RolePlay onLine RPoL Logo

, welcome to Adventures In Anova

18:32, 26th April 2024 (GMT+0)

Following the trail of Nergal, Part 2.

Posted by The Dungeon MasterFor group 0
The Dungeon Master
GM, 77 posts
Thu 15 Sep 2016
at 12:53
  • msg #1

Following the trail of Nergal, Part 2.

The party works to help Tono recover from the onslaught of the plague. The dead are buried, the living are consoled and plans are made to move forward.

As a reward for your deeds, the Village Elders give you each a home in Tono (there is no lack in vacancy after the plague)

Please describe your home and tell me where in Tono it is located (just generalizations. In the middle of the village, by the tavern, by the coast, etc)

Days turn into weeks, and then to a month with no sign or contact with the Cult of Nergal.

Many of those who died where the fisherman and food became a problem in the weeks following the plague. Keenan put his wilderness skills to use hunting and trapping in the wild-lands around Tono to help provide enough food for the survivors. He recruited 2 individuals to act as his hunters and scouts. Now they work as a team to gather food and scout the perimeter of Tono for danger.

Keenan, What is the name of your Scouting party? What are the names of your two scouts? What interesting things have you found during your expeditions?

Tono was left vulnerable after the plague. The sick did not recover overnight and it was no secret to the surrounding bandits and rouges that the village was easy prey. Goran formed a village militia to help protect Tono during its time of need, receiving 2 volunteers.

Goran, what is the name of your small militia? What are the names of your guardsmen? What dangers have you protected the city from?

There was much work to be done to research Nergal and his cult to find any form of weakness. There was no way of knowing when they might return to threaten Tono. Caswell created a small magical research laboratory to test some of his theories he found in the Tono library. He recruited two assistants, themselves with magical abilities.

Caswell, what is the name of your magical group? What are the names of your assistants? What useful information have you uncovered?
This message was last edited by the GM at 12:55, Thu 15 Sept 2016.
Caswell Blackhart
player, 54 posts
Thu 15 Sep 2016
at 18:10
  • msg #2

Following the trail of Nergal, Part 2.

Caswell chose a small one room cottage on a hill with in view of the sea. It was made of stone and had a thatched roof. It had a dusty workshop built in a lean to off from the side. Caswell had heard its previous own was a fisherman's widow who had succumb to the plague.

Caswell and his assistants, Inzo and Kef have named themselves The College. They have claimed the library as their own, reorganizing the books to maximize the space. They have catalog the books by subject and discovered several spells hiddened in the texts, one of which, fireball, Caswell has managed to master. Also there was a ritual of protection but it needs to be renewed three times daily.  Inzo a man of nearly fifty, known to the locals as the Master of None, has taken the nighttime ritual.  Kef , a boy of thirteen, has not possessed the ability to finish it on his own.
This message was last edited by the player at 14:42, Sun 18 Sept 2016.
Keenan Arrow-Eye
player, 63 posts
Xp=5 Hp=16
R=3 A=2 C=18
Thu 15 Sep 2016
at 18:49
  • msg #3

Following the trail of Nergal, Part 2.

Keenan and his hunters(The Bloody Arrows) have set up camp on the edge of the wild-lands. The Bloody Arrow camp consists of a central fire pit, 2 tables with log benches, tanning racks for hides, drying racks for meats, and an archery range.
Keenan's lodging is a large yurt constructed from wood and deer hides. Inside is a sleeping area covered in animal skins, a large map table, and several crates.(these crates are used for both storage, and as furniture) The Bloody Arrow recruits have contructed their own shelters on either side of Keenan's yurt.

The other members of the Bloody Arrows are Brokko Daan, (a gruff male human with an affinity for hatchets) and Sly Sloe.(a male halfing who's family's homestead is a few miles east of Tono) Both were chosen by Keenan for their abilities with a bow, and for their familiarity with the wilderness surrounding Tono.

Over the past month Keenan and his hunters have located several natural choke points that could be used to ambush invaders. Recently (within the last week) Keenan's hunters have reported that some unusual, and hostile, predators have been active in the Wild-lands. Specifically, Sly Sloe located evidence that a pack of wolf spiders has been hunting in the forest south of Tono.
This message was last edited by the player at 11:34, Sun 18 Sept 2016.
Goran
player, 70 posts
Fri 16 Sep 2016
at 09:18
  • msg #4

Following the trail of Nergal, Part 2.

Upon his return to Tono, Goran takes up residence in a cozy one-and-a-half-story stone cottage that was once owned by an elderly mason who succumbed to the illness (it's basically the first home you get in Whiterun in Skyrim). It's close to the center of town and, more importantly, it's right across the road from the Gobi. He spends most of his time at the tavern, chatting up locals (or the rare visitor) and playing cards when he's not "on patrol." Goran has become quite zealous about organizing a group to defend Tono from bandits and other threats, and two recruits have already joined his militia.

