Viper

GM of the Apes's page

107 posts. Alias of R0B0GEISHA.


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Any update regarding a new GM?


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Karathiel's player has stepped away from all of his games, so he likely won't be checking in.


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Hey, guys.

I'm here to announce something you've all probably taken for certain by now. I have to drop the game unfortunately due to an increased workload on the homefront. I just don't have the time to commit to a sandbox game like this.

Thanks for playing and I wish you all the best.

GM of the Apes


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Everybody still here?


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The Tattooed Lady lays on its side, beached and broken. The skeletons of unfortunate sailors, picked clean by wheeling circles of sea birds you can see above, sprawl across the beach. Most are half-buried in sand.

Chests, crates, and casks are strewn throughout the area. Most are rotted and destroyed, but in more than a few, you find valuable items.

Shipwreck Loot:
14 gp, 1 sp in assorted coinage
11 x bags of salt (2 sp, 1 lb)
1 x bolt of linen (5 gp, 10 lb)
2 x box of charcoal (1 sp, 20 lb)
1 x handsaw (3 gp, 5 lb)
1 x large iron box (2 gp, 100 lb)
- 1 x mwk light steel shield w/ crest of Andoran
- 1 x scroll of entangle in water tight tube
12 x small casks of Andoran ale (2 sp, 8 lb)
1 x wooden drum (5 gp, 3 lb)


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@Karathiel: Good catch! That zombie actually dead. :)

Between Karathiel's second shot, Cethel's stone, and St. John's falcata, the party is able to weaken the approaching zombies sufficiently enough for Imhara's flames to finish the job. Nothing but their smoldering bodies keeps you from approaching the Tatooed Lady.


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I've updated tokens. Some of you will be able to move each others tokens, because I wasn't sure who was who with your Roll20 names.


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GM Screen:
Imhara: 1d4 ⇒ 4
Kara: 1d4 ⇒ 4
Adornis: 1d4 ⇒ 2
Amboy: 1d4 ⇒ 4

zombie 1 - 8
zombie 2 - 3
zombie 3 -
zombie 4 - 10

Karathiel's shot slams into the head of one of the approaching undead, blasting the jaw and most of the neck away from the body. Despite this heavy damage, the zombie keeps walking.

Adornis and Amboy strike different zombie with Cethel's magically-enhanced rocks. The magic seems effective, tearing flesh and snapping limbs, but the creatures' animated nature carries them forward where a living being might be killed.

Imhara's bolt punches through the chest of the zombie Amboy hit, but it doesn't stop the walking corpse.

Everybody is up again! The three remaining zombies are 10' away from the party. Map has been updated.


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As you approach, the name of the beached ship becomes apparent. The words "The Tattooed Lady" are emblazoned on the hull in sun-faded white paint.

You smell rot on the wind as the shipwrecked figures in the distance grow closer. Shambling aimlessly, it becomes obvious from their appearance and rasping cries that something is terribly wrong.

Five zombies, their bodies bloated with water, horribly baked from the sun, and wearing the tattered remains of Chelaxian sailor uniforms amble around the shipwreck unaware of your advance.

If you guys push forward, combat will begin. You have an opportunity to back off, if you want.


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@Karathiel: The link under my name should take you to the Roll20 page.

@Cethel: I just revealed the scale on the map. I would say that each hex is about 1/4 of a mile and that it takes 30 minutes to travel through, 2 hours to explore completely. It took 2 hours to reach the top of the hill from the beach camp.

I'll start drawing lines on the map to show your most recent trek through the jungle.

Leaving the predator's den alone, you head west and north, moving along the northern most shore of the island. Eventually, you come upon the shipwreck, just as the heat of the midday sun begins to beat upon the group.

This galley, a large ship propelled by oars and a single sail, lies shattered on the beach, waves from the sea crashing into it. Even from a distance, you can see people wandering around the wreckage, stumbling as if in shock.


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You're not wrong.

I'll do my part.


