Prologue: On The Ship…
Re: Prologue: On The Ship…
Elitir
Elitir crashes into the water as the boat is ripped into pieces around her. Still reeling from her sea sickness her considerable survival instinct kicks in and she surges onto shore, coming to her feet as she reaches the shallows. Searching around her she fails to get a hold of anyone else from the splintered boat. Screaming at the top of her lungs for those who may be disoriented, "Land is this way!"
Strength check (STR 17) [3d6] = 13
Strength check (STR 17) [4d6] = 18
Elitir crashes into the water as the boat is ripped into pieces around her. Still reeling from her sea sickness her considerable survival instinct kicks in and she surges onto shore, coming to her feet as she reaches the shallows. Searching around her she fails to get a hold of anyone else from the splintered boat. Screaming at the top of her lungs for those who may be disoriented, "Land is this way!"
Strength check (STR 17) [3d6] = 13
Strength check (STR 17) [4d6] = 18
Re: Prologue: On The Ship…
Finnigan
Actually prepared for such a scenario (paranoia does have its uses), Finnigan leaps from the craft just as the old mast pushes through the floor of the lifeboat.
Normal Strength Check (16) [3d6] = 7
Almost as an afterthought, he reaches for the spindly elven mage, but the elf is thrown backwards at an inopportune time and he misses being carried to safety.
Hard Strength Check (16) [4d6] = 18
Actually prepared for such a scenario (paranoia does have its uses), Finnigan leaps from the craft just as the old mast pushes through the floor of the lifeboat.
Normal Strength Check (16) [3d6] = 7
Almost as an afterthought, he reaches for the spindly elven mage, but the elf is thrown backwards at an inopportune time and he misses being carried to safety.
Hard Strength Check (16) [4d6] = 18
Dragon foot. Bamboo pole. Little mouse. Tiny boy.
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Re: Prologue: On The Ship…
To say Sprig isn’t a strong swimmer would be an understatement - he simply does not have the requisite strength. Yet somehow, through sheer desperation, perhaps, he manages to keep himself afloat and get to shore.
Hard STR save (8): [3d6] = 7
He barely has the presence of mind to flail backwards in an attempt to grab a less fortunate swimmer, but in the moment instinctively realizes their best chance of survival lies in, well, more of them and their specific talents surviving...
Very Hard STR save (8): [4d6] = 9
He feels a cloak and grabs for it, but it slips away...
Hard STR save (8): [3d6] = 7
He barely has the presence of mind to flail backwards in an attempt to grab a less fortunate swimmer, but in the moment instinctively realizes their best chance of survival lies in, well, more of them and their specific talents surviving...
Very Hard STR save (8): [4d6] = 9
He feels a cloak and grabs for it, but it slips away...
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Re: Prologue: On The Ship…
Grossphil the Feeble
As soon as the life boat is destroyed, Grossphil knows he's dead. His mind flashes quickly to his failed attempt at learning the levitate spell before he is submerged in the water. Using his pencil thin arms, he attempts to swim to shore anyway.
Strength Check (3) [3d6] = 13
As expected, he failed. A watery grave awaits unless a certain excitable cleric with magic boots aids him...
As soon as the life boat is destroyed, Grossphil knows he's dead. His mind flashes quickly to his failed attempt at learning the levitate spell before he is submerged in the water. Using his pencil thin arms, he attempts to swim to shore anyway.
Strength Check (3) [3d6] = 13
As expected, he failed. A watery grave awaits unless a certain excitable cleric with magic boots aids him...
Re: Prologue: On The Ship…
Zefarrel uses her magic boots to rise out of the water. As she does so, she will grab Grossphil if possible. Once she has grabbed him, she will scream at him: Kick you legs like you are swimming to propel us to shore!!
OM, do I need to make some sort of check to grab him.
OM, do I need to make some sort of check to grab him.
Re: Prologue: On The Ship…
Elitir
Once Elitir regains her feet she will scan the water for anyone in trouble, throwing her backpack inland. If she identifies someone needs help she will go back in after them.
Once Elitir regains her feet she will scan the water for anyone in trouble, throwing her backpack inland. If she identifies someone needs help she will go back in after them.
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Re: Prologue: On The Ship…
A hard DEX check will determine if that move is successful.scottjen wrote:Zefarrel uses her magic boots to rise out of the water. As she does so, she will grab Grossphil if possible. Once she has grabbed him, she will scream at him: Kick you legs like you are swimming to propel us to shore!!
OM, do I need to make some sort of check to grab him.