The first is a human woman named Meryl. Meryl is also young, only twenty years of age; she is the oldest of three girls, all of whom are daughters of a farming household. By some miracle, all five of them survived the plague; Meryl attributes this to the family's religious devotion to Lorelei, a benevolent agricultural deity. In spite of her devout nature, she is relatively reserved about her beliefs, and doesn't impose them upon others (and if she did, Goran wouldn't be able to stand being around her). She joined the militia because she believes that defense of her hometown is Lorelei's chosen purpose for her. Goran has been teaching her how to use a sword and shield in combat, as is his specialty.

The other recruit is a boy named Rigby. He's only sixteen years old, and he's the son of a woodcutter and his wife who both perished during the plague. By most standards, he's an adult, but he's still young, and on his own for the first time in his life. He's taken his father's place as a woodcutter, which he does when he's not training or patrolling with Goran. He's six-and-a-half feet tall, and weighs a sleek 250 lbs.; basically, the kid looks like an NFL edge rusher. Goran has him use his strength to his best advantage, and trains him to use his wood-splitting axe in combat situations.

The three of them have taken to calling themselves the Iron Hounds, which is often shortened simply to The Hounds by the locals. Since the expulsion of Nergal's worshipers and the sickness that followed, things have been (relatively) quiet in Tono. However, there has been one exception. It came about two weeks ago, when some misinformed bandits had heard that Tono was ripe for the picking, and came in demanding tribute from the locals. They came into the Gobi and announced their intentions to set up shop in town. The Iron Hounds, in their first true test as a militia, expelled the five men, two of them in body bags; the others fled in disgrace and haven't been seen or heard since.

Since he formed the Hounds, those who don't know Goran well enough to call him by name simply refer to him as "Sheriff," a role he's come to enjoy. Perhaps he can leverage his position as the de facto head of law enforcement into a seat on the council of elders...
This message was last edited by the GM at 15:37, Fri 16 Sept 2016.
Goran
player, 71 posts
Sat 17 Sep 2016
at 07:23
  • msg #5

Following the trail of Nergal, Part 2.

In his free time, Goran tries to keep in touch with his comrades whenever it's possible. Caswell is often busy with his new studies, but he still lives nearby, and the two of them meet often for lunch or dinner. During one meal, Goran asks his wizard friend what he ever did with the demon-transformation capsules he took from the Keep Of Dunmorrow (I know I've asked that before, but I don't remember Caswell's answer). Goran also tries his best to give the human a little bit of combat training, showing him how to use his staff and dagger more effectively when spells aren't an option.

Keenan makes himself more scarce, but Goran tries to catch up with the elf whenever he comes back to town to trade pelts and game. In particular, the dwarf has developed quite a taste for pheasants, ducks, and other waterfowl, which he did not eat while growing up underground.
This message was last edited by the GM at 20:31, Sat 17 Sept 2016.
Caswell Blackhart
player, 55 posts
Sun 18 Sep 2016
at 01:17
  • msg #6

Following the trail of Nergal, Part 2.

Caswell takes to Gorans combat training like a cat to water.  During his time at his cottage Caswell does spend sometime studying the capsule at Goran request. He references the book of demons along with the runes on its side. Caswell spouts lore using bag of books.

21:12, Today: Caswell Blackhart rolled 15 using 2d6+3 ((6,6)).

(Finally if we don't learn anything now this ball is ran out.)
The Dungeon Master
GM, 78 posts
Sun 18 Sep 2016
at 14:28
  • msg #7

Following the trail of Nergal, Part 2.

Caswell, as before you discover it is a wooden capsule filled with various herbs and other magical components. There are small demonic runes inscribed on the outside that seem to offer the persons soul to Nergal in exchange for unnatural strength and fortitude.
The Dungeon Master
GM, 79 posts
Sun 18 Sep 2016
at 16:07
  • msg #8

Following the trail of Nergal, Part 2.

You are each approached by a messenger from the council of elders. Rowin Vern has requested an audience with you to discus an urgent matter.

Upon arrival to the town hall, you are informed by the council that they have not heard back from a ship they had sent to the island village of Til to the north (check out the map). They have arranged passage with a fishing vessel to transport you, should you agree to aid in the endeavor.


Please ask any questions of the council now.
Please tell me how you prepare.
Goran
player, 72 posts
Sun 18 Sep 2016
at 19:57
  • msg #9

Following the trail of Nergal, Part 2.

Goran strokes his beard slowly, trying his best to appear thoughtful. He asks what the ship's purpose was, when it was expected to return, and what the island of Til is like. He also asks who else will be making this journey with them, as he does not expect that the three heroes will be sailing on their own.
He'll make specific preparations based on Elder Vern's answers, but, in general, Goran is going to buy as many rations as he can (comfortably) carry, a ragged bow, and a bundle of arrows. He'll take these items in addition to his adventuring gear.
Goran knows that the heroes might be away from Tono for a while, so he makes arrangements for Inzo, Kef, Brokko, and Sly Sloe to work with Meryl and Rigby to ensure that Tono remains safe.
This message was last edited by the player at 11:38, Mon 19 Sept 2016.
The Dungeon Master
GM, 80 posts
Mon 19 Sep 2016
at 00:41
  • msg #10

Following the trail of Nergal, Part 2.

The ship had been sent to Til to trade for needed supplies, like food. Due to Til's secluded nature, the elders had theorized it would have been spared from the plague.