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You continue to the top of the hill and are rewarded with an impressive view. To the south is a large bay, the only path around is a long curving peninsula; the beach you washed up on appears to be one of the northernmost points on the island. To the south, along the beach of the bay, you see a pair of comprised of wooden buildings. One of the camps sits at the mouth of a lush valley that runs further south. Further to the west of the camps appears to be an enormous crab, so large that you can see it from this great distance. It lies unmoving on the beach.

Beyond the shore of the bay, you see a number of hills, including what appears to be the tallest on the island, a massive dormant volcano.

Finally, to the north and west, running towards the very end of the island, you see a shipwreck washed up on the northern beach.

The campaign map has been updated to reflect your new point of view. I've added a legend to the campaign info tab to explain the markers.


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GM Screen:
1d100 ⇒ 90
Adornis: 1d20 + 4 ⇒ (10) + 4 = 14
Amboy: 1d20 + 3 ⇒ (9) + 3 = 12
Cethel: 1d20 + 5 ⇒ (8) + 5 = 13
St. John: 1d20 + 4 ⇒ (5) + 4 = 9
Kara: 1d20 + 7 ⇒ (13) + 7 = 20
Imhara: 1d20 + 2 ⇒ (16) + 2 = 18

The journey to the hill is a difficult trek, but not impossible. It seems impossible to travel through the Shiv in a straight line, the terrain broken up by jungle and sharp ridges. First, they party had to move south, close the the rocky precipice that hangs over a large interior bay, before turning north to clamber up the hill. Before you reach the top however...

Karathiel:
You notice signs that you are approaching the den of a predator. Throughout the trip, you've noticed small lizards and mammals underfoot, part of the native fauna of the Shiv. Here, those things are absent.


Current Map

"Aerys, Gelik, Sasha, Ishirou, and I could stay here. We can gather food, improve the camp, and defend it." Jask suggests. "The six of you could go and explore."

Ishirou grunts. "If you seek high ground, the closest hill seems to be to the southwest."


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Happy New Year, everybody!

I'm back up and running for real this time. Can I get a player check in to see who is still around and interested in playing?


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GM Screen:
1d6 ⇒ 6
Aerys: 1d20 - 3 ⇒ (19) - 3 = 16
Gelik: 1d20 ⇒ 20
Ishirou: 1d20 - 1 ⇒ (7) - 1 = 6
Jask: 1d20 + 8 ⇒ (18) + 8 = 26
Sasha: 1d20 - 1 ⇒ (14) - 1 = 13
7d100 ⇒ (79, 35, 46, 16, 4, 69, 53) = 302

All of the adventuring equipment belongs to Jask.

Cethel needs to take a Fortitude save.

The first night on the Shiv begins. Ishirou offers to act as a guard and Jask shows anybody who is interested how to better protect themselves from the biting insects native to the island. Sasha has gathered enough food to feed eight people. Aerys and Gelik offer no help. Ultimately, the night passes without incident.

The following morning, Jask calls everybody to attention. In proper clothing and with the holy symbol of Nethys around his neck, the Garundi man seems reborn. "I told you all last night that I intended to prove my innocence, and I believe I can. As I mentioned before, I once served as a scribe for the Sargavan government. During my discovery of the papers that would eventually lead to my arrest, I saw that one of my superior's criminal contacts was a Shackles pirate named Avret Kinkarian. As fate would have it, Kinkarian's ship, the Brine Demon, reputedly wrecked here on the Smuggler's Shiv. If we have the time, I would love to check the wreckage. There could be some proof of my claims there."

Adornis:
While you sleep, you dream.

You're back aboard the Jenivere, bent over the railing being seasick. After your latest bout of retching, you slump back and see the rest of the passengers and crew are on deck as well, all of them sick save for the captain and the quiet Varisian scholar, Ieana. She whispers in the captain's ear, then gives him a kiss on the cheek. At that point the captain holds up a wooden soup spoon, and you realize that you're holding one as well. Everyone has a spoon. The ship is sinking, and the only way to stop it is to bail out the hold with your spoon! You work feverishly, but the waters keep rushing in. Just before you wake, you can see monstrous things with pincers in the water trying to claw their way into the ship...


