2. The Sea of Dread
- tumblingdice
- Ranger
- Posts: 656
- Joined: Sun Mar 18, 2012 11:57 am
2. The Sea of Dread
Day 8, Somewhere in the Sea of Dread, mid morning
As the islands of the Minrothad Guilds disappear astern over the horizon, the Brazen Strumpet makes its way into the open waters of the Sea of Dread.
Your captain, Alonso de Bartuella, can be found most days cursing, hollering, and spurring his men on. Often they respond in kind, yet follow orders just the same. Despite outward appearances, you find yourself in the midst of a capable crew. As promised, there is plenty to eat and drink, and the sailors welcome you into their evening merry-making of singing, story-telling, and of course, drinking.
The winds have been both a blessing and a curse so far. Some days a strong breeze has allowed you to make better than normal time, only to be undone the next day by doldrums.
The captain doesn't seem too concerned. Fear not, lads. That's just how it goes. We'll get you there.
Chip, the cabin boy, a lad of 12 or so, calls out. Movement off the starboard bow! I think it's a whale.
Alonso scratches his chin. Hmm. Could be a good omen. Could be a sh*t trencher.
Several of the crew drop what they're doing to have a look. At this very second, you don't see anything. Whatever Chip spotted, it's back below the surface.
Actions?
As the islands of the Minrothad Guilds disappear astern over the horizon, the Brazen Strumpet makes its way into the open waters of the Sea of Dread.
Your captain, Alonso de Bartuella, can be found most days cursing, hollering, and spurring his men on. Often they respond in kind, yet follow orders just the same. Despite outward appearances, you find yourself in the midst of a capable crew. As promised, there is plenty to eat and drink, and the sailors welcome you into their evening merry-making of singing, story-telling, and of course, drinking.
The winds have been both a blessing and a curse so far. Some days a strong breeze has allowed you to make better than normal time, only to be undone the next day by doldrums.
The captain doesn't seem too concerned. Fear not, lads. That's just how it goes. We'll get you there.
Chip, the cabin boy, a lad of 12 or so, calls out. Movement off the starboard bow! I think it's a whale.
Alonso scratches his chin. Hmm. Could be a good omen. Could be a sh*t trencher.
Several of the crew drop what they're doing to have a look. At this very second, you don't see anything. Whatever Chip spotted, it's back below the surface.
Actions?
These are ghouls. They hang out in graveyards, they have long tongues, and they eat people.
"Oh, well, that could be helpful!"
--my five-year old daughter
"Oh, well, that could be helpful!"
--my five-year old daughter
- spanningtree
- Ranger Lord
- Posts: 3488
- Joined: Sun Jul 22, 2012 9:35 pm
- Location: Las Vegas, NV
Re: 2. The Sea of Dread
Soldath - Mage
Soldath tries to catch a glimpse of whatever Chip saw... Not much else to do .
Soldath tries to catch a glimpse of whatever Chip saw... Not much else to do .
Anall nathrack uthos bethos doss yell yenva. -Merlin
Re: 2. The Sea of Dread
Tret looks about for an albatross to kill.
- Craigers07
- Pathfinder
- Posts: 360
- Joined: Sat Mar 26, 2016 2:48 am
Re: 2. The Sea of Dread
Blercer - Thief
Blercer tries to get a better view of where the whale was spotted.
Blercer tries to get a better view of where the whale was spotted.
Re: 2. The Sea of Dread
Gristle - Dwarf
Gristle joins Blercer at the rail, trying to catch a glimpse of this whale thing. "I wonder if you can eat a whale?" Gristle wonders out loud...
Gristle joins Blercer at the rail, trying to catch a glimpse of this whale thing. "I wonder if you can eat a whale?" Gristle wonders out loud...
- connivingsumo
- Ranger
- Posts: 557
- Joined: Thu Jan 23, 2014 3:01 am
Re: 2. The Sea of Dread
Hildebad: Bearded Dwarf Lady
She thought, out of the corner of her eye - once or twice - but wasn't sure, she had seen something 'roll' the surface of the water. Perhaps that was what took her thoughts below the surface, deep into the darkness, to wonder what terrors may wait. She steps away from the railing, away from starboard and away from port. "Don't ya be starin off inta-nuthin fer too long! The partyz o'r here ya know!" She belts out as she bangs an empty mug on a full pony cask, hoping to get the attention of everyone, especially her brother!
"Hanny! Nab that muffl-bum by tha'ear an drag'em o'r here!"
She thought, out of the corner of her eye - once or twice - but wasn't sure, she had seen something 'roll' the surface of the water. Perhaps that was what took her thoughts below the surface, deep into the darkness, to wonder what terrors may wait. She steps away from the railing, away from starboard and away from port. "Don't ya be starin off inta-nuthin fer too long! The partyz o'r here ya know!" She belts out as she bangs an empty mug on a full pony cask, hoping to get the attention of everyone, especially her brother!
"Hanny! Nab that muffl-bum by tha'ear an drag'em o'r here!"
Re: 2. The Sea of Dread
Hanequin makes his way to the boat side, takes a quick glance out at the vast waters, searching for any sign of the whale (or whatever else it could be), then makes an attempt to retrieve Gristle and join Hilebad for some social time.