The ship is a week over due.

Til is an island village to the north. It was founded decades ago when a splinter group from Tono left to form a more devout community that more closely observed the teachings and tenants of Ea, goddess of the sea.

Passage has been arranged with a local fisherman, Captain Tryke to sail you north to Til. The exact makeup of his crew is unknown to the elders.
This message was last edited by the GM at 12:29, Mon 19 Sept 2016.
Keenan Arrow-Eye
player, 64 posts
Xp=5 Hp=16
R=3 A=2 C=18
Mon 19 Sep 2016
at 10:22
  • msg #11

Following the trail of Nergal, Part 2.

Keenan is content with Goran being the liaison between the group and the village elders. The bureaucracy of city politics is tedious, and often irratating.
This message was last edited by the player at 19:33, Mon 19 Sept 2016.
Caswell Blackhart
player, 56 posts
Mon 19 Sep 2016
at 16:38
  • msg #12

Following the trail of Nergal, Part 2.

Caswell says, " We request that the village supply us with anything that can be spared to aid us in this endeavor."
Goran
player, 73 posts
Mon 19 Sep 2016
at 16:54
  • msg #13

Following the trail of Nergal, Part 2.

This all sounds like a good deal, but Goran notices that his coffers are getting a little light. Before he firmly accepts Elder Vern's mission, he says, "The Hounds and I are happy to keep Tono safe, in exchange for food and our new homes. But getting on a boat and sailing into the bay on a recovery mission... I'd say that's going above and beyond. So before this all gets settled, the elders are gonna have to open up the town treasury, for me AND my boys... You know, expenses. I'd say 50 coins each would do it." (Parley)

11:45, Today: Goran rolled 9 using 2d6+1 ((3,5)).
The Dungeon Master
GM, 81 posts
Mon 19 Sep 2016
at 19:24
  • msg #14

Following the trail of Nergal, Part 2.

Elder Vern's face drops. "I thought heroes did good deeds for the sake of it, not to fill their pockets with coin from a village in mourning." After careful thought, he adds "25 coins apiece."

To answer some other questions that came in:

The journey will take roughly 2 days by boat.
You will need at least 2 days worth of rations.
Food is tight right now in Tono. Keenan and his 2 hunters are working full time to help provide food for the town. Only a fraction of the fishing boats are still gathering food.
Caswell Blackhart
player, 57 posts
Tue 20 Sep 2016
at 00:13
  • msg #15

Following the trail of Nergal, Part 2.

Caswell says to Vern, "We are not looking to take more than what is necessary. I only require 3 days of rations and 2 bandages. That is less than twenty gold worth of supply, on my part, to insure our success."  Tuning to Goran then to Kennan but still speaking to Elder Vern, "I implore my companions to follow suit."  Now addressing the entire, "When we return we will have to discuss setting up a food storage and a consistent trade route with a few of the nearest settlements to limit the impact of future disasters.  Also we must come up with a way to attract new settlers. But for now the pressing matter is food and we should be leaving with haste."
Goran
player, 74 posts
Tue 20 Sep 2016
at 00:28
  • msg #16

Following the trail of Nergal, Part 2.

Goran accepts Elder Vern's offer with a hearty handshake. "Don't worry, Rowin... If we're properly supplied, then our success is practically guaranteed, and you know that we'll make it worth the village's investment." He then echoes Caswell's sentiments about strengthening the economic and cultural infrastructure of Tono via trade routes, making several mentions about halfling caravans, Felorian gypsies, dwarven smiths from Unduzur, and so on.

After the meeting, he buys some rations and bandages and prepares his adventuring gear.
Keenan Arrow-Eye
player, 65 posts
Xp=5 Hp=16
R=3 A=2 C=18
Tue 20 Sep 2016
at 01:21
  • msg #17

Following the trail of Nergal, Part 2.

"I never claimed to be a hero, your people gave me this title. My actions are dictated by what is necessary. If traveling to Til is necessary for Tono to survive, then I will do this. But that would also mean that weapons and supplies will be necessary, as is the need to eat. What point would there be to send us on this errand if we fail due to ill preparation?"
This message was last edited by the player at 01:23, Tue 20 Sept 2016.
The Dungeon Master
GM, 82 posts
Tue 20 Sep 2016
at 12:32
  • msg #18

Following the trail of Nergal, Part 2.

The council of elders thanks you for your help in these matters and you take your leave.

You purchase and/or gather your equipment and are set to meet Captain Tryke in the morning.

Any other comments or RP about preparation?

The following morning you meet with Captain Tryke in front of his modest vessel "The Odyssey." As you survey the ship from the docks, you see 4 crewman tending sails, gaff hooks, mooring lines and other nautical terms.

Captain Tryke is a man of average height and build with a short black beard. He is wearing a Tricorn hat and a worn and sun bleached long coat. He is a man of few word, greeting you simply with a nod of his head. "Pleasant to meet you good sirs. I have heard much of the good you have done for Tono. We leave for Til within the hour."

Anything left to say or do before we leave for Til?
Goran
player, 75 posts
Tue 20 Sep 2016
at 14:10
  • msg #19

Following the trail of Nergal, Part 2.