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Okay, so it turns out I didn't have the time today. A friend surprised me for lunch, then my grandparents showed up out of the blue, and then it was off to my friend's new place for a housewarming party. I will have a post ready to go as soon as I possibly can.

-Posted with Wayfinder


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Just got back from my vacation. I hope everybody had a nice holiday. :) Look for a new post tomorrow!


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Ugh. Terribly sorry it's been so long since an update, guys. Holidays have me running around like crazy and I'm afraid it won't end until we're past them.

With a clink, the manacles unlock. Jask crouches there, rubbing his wrists and saying nothing. When he finally rises, he seems to stand a little taller than before. He looks Imhara in the eyes, a fiery intensity replacing the earlier defeated. "You have my thanks, mkembozi. I will work to repay your kindness."

He turns to the rest gathered around the loot. "I do not know how, but I will prove my innocence." With that, he walks silently back towards the camp.

Polyglot:
Mkembozi is the Polyglot word for savior.

Jask is now "friendly". If you guys want to do anything else before resting for the night, now's the time.


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"I agree with handsome," Sasha says, standing next to Adornis. "We should give him a chance."

Aerys shakes her head. "No. He could be dangerous."

Gelik sides with the half-elf. "Quite. As Mustache put it, he was locked up for a reason."

Ishirou stays quiet for a time before looking up from the fire. The Tian man shrugs. "I say unlock him. If you're so scared of him, don't give him a weapon. We're on an island. It's not as if he can run."

I think we're just waiting for Imhara now, right?


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"I have done nothing," Jask protests. "Ten years ago, I worked as a scribe in the Sargavan government. I accidentally uncovered corruption implicating the Baron with illicit dealings with the Free Captains of the Shackles. I went to my superior with what I found and he had me arrested! I fled to Correntyn, and I thought they had forgotten about me. I suppose I got complacent, because a Sargavan agent found me and clapped me in these." He holds out his arms, displaying the shackles.

"I suspect the Sargavan told the captain to leave me in irons because I already ran once. But I didn't do anything! Wouldn't you try to run if you were framed?" He directs the question to everybody.


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The sight of the gear seems to wake Jask out of his funk. He rises to his knees and begins to shuffle towards the equipment, his motions stifled by the manacles. "My things! Praise Nethys they were not lost to the sea."


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You can get it all in one load between the five of you. Alton's body has a masterwork short sword and masterwork studded leather armor.

I'm ready to transition back to the camp when you guys are. Adornis has been on his own for too long. I'm loving the interactions between you all!


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Back to business. :) I hope you guys had a good holiday.

Once Amboy and Imhara go below deck, they easily find the others.

Inside the larder, you find enough rations to last a single person with food for 24 days.

The body of Rambar, the Jenivere's cook, lies dead on the floor. A series of puncture wounds on his throat and shoulders seem to be the cause.

Heal DC 16:
The wounds seem serpentine in origin, but it would have been a very large snake.


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Just got to my parents' house after traveling across the states. I hope to have a post up early tomorrow, although I'm not expecting anything from you guys until Friday.

Happy Thanksgiving to all the Americans here! To everybody else (I know there's at least one of you), I hope you guys just have an awesome Thursday in general. :)


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Cethel, Karathiel, & St. John:
Karathiel's search of the room turns up several tools and lumber that could come in handy in building a secure campsite: a block and tackle, three large canvas sheets, two fishing nets, a grappling hook, two bullseye lanterns, 12 flasks of lantern oil, 150 feet of hemp rope, and five shovels.

Amboy & Imhara:
Having finished up in the captain's quarters, you find yourselves once again on the main deck. It looks like the others haven't come back up yet.


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I suppose I was expecting for the two groups on the ship to reconvene and talk about what they found or check out the larder. I can switch scenes if people are ready to head back to camp.