- tumblingdice
- Ranger
- Posts: 656
- Joined: Sun Mar 18, 2012 11:57 am
Re: 2. The Sea of Dread
As you make your way starboard, the sea appears to calm for just a moment. Suddenly, you hear a loud splash and spraying of foam! A giant sea serpent rears its head into the air, just a few yards from where you stand!
Note: This hasn't happened yet, but it could, and I like the picture.
Actions?
Note: This hasn't happened yet, but it could, and I like the picture.
Actions?
These are ghouls. They hang out in graveyards, they have long tongues, and they eat people.
"Oh, well, that could be helpful!"
--my five-year old daughter
"Oh, well, that could be helpful!"
--my five-year old daughter
Re: 2. The Sea of Dread
Gristle - Crazy Dwarf Warrior
Gristle gets wide eyed and smiles like a dope, shouting "WAHOOO! Let's dance!" And he yanks his axe out and charges toward the creature, intent on hacking away!
Gristle gets wide eyed and smiles like a dope, shouting "WAHOOO! Let's dance!" And he yanks his axe out and charges toward the creature, intent on hacking away!
- connivingsumo
- Ranger
- Posts: 557
- Joined: Thu Jan 23, 2014 3:01 am
Re: 2. The Sea of Dread
Hildebad: Bearded Dwarven lady
From the depths of her belly, she bellows "GET AWAY FROM THE SIDES YOU FOOLISH STOOLS! FIGHT IT FROM THE MIDDLE OF THE SHIP!" Confirming her crossbow and bolts are secure on her back, she climbs the ropes (or Jacob's Ladder to the Crow's Nest) on the mast for a high perch on a better shot!
From the depths of her belly, she bellows "GET AWAY FROM THE SIDES YOU FOOLISH STOOLS! FIGHT IT FROM THE MIDDLE OF THE SHIP!" Confirming her crossbow and bolts are secure on her back, she climbs the ropes (or Jacob's Ladder to the Crow's Nest) on the mast for a high perch on a better shot!
- spanningtree
- Ranger Lord
- Posts: 3488
- Joined: Sun Jul 22, 2012 9:35 pm
- Location: Las Vegas, NV
Re: 2. The Sea of Dread
Soldath - Mage
Never seen one of those, magnificent! Kill it! Soldath casts magic missile.
MM: [2d4] = 3+2
Total damage: 5hp
Never seen one of those, magnificent! Kill it! Soldath casts magic missile.
MM: [2d4] = 3+2
Total damage: 5hp
Anall nathrack uthos bethos doss yell yenva. -Merlin
- Craigers07
- Pathfinder
- Posts: 360
- Joined: Sat Mar 26, 2016 2:48 am
Re: 2. The Sea of Dread
Blercer - Thief
Blercer climbs up the mast to the highest surface possible.
Blercer climbs up the mast to the highest surface possible.
Last edited by Craigers07 on Sat Apr 22, 2017 9:14 pm, edited 1 time in total.
- Bloodaxe
- Ranger Knight
- Posts: 1449
- Joined: Sat Mar 16, 2013 10:30 pm
- Location: Allentown, Pennsylvania
Re: 2. The Sea of Dread
Syrus Once-dark
Syrus grabs a rope and ties himself to a mast so he does not sink into the sea in his heavy plate armor. He then will attempt to attack anything he can reach with his two-handed sword.
Syrus grabs a rope and ties himself to a mast so he does not sink into the sea in his heavy plate armor. He then will attempt to attack anything he can reach with his two-handed sword.
Re: 2. The Sea of Dread
Hanequin will move to the middle of the ship and also seek a high perch, within range to be helpful to any of his comrades.
- tumblingdice
- Ranger
- Posts: 656
- Joined: Sun Mar 18, 2012 11:57 am
Re: 2. The Sea of Dread
Combat Round 1
The crew scrambles to keep the ship on course (read: none of them attack the serpent this round). Chip the cabin boy takes refuge behind some barrels.
Initiative: sea serpent, [1d6] = 1; party, [1d6] = 2
Blercer nimbly climbs the mainmast (no roll required). He can attack next round.
Syrus begins furiously tying himself to the foremast, while Hildebad starts hauling herself up the foremast (Dexterity roll: [1d20] = 6. They'll both be able to attack next round.
Soldath fires off a magic missile that crackles through the salty sea air, hitting the serpent square in the face for [1d6+1] = 3+1 = 4 hp dmg. The serpent hisses with rage.
Note: magic missile does 1d6+1 damage, not 2d4.
Tret's arrow plunges into the serpent for [1d6+1] = 5+1 = 6 hp dmg.
Note: The serpent is within short range, so add +1 to your to-hit rolls.
Hannequin scrambles atop a crate, then takes aim with his enchanted mace, [1d20+2] = 17+2 = 19, braining the beast for [1d6+2] = 3+2 = 5 hp dmg.
Gristle, with a war whoop that would make Yukon Cornelius proud, hacks furiously at the attacking sea serpent, [1d20+4] = 7+4 = 11, but doesn't get quite the footing he needs on the slippery deck to land a solid blow. Better luck next round.