Re: Prologue: On The Ship…
Strength check (12) [3d6] = 14
"Ye Gods!" splutters Pumfrey as the waves wash over him.
"I'm sorry mother", he thinks, his life beginning to splash before his eyes...
"Ye Gods!" splutters Pumfrey as the waves wash over him.
"I'm sorry mother", he thinks, his life beginning to splash before his eyes...
Re: Prologue: On The Ship…
Zefarrel's attempt to grab Grossphil...
Grab Grossphil [4d6] = 14
As she sees Pumfrey struggling. Frey blast it! Hang on Pumfrey!
Grab Grossphil [4d6] = 14
As she sees Pumfrey struggling. Frey blast it! Hang on Pumfrey!
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Re: Prologue: On The Ship…
"Does anybody have a rope?" yells Sprig over the wind and waves. "I don't think they're going to make it!"
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Re: Prologue: On The Ship…
Mac
Mac is torn. On one hand, rowing to the shore of a mysterious island during a storm is great tension and plot. On the other hand, actually experiencing it instead of reading about it seems to be terrifying. He had just made up his mind and decided it was a good thing, getting first-hand experience, when the mast of a sunken ship burst through the lifeboat.
Suddenly in the water, Mac tries to swim to shore. Normal Strength check (9): [3d6] = 11
His long robes, now soaked, are starting to drag him down.
Mac is torn. On one hand, rowing to the shore of a mysterious island during a storm is great tension and plot. On the other hand, actually experiencing it instead of reading about it seems to be terrifying. He had just made up his mind and decided it was a good thing, getting first-hand experience, when the mast of a sunken ship burst through the lifeboat.
Suddenly in the water, Mac tries to swim to shore. Normal Strength check (9): [3d6] = 11
His long robes, now soaked, are starting to drag him down.
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Re: Prologue: On The Ship…
The waves continue to splash incessantly as the rough water churns and boils. The hardiest of the group make it to shore easily enough, though none of them are able to grab another as they save themselves. The rain pours down while the dark clouds rumble overhead.
Finnigan, Elitir, and Sprig climb up the rocky edge of the island as others scream for their lives behind them. The inquisitive gnome shouts out for a rope, worried for the safety of those still floundering in the water.
Grossphil has the worst time of it of course, unable to even keep his head above the raging water in his weakened condition. He is just about to slip under the surface when he feels a helping hand grab at the back of his soaked robes. It is the hand of Zefarrel, the cleric of Frey, there to assist the poor soul. She uses her magical boots to raise herself up out of the water, pulling the skinny mage along with her. She tells him to kick his legs to propel them to the island, but that task proves equally futile for the weak elf. The cleric finds that, the higher she levitates, the less control she has. The strong winds whip her around, making it difficult to keep her grasp on the elf. She can keep his head above water, but cannot control the direction she moves at all.
Pumfrey and Mac find it impossible to swim to the shore without aid. They can see the others are right there, only a few yards away, but they feel themselves starting to lose the battle with the unyielding currents. Sucking in mouthfuls of the salty brine as they fight to stay alive, they begin to slip under the surface of the water even further in their soaked gear.
Anyone currently on land can rejoin the others in the water to try a rescue attempt. You would need to make the same rolls in order to lend aid. (Normal STR check for yourself and then another hard check to get someone else back to shore with you. Helpful items such as rope or poles will obviously increase that chance of success.)
Finnigan, Elitir, and Sprig climb up the rocky edge of the island as others scream for their lives behind them. The inquisitive gnome shouts out for a rope, worried for the safety of those still floundering in the water.
Grossphil has the worst time of it of course, unable to even keep his head above the raging water in his weakened condition. He is just about to slip under the surface when he feels a helping hand grab at the back of his soaked robes. It is the hand of Zefarrel, the cleric of Frey, there to assist the poor soul. She uses her magical boots to raise herself up out of the water, pulling the skinny mage along with her. She tells him to kick his legs to propel them to the island, but that task proves equally futile for the weak elf. The cleric finds that, the higher she levitates, the less control she has. The strong winds whip her around, making it difficult to keep her grasp on the elf. She can keep his head above water, but cannot control the direction she moves at all.
Pumfrey and Mac find it impossible to swim to the shore without aid. They can see the others are right there, only a few yards away, but they feel themselves starting to lose the battle with the unyielding currents. Sucking in mouthfuls of the salty brine as they fight to stay alive, they begin to slip under the surface of the water even further in their soaked gear.