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Cethel:
A close inspection of the first mate's body reveals two sets of wounds: the first are older and appear to be the work of a blade, perhaps a rapier, and the second are a set of fresh inflamed stings, almost certainly caused by the sea scorpion. You suspect the poison from the euryptid is what killed him ultimately.


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Amboy & Imhara:
Most of the desk drawers are unlocked, except the lowest, which pops open after a few moments of work with Amboy's picks.

Inside the locked drawer is a bottle of fine brandy, a darkwood model of the Jenivere inside a glass bottle, a small wooden coffer holding 350 gold pieces, and a long leather satchel that holds a dozen labeled potions: four potions of cure light wounds, a potion of cure moderate wounds, four potions of lesser restoration, a potion of remove disease, a potion of water breathing, and a potion of water walking.

One upper drawer contains several iron keys. Another contains several sea charts and maps, as well as what appears to be Captain Kovack's log.

The footlocker holds a masterwork dagger, a suit of leather armor, a spell component pouch, a pair of unlabeled potions, and a holy symbol of Nethys.

Karathiel & St. John:
You eventually hack your way through the door, exploiting the already splintered wood. Inside, you see what the sea scorpion was so eager to reach. Alton Devers, the Jenivere's first mate, lies slumped against the far wall, quite dead. He is dressed for a fight, wearing masterwork leather armor and still clutching his masterwork short sword.

Besides the unfortunate Alton, there are a number of supplies in this room.


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Okay, the Campaign info tab has been updated with all relevant information for surviving on Smuggler's Shiv. If you have any questions or clarifications, let me know!


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My apologies. I assumed the Player's Guide would explain the Castaway mechanics. I'll add the mechanics to the Campaign Info tab when I get a chance.


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Adornis:
Once the fire has started, the group huddles around it. The Shiv is never cold, but the heat and the smoke help to drive away the mosquitoes.

Now that the work is over, you get a chance to really look at your fellow castaways. Aerys sits quietly, her arms wrapped around her knees, which are pulled up to her chest. The half-elf is a rare beauty, trim and athletic, with tanned skin, short brown hair, and fierce blue eyes. She is dressed in tightly-fitted leather armor and wears a black tricorn hat. She stares at the fire and you notice that she looks notably pale.

The chained Garundi man introduced himself as Jask. Plain-featured with graying hair and watery brown eyes, his clothing is tattered and his wrists and ankles have been rubbed raw by his shackles.

Gelik is the only person around with clean clothes. After the work (where he barely helped at all), he used a liberal amount of minor magic to remove all traces of salt and sweat from his foppish attire. With blonde hair and a neat goatee, only his ink-stained fingers break the illusion of a proper gnomish gentleman. When Adornis begins to lay out the silver-linings of this predicament, he speaks up. "Death might be preferable to our current situation."

Sasha, with her tousled red hair and mischievous green eyes, can barely sit down In the firelight, you can tell through her tattered shirt that she is covered in the lean muscle of a dancer. You also notice that she bears a rather large tattoo on her back: a pair of mantis pincers, interlocked to form something resembling an "N" shape. She is missing the pinky finger on her left hand. "Oh, calm down, little lord. It's not all bad" She winks back to Adornis.

Ishirou sits still, changing between watching the fire and sneaking glances at Aerys. When addressed, his dark eyes shift to Adornis. You are used to the rugged Tian man not saying much. He appears old, with grey hair worn in a ponytail and a scruffy beard, but his clothing and armor have been kept in excellent shape, despite their obviously poor quality. Only his blade, a beautiful katana, seems to have any value. The moment stretches and before it seems like Ishirou might remain silent, he speaks.

"My father had a saying. 'When the winds of change blow, some people build walls and others build windmills. My father was also a fool." The rogue looks back to the fire.

Gelik chuckles darkly.

It might not have been impressive, but the fact that you got Ishirou to speak at all could be considered a victory.

You have shifted Ishirou from Unfriendly to Indifferent. He will now help with defender or guard duties at the camp.

St. John and Karathiel:
Below deck, all that remains are the larder, the supply room, the brig, and the galley. The last two appear to be empty. The supply room appears to be the target of the euryptid's frustration, as it the door shows signs claw marks. A slow trickle of blood slips out from under the door.

