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Thread: Kerluddein (IC)

  1. - Top - End - #181
    Halfling in the Playground
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    Default Re: Kerluddein (IC)

    Westh

    A slender Hadozee crewman with tan fur that had previously been hanging from the rigging above the goblin-fueled commotion drops lithely to the deck. He wears a suit of sharkskin armor -- odd for a Hadozee but not entirely out of place aboard ship in these waters. A bandoleer with darts and a dagger crosses his chest and a cutlass rides his left hip. "Now's not the time to go swimmin', doc!" he calls over the rail while keeping an eye on the goblin. He seems equally prepared to draw his blade or jump overboard for the fallen man.

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    Picture to be replaced when I find something suitable!
    Meanwhile...Initiative - (1d20+4)[22]

  2. - Top - End - #182
    Dwarf in the Playground
     
    GnomeWizardGuy

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    Default Re: Kerluddein (IC)

    Irik

    A blond haired man quickly starts rushing towards the rail. Observant passengers and crew have likely seen him around the deck, though his main purpose and job is likely unknown. However, as the call of "Man Overboard" goes out several of the crew begin waving for him to hurry towards the rail.

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    Initiative: (1d20+2)[7]
    Last edited by gigz; 2009-06-01 at 12:37 PM.

  3. - Top - End - #183
    Barbarian in the Playground
     
    BardGirl

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    Default Re: Kerluddein (IC)

    LYSINDRA

    Lysindra moves slowly to the scene of the action, her hand dropping to her spell component pouch, just in case

    (1d20+2)[15] initiative

  4. - Top - End - #184
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    Jack_Simth's Avatar

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    Default Re: Kerluddein (IC)

    Sylvia moves to assess the situation...

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    Initiative: (1d20+0)[15]
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

  5. - Top - End - #185
    Ogre in the Playground
     
    monty's Avatar

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    Default Re: Kerluddein (IC)

    Sarah

    Sarah tries to make sense of the new situation, mentally going over the motions of a cure spell should it be necessary.

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    Initiative (1d20-1)[0]

    A little slow today, it seems.
    Last edited by monty; 2009-06-01 at 04:49 PM.
    My characters:
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    Sarah, human gestalt druid/totemist
    Adrian, human rogue
    Calypso, half-nymph human gestalt druid/miscellaneous


  6. - Top - End - #186
    Barbarian in the Playground
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    Default Re: Kerluddein (IC)

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    Well, we're still waiting for one more, but seeing as he hasn't posted at all yet, the order of movement is as follows until further notice. Declare in any order to speed things up, but if someone with a higher initiative makes your actions obsolete you'll have to decide on something else, obviously. Clear enough?
    Order of initiative:
    Westh
    The officers
    Larin
    Helena (Technically the same as Larin, but further away from the action)
    Sylvia
    Lysindra (See notes on Helena)
    The rest of the crew
    Gigz
    The other plague doctor
    The goblin
    Sarah


    The plague doctor disappears beneath the surface of the water and out of sight, the heavy leathers and bird-like mask that he wears obviously preventing him from floating. Unless preempted by Westh, the captain shoves her coat, hat and weapons at the other plague doctor and dives overboard, leaving the lieutenant to do the necessary shouting for Irik.

  7. - Top - End - #187
    Halfling in the Playground
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    Default Re: Kerluddein (IC)

    Westh

    "Got 'im, Cap'n!" The lithe Hadozee calls out as he grabs the end of the rope and heads for the rail. "Hang on to that end or tie it off!" he yells as he drops his bandoleer and cutlass to the deck and leaps over the rail.

  8. - Top - End - #188
    Barbarian in the Playground
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    Default Re: Kerluddein (IC)

    Westh
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    Swim check, please.


    The captain's actions go ahead as usual; two strong swimmers are better than one in calm conditions.

  9. - Top - End - #189
    Halfling in the Playground
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    Default Re: Kerluddein (IC)

    Westh


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    Swim - (1d20+2)[13]
    Forgot that the armor check penalty is doubled for Swim.
    Note to Self: Must get masterwork sharskin armor and Least Augment Crystal of Aquatic Action.

  10. - Top - End - #190
    Barbarian in the Playground
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    Default Re: Kerluddein (IC)

    Westh
    You touch the water and continue downwards after the plague doctor, but do not reach him immediately, as you're lighter and less streamlined than him. You're confident that you can reach him before your breath runs out, but your wing-flaps are hindering you from moving faster.

  11. - Top - End - #191
    Halfling in the Playground
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    Default Re: Kerluddein (IC)

    Westh

    Realizing time is of the essence, Westh holds his arms at his sides and powerfully kicks himself forward, hoping the lesser resistance will improve his speed.

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    Note to Self 2: Get Swim Goggles.

