (Cartomancer) 1 | Init +3 | Perc +2 , DV 60ft | HP 9/9 | AC 14 T 13 FF 12| CMD 11 | F +2 (+2 vs Disease), R +2, W +3 (+1 vs Enchantments) | Harrowed: Cha

Dominic too stands, dumbfounded, partially at the ease at which his fellows destroyed the skeletons, partially at the confusion as to what the plan was supposed to be. He moves after his new companions towards the secrets of dark pyramid.


Male Half-Orc Brawler ( Hinyasi ) 1 Init +3 Perception +5 (+2 Sight-based)| AC 18 T 14 FF 14 | HP 13/13| Fort +4, Ref +5, Will +1

Oswald Copperpot arrives at the entrance of the most dangerous darkest dungeon....oh wait ...to plumb the depths of the most dangerous darkest dungeon!

....or Pyramid....


Stopping at the door of the most dangerous darkest pyramid beside Oswald, Naomi looks at her rapier and wonders aloud. "Maybe I should have kept the rolling pin." Shrugging, she holds up her glowing rapier. "At least we'll be able to see the liquor cabinet."


Sorry for the delay! First, a minor puzzle to introduce some world concepts...

You all approach the door and carefully determine that it's not going to jump out at you.

In fact, it is feeling like it won't budge at all. It is a big, heavy slab o' granite.


Looking from the large slab of rock towards her new companions, Naomi wonders aloud, "Let's see if it's magically locked." Lowering the tip of her rapier, she uses her innate magic to try and determine if there is magic used and what sort.

Using detect magic, will study for a few rounds to see what she can see. Do you need any rolls from her?"


Nope! I think I'll just tell ya:

This rock is not magically locked.


M Ratfolk Witch (Cartomancer) 1 | Init +3 | Perc +2 , DV 60ft | HP 9/9 | AC 14 T 13 FF 12| CMD 11 | F +2 (+2 vs Disease), R +2, W +3 (+1 vs Enchantments) | Harrowed: Cha

Dominic looks up at Oswald and Utuk, "Do you think you can move it?"


Male Half-Orc Brawler ( Hinyasi ) 1 Init +3 Perception +5 (+2 Sight-based)| AC 18 T 14 FF 14 | HP 13/13| Fort +4, Ref +5, Will +1

The Orc janitor turns to the ratfolk.
Been pushing s*%! my entire life. Why not.

The Orc takes out a crowbar and gets to work on the door.
Str, crowbar: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6

The sounds of breaking can be heard, but the door looks perfectly fine....


Hearing the loud "CRACK" Naomi looks towards the janitor, her eyes wide. "Oswald, is your arm ok?"


Male Half-Orc Brawler ( Hinyasi ) 1 Init +3 Perception +5 (+2 Sight-based)| AC 18 T 14 FF 14 | HP 13/13| Fort +4, Ref +5, Will +1

Grunting something about his spleen, the Orc tries again. Because who really needs a spleen....
Str, crowbar: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9

Another crack is heard by not the perfectly fine door....
Arm? Yuppers. My arm is fine. Thank you.


M Ratfolk Witch (Cartomancer) 1 | Init +3 | Perc +2 , DV 60ft | HP 9/9 | AC 14 T 13 FF 12| CMD 11 | F +2 (+2 vs Disease), R +2, W +3 (+1 vs Enchantments) | Harrowed: Cha

Dominic winces. Twice.

He then scratches his chin, "Is this a dead end, then?"


Looks like you have a big non-magic rock in your way and no magic to move it. Dead end? Not necessarily.


Male Half-Orc Brawler ( Hinyasi ) 1 Init +3 Perception +5 (+2 Sight-based)| AC 18 T 14 FF 14 | HP 13/13| Fort +4, Ref +5, Will +1

Oswald Copperpot puts away his crowbar.
Gonna need another one now.

The Orc then looks at Dominic.
This place seems above our pay grade. How 'bout we find something more our....level.

The Brawler then scratches his beard.
I suppose we could clear out the main buildings that still stand. There has probably been creatures called to this chaos to help ferret out.

The janitor then smiles.
Probably good to collect, catalog and carefully store whatever f*#~ing magic items Dem stupid mages had in there before some f%%#ed kid turns his sister into a blood-raging minotaur. Could happen.

Oswald Copperpot winks at Parrot....


M Ratfolk Witch (Cartomancer) 1 | Init +3 | Perc +2 , DV 60ft | HP 9/9 | AC 14 T 13 FF 12| CMD 11 | F +2 (+2 vs Disease), R +2, W +3 (+1 vs Enchantments) | Harrowed: Cha

Dominic sighs, "I do think that was the plan, afterall."


Furrowing her brow at the comment of 'the plan' Naomi nods towards the door, "Try that crowbar a couple more times Oswald. I'm sure those weren't you best effort."