The supply room door is warped and stuck (Hardness 5, HP 3, Break DC 21)

Amboy and Imhara:
The captain's cabin is a wreck - a jagged hole in the side has allowed most of the room's contents to spill out into the surf and wash away. The captain's desk, which has flipped upside, is too large to fit through the hole, and has plugged up the gap. Its drawers face towards you. A large footlocker leans against the desk.


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I'm back! I'm pretty exhausted from all the traveling though, so posts will be up tomorrow.


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Yep. Just waiting on somebody to do something.

Also, I'm at a wedding on the other side of the country, so I'll only be available to post occasionally until Monday.


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Karathiel's shot flies wide, but Cethel and Imhara strike home. The euryptid's carapaces singes and cracks and the the creature collapses dead with a shriek.

Whatever the creature was trying to accomplish remains below deck. No sounds besides the crash of waves and the creaking of the deck can be heard.


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GM Screen:
1d20 + 1 ⇒ (20) + 1 = 21
1d20 + 1 ⇒ (3) + 1 = 4
1d20 + 1 ⇒ (7) + 1 = 8
1d3 ⇒ 3

Adornis:
Gelik clears his throat before Sasha continues. "If you to are quite done, perhaps we should focus on the task at hand."

It doesn't take long for Adornis to find an excellent spot for the camp. It's not too far from the beach, has plenty of shade, and it appears to be close to some game trails. His discovery came just in time too, as a few hours of relentless rainfall pour down just after the group manages to construct a rude lean-to.

While you work, the other castaways pitch in, but most seem fairly useless. The shackles prevent the Garundi man from doing much. Aerys has finally woken from her unconsciousness and works in sullen silence. Gelik pouts and complains while finding ways to do as little work as possible. Only Sasha seems to be in high spirits, but her help is hampered by Ishirou who berates her for any small mistake she makes.

Since you're the only one present for this part, how do you want to set up the camp? Amazingly, you've managed to do this without proper tools and in a decently short amount of time. I can leave the actual layout of the camp up to you, or I can come up with something.

Everybody Else:
St. John's falcata slashes into the open claw of the sea scorpion, slicing between its chitinous plates. Amboy slides into an advantageous position and stabs the beast in the side, spraying the rogue with ichor and purple blood. The eurypterid shrieks in pain and swings towards the rogue, its unwounded pincer closing around Amboy's leg.

The monster is heavily wounded. Amboy, you take 3 damage. Everybody else can now act!


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My apologies, I should have been more clear regarding the map. At this moment, there is no combat map, since it's just one monster.

What you should be seeing, is a hex-map of Smuggler's Shiv. The yellow hex will show where the majority of the party is at the moment and if we make a habit of splitting the party, I will add a second color. A legend will be added to the campaign info map to let you know what stands for what.


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Adornis:
With a silent shrug, Ishirou lifts Aerys and hoists the woman over his shoulder. Sasha, the gyhGelik, and the shackled man follow, looking to Adornis with a mixture of apprehension and hope.

"Where to, beautiful?" quips Sasha. The young woman rests her hands on the hilts of her paired rapiers. You became used to Sasha's flirtatious and enthusiastic mannerisms aboard the Jenivere, but you see fear in her green eyes.

To find a suitable spot to set up camp, please attempt a DC 12 Survival check.


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No worries. I'll have something up for Adornis shortly.

Let me try the direct link one more time.


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GM Screen:
Kara: 1d20 + 6 ⇒ (2) + 6 = 8
Amboy: 1d20 + 4 ⇒ (10) + 4 = 14
Imhara: 1d20 + 2 ⇒ (4) + 2 = 6
St. John: 1d20 + 2 ⇒ (16) + 2 = 18
Cethel: 1d20 ⇒ 18
Adornis: 1d20 + 3 ⇒ (19) + 3 = 22
Gribbly: 1d20 + 4 ⇒ (8) + 4 = 12

Aboard the deck, the fate of the lifeboat becomes clear: it washed up between the hulk of the Jenivere and the cliff and was crushed by the action of the waves smashing the two sides together. Part of its bow still lolls about in the surf, attached to a protruding timber by a thick rope, as if someone had moored the boat to the wreck.