Goran's good to go. Before The Odyssey departs, Goran introduces himself to Captain Tryke and finds a place to get comfortable; he's never been seasick before, so he doesn't know how he'll handle it. Once he's settled, he offers to show Caswell, Keenan, and anyone else who's interested how to play various dwarvish dice games.
This message was last edited by the player at 14:33, Tue 20 Sept 2016.
Caswell Blackhart
player, 58 posts
Tue 20 Sep 2016
at 15:44
  • msg #20

Following the trail of Nergal, Part 2.

Caswell shows up with some pep in his step and in a mood you rarely see him in.  When it becomes time to step off the deck on to the boat he freezes and begins to look worried. Caswell says mostly to himself, "Alright, you can do this. Just one more step and the fine captain will do the rest."  He swings his foot forward like he is going to take a step several times before the captain gives him a push forward.
Keenan Arrow-Eye
player, 66 posts
Xp=5 Hp=16
R=3 A=2 C=18
Tue 20 Sep 2016
at 16:36
  • msg #21

Following the trail of Nergal, Part 2.

Keenan spends 12 coins to purchase Dungeon Rations, Bandages, and a Bundle of Arrows.
The Dungeon Master
GM, 83 posts
Wed 21 Sep 2016
at 11:51
  • msg #22

Following the trail of Nergal, Part 2.

The Odyssey leaves port with little ceremony. Captain Tryke stands at the helm shouting orders to his men who scurry around the deck to complete them. Once out into open water, everything seems to slow down. The sound of the waves lapping the hull of the ship and the salty sea breeze almost makes it relaxing... if it weren't for the conditions of the Odyssey, which is by no means a luxury ship. Conditions are cramped and uncomfortable with the crew area being little more then a 5 foot crawl space equipped with hammocks that barely miss touching the floor. Most of the space on the ship is reserved for the cargo hold, which reeks of fish.

The first day passes into night with no real excitement. What do you do to pass the time? What do you do to prepare for the night?


The quite of the night is broken by an alarm bell and one of the crew mates yelling "Ship! Dead Head!"

What do you do?
This message was last edited by the GM at 13:20, Wed 21 Sept 2016.
Goran
player, 76 posts
Wed 21 Sep 2016
at 14:47
  • msg #23

Following the trail of Nergal, Part 2.

Goran sharpens his sword and makes conversation with anyone who will listen. After that, he drinks, hoping it will alleviate some of his discomfort and boredom. On a positive note, he takes to the water better than he had expected, and even with a belly full of whiskey, he doesn't experience much seasickness. He stays up fairly late, putting off his time in his "cabin" for as long as possible.
He finally manages to get some rest (well, pass out, anyway) until he's roused by the sound of the alarm. There's not enough time to put on his armor, but he still grabs his sword and shield and rushes to the deck to investigate the commotion.
Caswell Blackhart
player, 59 posts
Thu 22 Sep 2016
at 15:51
  • msg #24

Following the trail of Nergal, Part 2.

Caswell does everything he can to avoid being below deck for too long for fear of being trap if the boat would sink. Also he won't go to close to the rail of the boat for fear of falling over board. He spends most of time near the helm talking to the captain about navigation weather systems, beast of the water, any other nautical knowledge he might be able to gain from him.

Spells for the day include fireball, magic missile, Invisiblity and cure light wounds.
Keenan Arrow-Eye
player, 67 posts
Xp=5 Hp=16
R=3 A=2 C=18
Thu 22 Sep 2016
at 15:58
  • msg #25

Following the trail of Nergal, Part 2.

Keenan offers to man the crows nest, and that's where he spends a majority of his day. That is his destination when the alarm sounds.
The Dungeon Master
GM, 84 posts
Thu 22 Sep 2016
at 16:18
  • msg #26

Following the trail of Nergal, Part 2.

The crewmen repeats the alarm, shouting "Ship dead ahead!" Captain Tryke calmly exits his meager captain's quarters and meets the crewman on watch at the helm.

Goran, you come running up from below deck sword in hand to find Caswell trying to stay as close as he can to the main mast, but also get a good look at the ship ahead. Basically, you both can make out the large shape of the ship, but that's about it.

Keenan, you gracefully scale the mast up to the crows nest to investigate the situation. Roll Discern Realities and ask your questions.
Keenan Arrow-Eye
player, 68 posts
Xp=5 Hp=16
R=3 A=2 C=18
Thu 22 Sep 2016
at 16:33
  • msg #27

Following the trail of Nergal, Part 2.

Keenan gets a 9 to discern realities and asks "What is about to happen?"
The Dungeon Master
GM, 85 posts
Thu 22 Sep 2016
at 16:51
  • msg #28

Following the trail of Nergal, Part 2.

Keenan, you can tell that the Odyssey is coming up on this ship too quickly. There doesn't seem to be enough time and mobility to avoid it. They are going to collide!!

WHAT DO YOU DO!!??
Keenan Arrow-Eye
player, 69 posts
Xp=5 Hp=16
R=3 A=2 C=18
Thu 22 Sep 2016
at 21:07
  • msg #29

Following the trail of Nergal, Part 2.