As the party whacks, pries, and pulls at the slab, but it's too heavy. A curious crowd of locals and refugees filter into the neighborhood, drawn by the clanging sounds. They settle in to watch, calling out advice and urging the heroes to redouble their efforts, which, unfortunately, aren't enough on their own.


M Ratfolk Witch (Cartomancer) 1 | Init +3 | Perc +2 , DV 60ft | HP 9/9 | AC 14 T 13 FF 12| CMD 11 | F +2 (+2 vs Disease), R +2, W +3 (+1 vs Enchantments) | Harrowed: Cha

Dominic sighs again, but before departing in defeat, he wiggles his fingers and utters, "Open Sesame!"


Male Half-Orc Brawler ( Hinyasi ) 1 Init +3 Perception +5 (+2 Sight-based)| AC 18 T 14 FF 14 | HP 13/13| Fort +4, Ref +5, Will +1

Oswald Copperpot frowns at Dominic.
Let's go inventory the main wizard building. Find a Scroll of Passwall.


Sighing, Naomi gestures back the well they came, "Lead on boys, lead on."


Someone in the crowd clears his throat. A short, broad-chested man who might have a bit of dwarf blood speaks up:

"Erm, excuse me. M'name's Marley Mason, Mason bein' the family name on account o' me bein' a mason and we bein' masons far back as we know. Howdy, Miss Chadwick, always love your singin', not sure I've introduced myself before. 'Lo Oswald, remember that time I had to repair that one retaining wall and it kept gettin' graffiti'd up so we got to hang out for a week or two while you scrubbed and I mortared?"

"Anyhow, I reckon you're not attackin' that there slab right just by yankin' on it with a crowbar. I been studyin' the situation and I reckon we could try chiselin' out the hinges or maybe drive some eyescrews in and riggin' up a wheel to get proper leverage on it and a team of strong folks to haul on it, we could pop it like a cork. Would likely take a while to get it rigged, though. Still, me and my crew would do it for ya on account of how you fought to protect the town."

He looks askance at the pyramid, "I would like to know, though, why you're all so hot to get in that dark pyramid."


Smiling at the amateur Naomi shrugs, "We were here, why not take a look inside." She waives at the fellow full of ideas as they head the other direction.


M Ratfolk Witch (Cartomancer) 1 | Init +3 | Perc +2 , DV 60ft | HP 9/9 | AC 14 T 13 FF 12| CMD 11 | F +2 (+2 vs Disease), R +2, W +3 (+1 vs Enchantments) | Harrowed: Cha

Dominic nods at the helpful mason as they begin to walk away, "Zanmi, we wanted to secure the area, make sure it is safe for everyone. By the looks of it, no one is getting in. Perhaps your efforts are better put to use making sure nothing comes out, eh!"

Onwards to the tallest ivory tower!


Rolling her eyes at Dominics comment about 'securing the area' Naomi had wanted to finally see inside that old pyramid. But it seemed that 'fate' had other things in mind for her and her new friends. As she sheaths her rapier, she moves beside the half orc asking, "So Oswald, the Main building? You mean the university or one of the wizards homes?"

Ok Parrot since the pyramid isn't happening instantly, where do you have in mind that we can get in?


Mason nods. "Aye, we could wall it up if you'd like, Dominic. What'll it be, opened or nailed shut? Either one might take a day or two... and a crew."

The pyramid can happen soon in real time if y'all want to chill for a day. Otherwise, keep pushing. This is the first longer-term task you can delegate and is an example of how I want y'all to (sometimes) think, "can we use the town to solve this problem?"

P.s. I got hired to teach a class at UW very, very last-minute, and I hope it means I'll be a bit quicker to post. It's a very PbP-compatible gig.


Male Half-Orc Brawler ( Hinyasi ) 1 Init +3 Perception +5 (+2 Sight-based)| AC 18 T 14 FF 14 | HP 13/13| Fort +4, Ref +5, Will +1

Oswald Copperpot smirks.
The Unyvysty would be good to start. We can always come back here afterwards. Dominic! Please hold that order. We are going there.

The Janitor begins the journey to the WW.


Should the masons get working on the pyramid? Hold off a lil longer? You can also decide later.

The party heads back down Whitestone Street towards the main hall of the Unyversyty, where Ulyssia once administered things and where the new students lived and studied before they specialized in a school of magic.

Wind whips across the town, and occasional lurches under your feet remind you that you are perched on the heaving sea of meltwater.

Next to the Octagon stands the Universal Hall, with its tower looming above the town of Morgen. Most folks have gravitated towards the city walls, where they are trying to come to grips with the fact that they are now adrift on the ocean. For a place with an incredibly dense population, the town center is eerily quiet.

The Unyversal Hall is a gothic structure that encroaches on the territory of the conjuration-focused section of Morgen (indeed, the building sometimes seems too big to fit in its footprint, leading to rumors of interdimensional shenanigans). The library and its tower are the heart of the building, but dormitories, classrooms, and a dining hall cling to its formerly-eastern side.