After Amboy knocks, the pounding from below ceases. Suddenly, a sea scorpion as large as crocodile clambers up the stairs from below deck, pincers snapping with menace.

Adornis, St. John, and Amboy can act before the eurypterid. It is 15 feet away from everyone except Imhara, who is 10 feet away.


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Terribly sorry about the radio silence, guys. This weekend was my brewery's four year anniversary, so I was running around with my hair on fire making sure everything was ready. I'll get us back up and running!

Adornis, it seems like you're the only one staying behind. Or are you going with everybody else to the ship?

You move along the beach, pausing to break inside the green wall of jungle plants when the sun is at its hottest. Eventually, with the sun low high on the horizon, you finish the short journey to what remains of the Jenivere. The slippery rocks exposed by the tide make for a slow journey, but you navigate a path, allowing you to walk all the way up to a ledge that sits slightly above the wreck.

Even a cursory glance is enough to confirm that the Jenivere will never sail again. Only the fortuitous presence of a sharp ridge of rock near the side of the sheer cliff wall has prevented the wreck from sinking entirely into the sea, for only the ship's stern seems to have survived the wreck. This portion is wedged at an angle between the cliff and the rocks, and each wave shakes and tosses the wreck alarmingly. It won't be long before the constant pounding of the waves dislodges the wreck and allows the hungry sea to claim the last of this once-fine ship.

The Jenivere isn't just missing her bow, she's also missing most of the lower deck. All that remains of the vessel to be searched are the upper decks, a portion of the captain's cabin, and on the mid-deck, the larder, a supply room, and the brig and galley. The Jenivere's only lifeboat is missing as well.

Perception DC 10:
As you get close, you notice that something on the lower deck is making a racket, like a sword being pounded into wood over and over.

Due to the pounding of the waves and the weird angle of the Jenivere's deck, all movement aboard is treated as difficult terrain and you suffer a -2 to attack rolls.


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I just realized that almost all of you boarded in Corentyn. Four from Corentyn, two from Senghor.

Imhara:
It's commonly believed that the shores of Smuggler's Shiv are haunted by the ghosts and ghouls of the sailors who have died on the jagged rocks and reefs surrounding the island. These rumors are supported by reports of several failed attempts to establish long-lasting colonies on the remote island.

Cethel:
It's commonly believed that the shores of Smuggler's Shiv are haunted by the ghosts and ghouls of the sailors who have died on the jagged rocks and reefs surrounding the island. These rumors are supported by reports of several failed attempts to establish long-lasting colonies on the remote island.

When Sargava was first settled, Chelish engineers erected a lighthouse on the Shiv's southwest shore. The light was intended to warn approaching ships of the dangerous waters and, eventually, was to have been the first building in a small colony. The light and all plans for colonization were abandoned just after completion amid rumors of curses, haunts, and cannibalism.

The man looks at Imhara, his eyes full of hope, before replying in Polyglot.

Polyglot:
"I hope so too. Thank you."

The shackled man watches Amboy and Imhara walk away and turns to the rest of the party. "More should go with them. There's no telling what could be on that wreck."


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If you know the name of where you are, you can attempt a Knowledge (geography/history/local) check to learn more information.

Imhara:
Smuggler's Shiv is a notorious island north of Eleder. It's not shown on most maps, but is rightfully feared by those who ply the waters of Desperation Bay. The island is named not only for the knife-like shape of its coastline, but for its uncanny habit of wrecking ships that draw too near-mostly smugglers eager to avoid detection by Sargava's navy.

It's commonly believed that the shores of Smuggler's Shiv are haunted by the ghosts and ghouls of the sailors who have died on the jagged rocks and reefs surrounding the island. These rumors are supported by reports of several failed attempts to establish long-lasting colonies on the remote island.