Anyone currently on land can rejoin the others in the water to try a rescue attempt. You would need to make the same rolls in order to lend aid. (Normal STR check for yourself and then another hard check to get someone else back to shore with you. Helpful items such as rope or poles will obviously increase that chance of success.)
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Re: Prologue: On The Ship…
Alethan; I reposted your last action here. Finn can use that same hard roll, just make another normal roll as well and you will be good. Thanks!Alethan wrote:Feet safely planted on terra firma, Finnigan looks back sees a few people struggling to get clear from the wreckage. He notes the human with what used to be long flowing robes is now being dragged down by them. He grabs at one of Mac's sleeves, which is just outside of his reach...
Hard Strength Check (16) [4d6] = 14
Re: Prologue: On The Ship…
Normal Strength Check (16) [3d6] = 10
Finnigan makes his way to Mac, feeling not at all like a dwarf in water, with minimal effort and drags the robed mage to shore.
Finnigan makes his way to Mac, feeling not at all like a dwarf in water, with minimal effort and drags the robed mage to shore.
Dragon foot. Bamboo pole. Little mouse. Tiny boy.
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Re: Prologue: On The Ship…
Mac
Coughing and sputtering, Mac lays on the shore quite spent by the ordeal. Unsure as to the identity of his savior, he looks up at the compact form of Finnigan. "Thank you. Thank you. I was sure that I was gone. That's not a pleasant feeling." He sits up and continues "It appears that I am, as they say, in your debt."
It finally dawns on him to check if the others made it. "If only I still had my pole..." He looks around for it in the wreckage.
Coughing and sputtering, Mac lays on the shore quite spent by the ordeal. Unsure as to the identity of his savior, he looks up at the compact form of Finnigan. "Thank you. Thank you. I was sure that I was gone. That's not a pleasant feeling." He sits up and continues "It appears that I am, as they say, in your debt."
It finally dawns on him to check if the others made it. "If only I still had my pole..." He looks around for it in the wreckage.
Re: Prologue: On The Ship…
Elitir
Once everyone is ashore she recovers her pack and checks around for anything she can recover from the wreckage.
Once everyone is ashore she recovers her pack and checks around for anything she can recover from the wreckage.
Re: Prologue: On The Ship…
Is Pumfrey swimming with the fishes, or did he make it to land via Grossphil's legs?
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Re: Prologue: On The Ship…
2 people still need help!!!Rex wrote:Elitir
Once everyone is ashore she recovers her pack and checks around for anything she can recover from the wreckage.
Finnigan rushes back into the water once he sees others in trouble. He grabs the human mage in the soaked robes and pulls him to shore, essentially saving his life. The white haired wizard's long pole floats just off shore and can be reached without re-entering the rough water.
Pumfrey the halfling is still splashing around in the water, bobbing up and down, barely able to keep his head above the surface in his wet gear. He coughs and spits, certain he will drown without help.
Zefarrel floats in the air, a few feet off shore. She still grasps the back of Grossphil's robes, preventing him from drowning, but she is having trouble trying to propel herself towards the island.
Anyone currently on land can rejoin the others in the water to try a rescue attempt. You would need to make the same rolls in order to lend aid. (Normal STR check for yourself and then another hard check to get someone else back to shore with you. Helpful items such as rope or poles will obviously increase that chance of success.)
Re: Prologue: On The Ship…
Elitir
Elitir rushes back into the crashing sea to try to grab the little halfling before he vanishes below the waves. She manages to reach the little fellow and get a hand on his back and drag him to shore. Almost getting pulled under twice she eventually makes it to shore.
Strength Check (17) [3d6] = 13
Strength Check (17) [4d6] = 16
Elitir rushes back into the crashing sea to try to grab the little halfling before he vanishes below the waves. She manages to reach the little fellow and get a hand on his back and drag him to shore. Almost getting pulled under twice she eventually makes it to shore.
Strength Check (17) [3d6] = 13
Strength Check (17) [4d6] = 16
Re: Prologue: On The Ship…
With Mac safely on dry land, Finnigan looks back and sees the cleric hovering over the water with what appears to be a drowned rat clinging to her legs.
"Who has a rope? Someone give me a rope," Finnigan calls out to the other people on land. If someone is able to produce one, he will attempt to throw one end of the rope to the cleric so he can pull her to shore.
"Who has a rope? Someone give me a rope," Finnigan calls out to the other people on land. If someone is able to produce one, he will attempt to throw one end of the rope to the cleric so he can pull her to shore.
Dragon foot. Bamboo pole. Little mouse. Tiny boy.