"Brace for Impact!"

Keenan alerts his allies to the impending danger as he jumps and uses the rigging to swing down to the main deck.
The Dungeon Master
GM, 86 posts
Thu 22 Sep 2016
at 22:43
  • msg #30

Following the trail of Nergal, Part 2.

Everyone roll defy danger str or defy danger dex
Caswell Blackhart
player, 60 posts
Fri 23 Sep 2016
at 00:35
  • msg #31

Following the trail of Nergal, Part 2.

Caswell quickly swings behind the main mast bear hugging the post.


20:31, Today: Caswell Blackhart rolled 13 using 2d6+1 ((6,6)).
Goran
player, 77 posts
Fri 23 Sep 2016
at 04:07
  • msg #32

Following the trail of Nergal, Part 2.

Goran slings his shield over his shoulder, giving himself just enough time to grab one of the boat's heavy riggings with his free hand (Defy Danger using Strength.)

23:04, Today: Goran rolled 7 using 2d6+2 ((2,3)).
This message was last edited by the player at 11:18, Fri 23 Sept 2016.
Keenan Arrow-Eye
player, 70 posts
Xp=5 Hp=16
R=3 A=2 C=18
Fri 23 Sep 2016
at 07:57
  • msg #33

Following the trail of Nergal, Part 2.

Keenan rolls an 11 to Defy Danger. He times his jump from the crows nest perfectly, so as to be in mid air when the ships collide...
The Dungeon Master
GM, 87 posts
Fri 23 Sep 2016
at 12:37
  • msg #34

Following the trail of Nergal, Part 2.

The Odyssey collides with the much larger unknown ship with fantastic force. Caswell's close proximity to the mast allows him ample opportunity to grab on and hold for dear life.

Keenan times the collision perfectly, leaps from the crows nest and lands on the deck with a graceful roll.

Goran reacts a split second to late, grabs some of the ships rigging but does not have time to brace himself. The collision flings him overboard and he is now hanging from the side of the Odyssey by one arm. Goran, You can opt to drop down to the water willingly or make another Defy Danger Str to pull yourself up.

Moments later you hear one of the crewman yell "Captain Trykes overboard!" and a second crewman yell "We are taking on water!"

Goran what do you do? Will anyone help pull him up?

Captain Tryke is overboard in the water. Will anyone help him?

The Odyssey is taking on water and sinking. WHAT DO YOU DO!?!?
Goran
player, 78 posts
Fri 23 Sep 2016
at 12:45
  • msg #35

Following the trail of Nergal, Part 2.

Goran's hanging on for dear life, and he's not thrilled by the idea of dropping down into the cold, dark water... but's he's not about to let go of his prized broadsword, either. So, instead, he grits his teeth, growls ferociously, and lifts himself back up to the deck with an awe-inspiring one-handed pull-up (Defy Danger using Strength).

07:40, Today: Goran rolled 11 using 2d6+2 ((5,4)).

Fortunately, he's not wearing his heavy metal armor; that would probably make such a task a lot more difficult.
Caswell Blackhart
player, 61 posts
Sun 25 Sep 2016
at 19:46
  • msg #36

Following the trail of Nergal, Part 2.

Caswell discerns realities

 15:44, Today: Caswell Blackhart rolled 10 using 2d6+3 ((5,2)).

What is about to happen?
What should I be on the lookout for?
What here is useful or valuable to me?
Keenan Arrow-Eye
player, 71 posts
Xp=5 Hp=16
R=3 A=2 C=18
Mon 26 Sep 2016
at 12:09
  • msg #37

Following the trail of Nergal, Part 2.

Keenan watches Goran flop back onto the deck, "The lengths a dwarf will go in order to avoid a bath are astonishing!" Keenan remarks.

Keenan regroups with Caswell. "How do we escape this doomed vessel?"
The Dungeon Master
GM, 88 posts
Mon 26 Sep 2016
at 13:26
  • msg #38

Following the trail of Nergal, Part 2.

Caswell, you survey your surroundings to try to understand the gravity of the situation. You can Already feel the boat begin to list to Starboard. You get the distinct impression the boat will not be floating above sea level for very long.

You quickly spy the ship you ran into, and you notice a gaping whole in the port side about 15 feet up from the water level.

As you look around the ship, you see the two netting boats that the crew must use to manage their fishing nets when they are dispersed into the water.

What do you do?
Goran
player, 79 posts
Mon 26 Sep 2016
at 13:41
  • msg #39

Following the trail of Nergal, Part 2.

Goran's gonna try to find a rope, a net, anything he can throw to Captain Tryke so he can try to pull the man out of the water.
The Dungeon Master
GM, 89 posts
Mon 26 Sep 2016
at 13:48
  • msg #40

Following the trail of Nergal, Part 2.

With all the rigging about it is not difficult for Goran to find some rope. He locates a nice strong looking length and hacks it free, runs to the bow of the ship and hurls it out hoping it lands within reach of Captain Tryke.

Roll Defy Danger Dex
Goran
player, 80 posts
Mon 26 Sep 2016
at 14:41
  • msg #41

Following the trail of Nergal, Part 2.