  12. - Top - End - #192
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    GnomeWizardGuy

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    Default Re: Kerluddein (IC)

    Irik runs to the rail after the disappeared Captain and crewman. Upon reaching it, he pulls something out of this spell component pouch and seems on the verge of invoking some arcane ritual as he scans the water waiting for the doctor's head to become visible.

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    Casting Benign Transposition as soon as the doctors head can be seen.

  13. - Top - End - #193
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    PaladinGuy

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    Default Re: Kerluddein (IC)

    Helena moves toward the side of the ship, readying herself to help pull up the captain, Westh, and the doctor if need be.

  14. - Top - End - #194
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    Kris Strife's Avatar

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    Default Re: Kerluddein (IC)

    Larin keeps hold of the rope that the goblin is holding onto and grabs for the rope that Westh tied around his waist. He wraps both of them around his waist, tieing them as best he can and holding on to both ropes, taking a wide stance to help prevent himself from slipping or falling over.

  15. - Top - End - #195
    Barbarian in the Playground
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    Default Re: Kerluddein (IC)

    Larin
    You slip and entangle yourself in the ropes, tangling them with each other as you do so. It's unlikely that they'll be usable for the purposes of pulling anyone back up any time soon.

  16. - Top - End - #196
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    BardGirl

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    Default Re: Kerluddein (IC)

    Lysindra comes to the edge of the ships deck, and watches for anything she can help with.

  17. - Top - End - #197
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    Jack_Simth's Avatar

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    Default Re: Kerluddein (IC)

    Sylvia calls for Patches, armored in her leathers but not carrying the saddlebags due to the reasonably safe cabin readily available to store them in, mounts Patches, and seeing that the plague doctor seems to be well taken care of, readies an action to have Patches tackle the goblin if it tries anything hostile, as she says in clear common: "Do stay where you are, goblin; your trustworthiness is not yet established so I cannot permit your involvement in this engagement."

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    Free: Handle Animal "Come" - trained trick, DC 10; with the +4 Bond bonus for dealing with her own animal companion, she's got a +10 modifier on the DC 10 roll. Auto-success.
    Move: Mount Patches - no roll necessary.
    Standard: Ready action to have Patches grapple the goblin if it tries anything that looks hostile or like he's trying to escape - moving, drawing a weapon, casting a spell, whatever. Handle Animal check in case it's necessary (a DC 20 Move action if you decide that "grapple" counts as an untrained trick - well within range of what I can do with a readied action, and a mount acts on the rider's initiative by default): (1d20+10)[28], touch attack: (1d20+3)[6], and Hold grapple check: (1d20+3)[10]
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

  18. - Top - End - #198
    Barbarian in the Playground
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    Default Re: Kerluddein (IC)

    Sylvia
    The goblin snarls, mutters something obscene-sounding in its own language, and drops to all fours suddenly. Patches jumps on it, but fails to pin it properly and simply keeps going. Behind you, the goblin arches its back and disappears entirely; a large, evil-looking rat stands in its place, sniffing the air.
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    Ride check to stay on; the situation around you is rather confused, and Patches is likely to have landed oddly.

  19. - Top - End - #199
    Barbarian in the Playground
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    Default Re: Kerluddein (IC)

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    Also, next "round", if you can call it that, since nearly everyone's done something for this one. Larin, another Use Rope to disentangle yourself, and I'll let you use the same roll to tie it to something if you do well enough. Westh, swim check (mostly to see how quickly you reach the doctor).

  20. - Top - End - #200
    Halfling in the Playground
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    Default Re: Kerluddein (IC)

    Westh
    Westh continues to pursue the sinking doctor.

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    Swim - (1d20+2)[14]

  21. - Top - End - #201
    Barbarian in the Playground
     
    BardGirl

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    Default Re: Kerluddein (IC)

    LYSINDRA

    With a whispered word, Lysindra forms a small orb of fire in her hand, which she tosses at the goblin turned rat.

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    Lesser Orb of Fire

  22. - Top - End - #202
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    GnomeWizardGuy

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    Default Re: Kerluddein (IC)

    Irik

    Irik ignores the commotion on deck and concentrates on the overboard man. He continues to scan the water for any sign of either the doctor, Captain or the hadozee.

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    Again, readying an action to cast Benign Transposition as soon as the doctor can be seen.[

  23. - Top - End - #203
    Barbarian in the Playground
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    Default Re: Kerluddein (IC)

    Irik
    You still can't see anything in this dim light, but you're still ready.
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    Might be an idea to start making Spot checks when you do that, by the way, otherwise I won't let you see them until they've reached the surface.


    Westh
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    Your attempts to speed your descent pay off, and you reach the sinking doctor at the same time as the captain. Both of you grab an arm, ready to start swimming upwards. His descent has slowed to a standstill by now, but he's not actually moving upwards, and the eyepieces are practically opaque in this dim light. You're uncomfortably aware of how deep you are already, and how little breath you have left.