The sea serpent whips its head around on its long neck, looking to identify its greatest threat. It focuses on Hannequin, the new guy. Rearing back, it lashes out to strike the cleric [1d20] = 12, but Hannequin raises his shield at the last second, deflecting the blow.
Tret 25/25
Soldath 14/14
Blercer 16/16
Hannequin 22/22
Syrus 29/29
Hildebad 37/37
Gristle 32/32
Actions? Remember to deduct any missiles or spells used. Also, please use the forum's dice roller for any rolls required for next round. If making an attack roll, roll for damage, too, ahead of time.
The crew scrambles to keep the ship on course (read: none of them attack the serpent this round). Chip the cabin boy takes refuge behind some barrels.
Initiative: sea serpent, [1d6] = 1; party, [1d6] = 2
Blercer nimbly climbs the mainmast (no roll required). He can attack next round.
Syrus begins furiously tying himself to the foremast, while Hildebad starts hauling herself up the foremast (Dexterity roll: [1d20] = 6. They'll both be able to attack next round.
Soldath fires off a magic missile that crackles through the salty sea air, hitting the serpent square in the face for [1d6+1] = 3+1 = 4 hp dmg. The serpent hisses with rage.
Note: magic missile does 1d6+1 damage, not 2d4.
Tret's arrow plunges into the serpent for [1d6+1] = 5+1 = 6 hp dmg.
Note: The serpent is within short range, so add +1 to your to-hit rolls.
Hannequin scrambles atop a crate, then takes aim with his enchanted mace, [1d20+2] = 17+2 = 19, braining the beast for [1d6+2] = 3+2 = 5 hp dmg.
Gristle, with a war whoop that would make Yukon Cornelius proud, hacks furiously at the attacking sea serpent, [1d20+4] = 7+4 = 11, but doesn't get quite the footing he needs on the slippery deck to land a solid blow. Better luck next round.
The sea serpent whips its head around on its long neck, looking to identify its greatest threat. It focuses on Hannequin, the new guy. Rearing back, it lashes out to strike the cleric [1d20] = 12, but Hannequin raises his shield at the last second, deflecting the blow.
Tret 25/25
Soldath 14/14
Blercer 16/16
Hannequin 22/22
Syrus 29/29
Hildebad 37/37
Gristle 32/32
Actions? Remember to deduct any missiles or spells used. Also, please use the forum's dice roller for any rolls required for next round. If making an attack roll, roll for damage, too, ahead of time.
These are ghouls. They hang out in graveyards, they have long tongues, and they eat people.
"Oh, well, that could be helpful!"
--my five-year old daughter
"Oh, well, that could be helpful!"
--my five-year old daughter
Re: 2. The Sea of Dread
Gristle - Dwarven Tough Guy
Seeing the thing attack Hanequin, Gristle shouts "HEY SMELLY! DON'T YOU MESS WITH HANNY!" And he swings at it with his axe!
Seeing the thing attack Hanequin, Gristle shouts "HEY SMELLY! DON'T YOU MESS WITH HANNY!" And he swings at it with his axe!
- connivingsumo
- Ranger
- Posts: 557
- Joined: Thu Jan 23, 2014 3:01 am
Re: 2. The Sea of Dread
Hildebad: Bearded Lady Dwarf
Hilde loads her crossbow, aims, and fires at the beast!
To Hit: [1d20+2] = 9+2 = 11
Dmg: [1d6] = 3
Bolts Remaining: 19 (from 20)
Hilde loads her crossbow, aims, and fires at the beast!
To Hit: [1d20+2] = 9+2 = 11
Dmg: [1d6] = 3
Bolts Remaining: 19 (from 20)
- spanningtree
- Ranger Lord
- Posts: 3488
- Joined: Sun Jul 22, 2012 9:35 pm
- Location: Las Vegas, NV
Re: 2. The Sea of Dread
tumblingdice wrote:Combat Round 1
Soldath fires off a magic missile that crackles through the salty sea air, hitting the serpent square in the face for [1d6+1] = 3+1 = 4 hp dmg. The serpent hisses with rage.
Note: magic missile does 1d6+1 damage, not 2d4.
Interesting, magic missile is 1d6+1 in LL. Soldath also gets two missiles = 2d6+2.
Anall nathrack uthos bethos doss yell yenva. -Merlin
- Bloodaxe
- Ranger Knight
- Posts: 1449
- Joined: Sat Mar 16, 2013 10:30 pm
- Location: Allentown, Pennsylvania
Re: 2. The Sea of Dread
Syrus Once-dark fighter
Syrus swing his huge sword in a mighty blow (d20+2 STR) 21 !!!!!
[1d20+2] = 19+2 = 21
And 9 damage!
[1d10+2] = 7+2 = 9
Are there any rules for crits? Natural 20 or above 20?
Syrus swing his huge sword in a mighty blow (d20+2 STR) 21 !!!!!
[1d20+2] = 19+2 = 21
And 9 damage!
[1d10+2] = 7+2 = 9
Are there any rules for crits? Natural 20 or above 20?