Goran tries his best to give Tryke some help, but it's very dark, the water is choppy, the Odyssey is listing horribly, and the rope he's using is heavy and unwieldy.

09:38, Today: Goran rolled 6 using 2d6 ((2,4)).

As Goran fumbles about, he shouts at anyone who will listen, "The captain's overboard! I need a hand over here!"
Caswell Blackhart
player, 62 posts
Mon 26 Sep 2016
at 22:44
  • msg #42

Following the trail of Nergal, Part 2.

Caswell looks around and takes in the chaos around him. Then he does what Caswell does best, he runs. He runs as fast as he can and jumps from the bow of the boat.

18:43, Today: Caswell Blackhart rolled 6 using 2d6+1 ((2,3)).

And pluges straight into the water between the boats.
Keenan Arrow-Eye
player, 72 posts
Xp=5 Hp=16
R=3 A=2 C=18
Tue 27 Sep 2016
at 02:03
  • msg #43

Following the trail of Nergal, Part 2.

"Foolish wizard!"

Keenan retrieves from his adventuring gear a rope and grapnel. He tosses the grapnel over through the hole in the foreign ship, then he swings down on the rope to retrieve Caswell...
The Dungeon Master
GM, 90 posts
Tue 27 Sep 2016
at 11:49
  • msg #44

Following the trail of Nergal, Part 2.

Keenan, defy danger dex
Keenan Arrow-Eye
player, 73 posts
Xp=5 Hp=16
R=3 A=2 C=18
Tue 27 Sep 2016
at 11:58
  • msg #45

Following the trail of Nergal, Part 2.

Keenan rolls a 9 to Defy Danger...
The Dungeon Master
GM, 91 posts
Tue 27 Sep 2016
at 12:33
  • msg #46

Following the trail of Nergal, Part 2.

Goran desperatly tries to get the rope out to Captain Tryke, but no luck. "The captain's overboard! I need a hand over here!" He yells looking around for the crew. He notices two of them lowering one of the netting boats into the water to act as a life raft. Suddenly, the rope in Goran's hands goes taught with the tail end of it tightening around his lower body. It pulls him against the ships railing and he struggles to prevent being pulled over board.

Goran what do you do!?

Caswell sees an opportunity to escape the sinking vessel. The two ships are just sliding past each other broadside and he just might be able to make it through the hole smashed into the side of the other ship. He runs full sprint and leaps... just as the two ships pull away from each other. He plummets down into the icy dark waters below. The chill of the sea cuts into him like knives.

"Foolish wizard!" Keenan says as he retrieves from his adventuring gear a rope and grapnel. He affixes the grapnel to an arrow and fires it up over the boom (that's the cross part of the mast that holds the sails open) of the unknown ship. Checking to make sure his line is secure, he leaps down and swings into the open air. He scoops Caswell out of the water and on the upward swing is able to deposit him through the hole of the ship before he slams into the side of the hull and is left floundering against the side of the ship.

Keenan what do you do?

Caswell what do you do?
This message was last edited by the GM at 12:35, Tue 27 Sept 2016.
Goran
player, 81 posts
Tue 27 Sep 2016
at 17:22
  • msg #47

Following the trail of Nergal, Part 2.

Goran braces his large feet against the ship's railing and pushes forward with his powerful legs, doing the best he can to force his way out of the rope and keep himself from being pulled into the water (gonna assume that this is Defy Danger using Strength).

12:20, Today: Goran rolled 9 using 2d6+2 ((4,3)).
The Dungeon Master
GM, 92 posts
Tue 27 Sep 2016
at 20:25
  • msg #48

Following the trail of Nergal, Part 2.

Goran pushes against the railing with all his might and strains against what ever is pulling on the rope. He can hear the sound of the rope stretching to it's maximum capacity. Then without warning the rope snaps and goran sails backwards, smashing into the ground and clobbering his head.

Goran is 'Confused' take a -1 to Wis for the time being.

Goran, what do you do?
Goran
player, 82 posts
Tue 27 Sep 2016
at 20:47
  • msg #49

Following the trail of Nergal, Part 2.

Goran hops back up to his feet and shakes his head rapidly like a wet dog. He's gave it his best, but if he's gonna save anyone else, or even stay alive, he's gonna need to regroup with the elf and the wizard. And he's gonna need his gear; he tries his best to get back to his crawlspace so he can gather his pack and, if possible, his armor.
Caswell Blackhart
player, 63 posts
Tue 27 Sep 2016
at 23:20
  • msg #50

Following the trail of Nergal, Part 2.

Caswell discerns realities for his new surroundings


18:26, Today: Caswell Blackhart rolled 10 using 2d6+3 ((4,3)).

What is about to happen?
What should I be on the lookout for?
What here is useful or valuable to me?
Keenan Arrow-Eye
player, 74 posts
Xp=5 Hp=16
R=3 A=2 C=18
Wed 28 Sep 2016
at 07:23
  • msg #51

Following the trail of Nergal, Part 2.

Keenan swiftly scales the rope to join Caswell aboard the unkown vessel...
The Dungeon Master
GM, 93 posts
Wed 28 Sep 2016
at 12:38
  • msg #52

Following the trail of Nergal, Part 2.