Jask shrugs, the motion unimpeded by his shackles. "I expect that the keys are lost to the sea. The captain carried them."

His Taldan carries a noticeable Sargavan accent.


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Cethel & Imhara:
A few minutes of examination of the sky,the
weather, the surrounding scenery, and some common-sense deductions about what you knew of your course is enough to establish that you've likely wrecked upon Smuggler's Shiv.

The shackled Mwangi man glares at Karathiel with watery grey eyes. "I am no murderer," he declares. Amboy is unable to open the manacles; they seem to be quite well constructed.


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Despite the sudden shock of your awakening, you manage to quickly slay the curious predators. Adornis crushes the carapace of a euryptid with a masterful swing of his club; Amboy's attacker meets a similar fate at the end of his rapier. St. John finishes off the last one with a deadly overhand swing.

With the battle over, your surroundings become more clear. Behind you, a wall of green rises in the form of a dense jungle filled with a cacophony of life. To either side, ragged arms of jagged rocks reach out to embrace a wave-tossed cove, while ahead, the waters of the sea surge and churn between the beach and a line of razor-sharp rocks. Caught among those rocks is the ragged hull of a ship, listing dangerously to port and partially submerged. The ship looks familiar: it's the Jenivere.

Gradually, your fellow castaways awake. The first to come to is a dark-skinned Mwangi man dressed in rags with filthy matted hair and beard speckled with grey. His hands are manacled and he raises them to block out the harsh sun. "Where am I?" he gasps. "What happened?"

The red-headed beauty you know as Sasha immediately leaps to her feet and spins around scanning for threats. In whatever chaos you left, the back of her blouse tore open, revealing a pair of stylized mantis claw tattoos.

Gelik sits up, before immediately rolling over and vomiting into the beach. "Sweet Besmara's cleat, my head hurts." he complains.

Ishirou is silent and dour, but that is an expression you've become used to seeing from him aboard the Jenivere.

Finally, Aerys, the half-elf recluse, is still unconscious, although she thrashes against a nightmare attack, weakly protesting about snakes.

Of any of the crew or Ieana, there is no obvious sign.

What do I remember?:
Your last clear memory is sitting down to dinner aboard the Jenivere. After that, it's a confusing jumble of fuzzy images, as if in a dream - feelings of nausea, panic, fear, and drowning.


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@St. John: Good to know!

GM Screen:
9d20 ⇒ (11, 20, 10, 16, 1, 15, 13, 8, 10) = 104

Imhara:
These are ochre eurypterids, the least dangerous members of a group of aquatic crustaceans that blur the line between scorpions and lobsters. Primeval and voracious, these vermin range in size from the relatively harmless things in front of you to the truly immense spitting eurypterids. There are even rumors of yet larger beasts, called whale eating eurypterids by sailors. Regardless of their size, all share one thing in common—an aggressive attitude.

Eurypterids, also known as sea scorpions, lash out at anything that might be food, and once they’ve tasted prey, are single-minded in their pursuit. Although quite at home in the open sea, most eurypterids are capable of scuttling around on land and can exist out of water indefinitely.

The creatures continue their attacks, scuttling after their now awake prey. One clamps its pincer around St. John's calf, drawing blood. The others are less successful, failing to reach the other castaways. They seem unaffected by Cethel's illusions, mindless in their pursuit of food.

St. John, you take 1 point of damage. Everybody is up!


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Hmm... I'll figure something out.

In the mean time, I apologize for no post today. The girlfriend had a crummy day, so I spent most of the evening cheering her up. Luckily, I have tomorrow off, so I'll have something up first thing!


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Hey, guys. The invite to the Roll20 maps can be found here.


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Amboy, if you'd like, you can update him to Unchained. I wouldn't mind.


Current Map

Congrats and welcome to the game!

Take a moment to discuss some things between yourselves. Specifically, what you bring to the table, your relationships with each other and the NPCs mentioned in the Player's Guide (remember that you've all been together on this boat for at least a week or two), and whatever else you want.

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