    Lysindra
    The rat yelps as its fur scorches, and dives forwards. You're not sure exactly what it's planning, but it's coming towards you.

  24. - Top - End - #204
    Titan in the Playground
     
    PaladinGuy

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    Default Re: Kerluddein (IC)

    Helena turns as she hears the sounds of an offensive spell, as a thin veil of magic washes over her. (Casting Mage Armor) Then she closes in on Lysindra, Sylvia, and the Goblin-Rat, drawing her greatsword as she does so.
    Last edited by Mando Knight; 2009-06-03 at 11:08 AM.

  25. - Top - End - #205
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    Marillion's Avatar

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    Default Re: Kerluddein (IC)

    Kamau
    Kamau had woken up to relieve himself, but was distracted by a commotion on the other side of the boat. When he was done, the giant man wandered sleepily to where the noise was coming from. Yawning, he said "Now what's all this rumpus over here?" When he saw people throwing ropes over the side of the boat, though, he was instantly awake. It seems as if there are enough people dealing with the person who fell overboard, so Kamau looks around for someone else to help, settling on the man who had somehow managed to tangle himself in rope. He kneels beside him, saying "Come on, we've got to get you out of the way. Someone could trip on you, and then we'd have TWO people overboard!" He chuckles, and then sets to work.

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    Initiative(d20+3)[12]
    Use rope check to disentangle Larin(d20+6)[10]
    Last edited by Marillion; 2009-06-03 at 11:05 AM.

  26. - Top - End - #206
    Barbarian in the Playground
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    Default Re: Kerluddein (IC)

    Larin and Kamau
    With Kamau's help, you manage to disentangle yourself and get a start on the ropes. Neither of them are tied to anything, however, and one of them is already starting to be pulled overboard completely.

  27. - Top - End - #207
    Troll in the Playground
     
    Kris Strife's Avatar

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    Default Re: Kerluddein (IC)

    Larin drops the rope that the goblin had been on, since it was now empty, and uses both hands to grab the rope around Westh's waist. He looks to Kamau and nods. "Thanks, but we have three people off the ship right now, including the captain. I'm not very strong, so any help you can give with this right now would be appriciated..." He wraps the rope around his wrist to keep it from slipping and does his best to keep it from falling. "Do you know if they caught the doctor yet?"

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    Strength check: (1d20)[2] Does anyone know if violence or bribery works with this rng?
    Last edited by Kris Strife; 2009-06-03 at 11:20 AM.

  28. - Top - End - #208
    Barbarian in the Playground
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    Default Re: Kerluddein (IC)

    Larin
    The wet rope slips through your grasp, snaking off the edge of the ship before you can follow it.

    Westh
    You spot the top of what should have been your lifeline dropping down from the ship, the rest of the rope coiling lazily through the water with nothing else attached to it.

  29. - Top - End - #209
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    Jack_Simth's Avatar

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    Default Re: Kerluddein (IC)

    Sylvia stays in the saddle quite easily, as she guides Patches with her knees, readies her club, and tries to attack the rat with patches underneath her as she sighs and says: "Such a pity... I was hoping this could be settled amicably. Ah well, I tried."
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    Actions:
    Free or non-actions: All skill checks
    Move: Draw Club
    Standard: Attack!

    Stay in Saddle ride check:
    (1d20+8)[28] (+4 ranks, +2 Animal Affinity, +2 Military saddle, vs. a standard DC of 5; not expected to be an issue unless you've got some circumstance modifiers; come on roll of 2...)
    Handle Animal again; directing Patches to attack the rat (trained trick, DC 10; +4 ranks, +2 Animal Affinity, +2 Bond = auto-pass)
    Patches Attack Roll: (1d20)[8]+3 (+1 BAB, +2 Strength)
    Patches Damage Roll: (1d6+3)[9]
    Fight With Warhorse Ride check: (1d20+6)[17] vs. DC 10
    Sylvia Attack Roll (if Ride check passes): (1d20)[7] (net -1: +0 BAB, -3 Strength, +1 Size, +1 Higher Ground as a Riding Dog is bigger than a rat)
    Sylvia damage Roll (if Ride check passes): (1d4-3)[-2]

    Quote Originally Posted by Kris Strife View Post
    Strength check: (1d20+8)[28] Does anyone know if violence or bribery works with this rng?
    Eh, it's overworked enough as it is. Making specific selections for you? Not so likely.
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

  30. - Top - End - #210
    Barbarian in the Playground
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    Default Re: Kerluddein (IC)

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    Third round, I believe. If I've missed anyone, speak now or forever hold your actions.
    Westh
    No, that was just to provide description. And yes, you're still underwater and starting to make your ascent. Swim check to see how fast you rise.


    Sylvia
    Patches snaps at the rat as it flees, and you take a swing at it, but neither makes contact, and it keeps on going.

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