Caswell is soaking wet and a little roughed up from his 'trip.' He stands shivering and tries to get a feel for his current surroundings. It is dark with only a little bit of moon light coming in through the hole in the side of the ship. He snaps his fingers and a small glowing orb appears just hovering over his thumb.

This room looks like the cargo hold. It is very large and must span the entire stern of the ship. It looks like most of the cargo was pushed to the sides or thrown overboard. Chests and crates line the walls in a haphazard fashion. Looking up, a small slice of moon light can be seen coming through the over head doors used to lower in cargo.

There also appears to be a door on the far side of the room, no doubt leading deeper into the ship.

As Caswell investigates further and steps deeper into the hold, he trips and falls over something. As he collects himself and brings his light around, he sees a dead human body laying on the floor impaled by a spear. To top it all off, it is the body of a Nergal Cultist!

Caswell what do you do?
The Dungeon Master
GM, 94 posts
Wed 28 Sep 2016
at 12:42
  • msg #53

Following the trail of Nergal, Part 2.

Goran gets up off the deck and shakes the cobwebs free. He realizes he must get off the ship, but he cant leave his gear behind. He dashes down the crew's quarters to find it quickly filling with water. He gathers up his belongings, then sloshes through the water back up and out. He rushes over the netting boats to find the 4 crew members all sitting inside with it nearly lowered to the sea below.

Goran, what do you do?
The Dungeon Master
GM, 95 posts
Wed 28 Sep 2016
at 12:45
  • msg #54

Following the trail of Nergal, Part 2.

Keenan spins and slams against the side of the ship, attempting to right himself on the rope.

08:23, Today: The Dungeon Master, on behalf of Keenan Arrow-Eye, rolled 6 using 2d6+2.  defy danger dex.

Keenan, take 4 HP worth of damage.


He finally gets his bearings, climbs the rope and heaves himself in through the hole in the ship. Landing on his feet, he sees Caswell on the floor staring into the face of a dead Nergal Cultist.

Keenan, what do you do?
This message was last edited by the GM at 12:46, Wed 28 Sept 2016.
Goran
player, 83 posts
Wed 28 Sep 2016
at 22:26
  • msg #55

Following the trail of Nergal, Part 2.

Goran hurries to one of the lifeboats. He shouts at the crew, "We need to get over to that other ship! We can't leave without the elf and the wizard!"
Caswell Blackhart
player, 64 posts
Wed 28 Sep 2016
at 23:27
  • msg #56

Following the trail of Nergal, Part 2.

Caswell stands back up and looks in the crates to if he can gather any information about what the ship was carrying or where it was headed.
Keenan Arrow-Eye
player, 75 posts
Xp=5 Hp=16
R=3 A=2 C=18
Wed 28 Sep 2016
at 23:28
  • msg #57

Following the trail of Nergal, Part 2.

Keenan produces another length of rope from his adventuring gear, then draws an arrow from his quiver. "Caswell! Get off the floor, you look silly!" He shouts as he ties the rope to his arrow. "Search those crates. I suspect this is the lost ship we seek." Keenan turns and aims his bow out at the mast of the other ship. "I am going to retrieve our dwarf..."

Keenan launches the arrow into the mast of the Odyssey, then ties the other end of the rope off to a beam on the unknown ship.
The Dungeon Master
GM, 96 posts
Wed 28 Sep 2016
at 23:44
  • msg #58

Following the trail of Nergal, Part 2.

The crew is just touching down into the water. One of them yells up to Goran "Jump down master dwarf! We have to go save captain Tryke!"

Goran, what will you do? Jump down to the lifeboat? Or try to shimmy across the rope to the other ship? or do you have a plan C?

Caswell starts going through crates and chests. He finds plentiful amounts of rations, several crates of dry clothes, various spices and a small coin box with 50 coins. He also finds a weapons case stocked with several rapiers.

He also notices that many of the crates are marked with 'The Principality of Bravak.'

Caswell and Keenan, what do you do?
Goran
player, 84 posts
Thu 29 Sep 2016
at 03:44
  • msg #59

Following the trail of Nergal, Part 2.

Goran's just about to hop down into the lifeboat when he sees Keenan's arrow plunge into the mast, creating a zip-line between the two ships. He yells down at the crew once again, "Go on, save the captain! My boys and I will take care of that other ship!" He then makes sure his weapons and gear are secure on his back and belt before running to the edge of the starboard bow, where he leaps up onto the rope and starts to shimmy across.

14:54, Today: Goran rolled 9 using 2d6+2 ((6,1)).
This message was last edited by the player at 19:54, Thu 29 Sept 2016.
Caswell Blackhart
player, 65 posts
Thu 29 Sep 2016
at 21:40
  • msg #60

Following the trail of Nergal, Part 2.

Caswell quickly puts on some dry clothes and bags the box of coins and waits for his companions to join him.
Keenan Arrow-Eye
player, 76 posts
Xp=5 Hp=16
R=3 A=2 C=18
Fri 30 Sep 2016
at 09:58
  • msg #61

Following the trail of Nergal, Part 2.