What would you like to do at the main hall?


Male Half-Orc Brawler ( Hinyasi ) 1 Init +3 Perception +5 (+2 Sight-based)| AC 18 T 14 FF 14 | HP 13/13| Fort +4, Ref +5, Will +1

Absently picking of loose parchment, dropped book bags and cursing about the state of his Hall, the Janitor turns to Dominic.
Where's the magic s+#@?


Male Shifter Seascarred Skinwalker 1 Init +2 Perception +7| AC 12 T 12 FF 10 | HP 10/10| Fort +2, Ref +4, Will +3

"Mr. Mason, sir, pardon if this is a stupid question... no stonework where I'm from, I'm afraid... but would there be some way to barricade the entrance such that we could open it from this side, but anything trying to get out couldn't open it from inside? A one-way door, like? Presumably with hand holds only on the one side, or gears that ratchet, or... um. Counterweights? There are often counterweights involved, aren't there?"

Utuk shrugs helplessly.

"My thinking is that we don't want any more of those dead things getting out when we're not looking, but we only have so many usable things on this island and might need to get at whatever's in there eventually."


Chuckling at Oswald's question, Naomi uses her newfound gift and attempts to detect magic.


M Ratfolk Witch (Cartomancer) 1 | Init +3 | Perc +2 , DV 60ft | HP 9/9 | AC 14 T 13 FF 12| CMD 11 | F +2 (+2 vs Disease), R +2, W +3 (+1 vs Enchantments) | Harrowed: Cha

Dominic stares upwards in awe of the prestigious halls of Magic and higher learning that he was never allowed to enter. He shakes his head to clear it when Oswald addresses him. He merely shrugs, "I imagine we search the Headmaster's offices for the most powerful items. You know your way around these halls and towers, zanmi?"


@Utuk:

Marley Mason grins at finally getting some instructions. "There's a thought! Simplest solution would be walling it up from the outside, then having us bust down the wall when it's time to get in. Nobody sneaks through brick walls... right? Or we could build some sort of vestibule-like, with that one-way door you want. A little hutch over their door. A quick wall would take a day or so to build or dismantle. The hutch would take a couple days, but you'n your friends could get at the pyramid door whenever you wanted."

At the Uny

The party wanders in to the first room, an atrium with an open study hall to the left and a large cafe to the right. Those who have been here before would know that these are open to the public. Straight ahead is a small librarian's post where, normally, a librarian would be sitting to control access to the space beyond. It's currently abandoned. Beyond the post, a staircase rises on either side, leading to the main library. There's also a path straight ahead towards the dorms and refectory. It's quiet.

Naomi detects squibs of magic, but nothing too significant here. Her ability to detect magic feels strong and natural, while the remains of the older magic feel cold, jagged, and a little broken.


M Ratfolk Witch (Cartomancer) 1 | Init +3 | Perc +2 , DV 60ft | HP 9/9 | AC 14 T 13 FF 12| CMD 11 | F +2 (+2 vs Disease), R +2, W +3 (+1 vs Enchantments) | Harrowed: Cha

Dominic scratches his chin, "I believe we should try to find the librarian, if they still live. Would be good person to know, mwen declare!"


There's nobody here, so hunting up the librarian might mean a walk around town. You know her by sight, so it'd just be a matter of finding her, then asking for what you need.


Not finding anything magical enough to point out, Naomi asks, "Well boys, since it's the middle of the night, should we check the librarians home? Or continue wandering around town aimlessly?"


M Ratfolk Witch (Cartomancer) 1 | Init +3 | Perc +2 , DV 60ft | HP 9/9 | AC 14 T 13 FF 12| CMD 11 | F +2 (+2 vs Disease), R +2, W +3 (+1 vs Enchantments) | Harrowed: Cha

I don't mean to absolutely detract from our current mission (which is?), but just suggesting maybe we put 'find the librarian' on our 'to do' list, increase our number of helpful NPCs in town (which is currently 1, the eager Marley Mason). If Oswald wants to find magic items, I think our best bet is the offices of Ulyssia and the other deans.


Male Half-Orc Brawler ( Hinyasi ) 1 Init +3 Perception +5 (+2 Sight-based)| AC 18 T 14 FF 14 | HP 13/13| Fort +4, Ref +5, Will +1

Oswald sighs at the lack of any found magical items. The Janitor then nods to Naomi.
There has to be some folks of Rank still about doing Town stuff. It is late. Perhaps a restful night to actually prepare for the s$@+ storm of chaos and confusion come Dawn. Probably plenty to do once the reality of the situation actually hits proper folk in the mouth.

The Orc hefts his crowbar.
Wonder if the jail survived?


As you stand in the atrium of the library, you hear a crash and clatter up the stairs, towards the reading room...

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