Keenan approaches the crate containing the rapiers. He opens the lid and retrieves one of the swords. Then he draws the blade, and performs a few practice manuevers. Once satisfied, Keenan sheathes the sword and says "This is a fine weapon, I will take two."

Keenan adds 2 rapiers to his pack.
This message was last edited by the player at 09:58, Fri 30 Sept 2016.
The Dungeon Master
GM, 97 posts
Fri 30 Sep 2016
at 12:24
  • msg #62

Following the trail of Nergal, Part 2.

As Goran is crossing the rope, the strain of the two ships drifting apart causes it to snap and Goran to swing down and slam into the side of the ship.

Goran, the impact causes you to drop something into the murky abyss. What do you drop?

After that, He scurries up the rope and through the whole in the ship.

With that, what do you do? are you concernernd at all about Captain Tryke and his crew? What might be lurking in this ship that killed this Nergal Cultist? And what are the cultists doing on this ship anyway? IS this the lost ship? The crates are marked with with 'The Principality of Bravak.' Whats that?
Keenan Arrow-Eye
player, 77 posts
Xp=5 Hp=16
R=3 A=2 C=18
Fri 30 Sep 2016
at 17:31
  • msg #63

Following the trail of Nergal, Part 2.

"Caswell, what is this Principality of Bravek?"

Keenan tries to guide the sailors over to the rope so they can board the unknown ship...
The Dungeon Master
GM, 98 posts
Fri 30 Sep 2016
at 18:07
  • msg #64

Following the trail of Nergal, Part 2.

Caswell, roll spout lore if you desire.

Keenan lowers a rope for the sailors who are rowing the boat over. Only the tip of the stern of the Odyssey can be seen poking out of the water.

As the life raft nears, Keenan can see that Captain Tryke is with them. Tryke grabs the rope and scales up to the hole in the ship, with Keenan helping him in. One by one the crewman scale the rope up into the ship, until the final sailor is making his way up the line. With out warning, a spear shoots out from below the surface of the sea and impales the man to the hull of of the ship. He struggles momentarily, then hangs there lifeless.

WHAT DO YOU DO!?
Caswell Blackhart
player, 66 posts
Fri 30 Sep 2016
at 18:27
  • msg #65

Following the trail of Nergal, Part 2.

Seemingly unaware of what's happening Caswell spouts lore on bravek.
14:26, Yesterday: Caswell Blackhart rolled 10 using 2d6+3.
This message was last edited by the player at 12:38, Sat 01 Oct 2016.
Goran
player, 85 posts
Fri 30 Sep 2016
at 20:23
  • msg #66

Following the trail of Nergal, Part 2.

Goran is unable to carry all of his gear across the water, and he loses the scale armor he was trying to lug across on his back.
Once he makes it to the other ship, he regroups with his comrades. He then helps the other sailors up into the hull, and has a great view when the final sailor is impaled with a spear.
Keenan Arrow-Eye
player, 78 posts
Xp=5 Hp=16
R=3 A=2 C=18
Sat 1 Oct 2016
at 10:09
  • msg #67

Following the trail of Nergal, Part 2.

Keenan draws a knife and cuts the rope. He then retreats into the ship, bow at the ready...
The Dungeon Master
GM, 99 posts
Sat 1 Oct 2016
at 12:54
  • msg #68

Following the trail of Nergal, Part 2.

Caswell, you know that the Principality of Bravak is a city state currently ruled by Prince Frask. Bravak is a major port in the area.

Tell me one other thing you know about Bravak.
The Dungeon Master
GM, 100 posts
Sat 1 Oct 2016
at 12:58
  • msg #69

Following the trail of Nergal, Part 2.

The three surviving crewman and Captain Tryke are very shaken up by the lost of their comrade.

"Master Heroes," Captain Tryke says "Whats are we going to do?" He looks around the cargo hold and says "I am concerned with how sea worthy this vessel is." he turns and looks at the giant hole in the side of the ship.

What do you do?
Keenan Arrow-Eye
player, 79 posts
Xp=5 Hp=16
R=3 A=2 C=18
Sat 1 Oct 2016
at 13:18
  • msg #70

Following the trail of Nergal, Part 2.

"It is more seaworthy than our previous vessel. We have little choice but to explore this ship and see what there is to learn."

Keenan stows his bow, draws his new rapiers, and approaches the door that leads deeper into the ship.
This message was last edited by the player at 13:22, Sat 01 Oct 2016.
Goran
player, 86 posts
Sat 1 Oct 2016
at 14:41
  • msg #71

Following the trail of Nergal, Part 2.

As usual, Goran likes the way Keenan thinks. He raises his sword and shield, eager to explore the rest of this mysterious new ship.
Caswell Blackhart
player, 67 posts
Sun 2 Oct 2016
at 00:11
  • msg #72

Following the trail of Nergal, Part 2.

Caswell falls inline pulling his knife from his belt.
The Dungeon Master
GM, 101 posts
Mon 3 Oct 2016
at 19:03
  • msg #73

Following the trail of Nergal, Part 2.

The group approached the next area of the ship, with Keenan in lead, Goran following, Caswell next then the sailors.

What do you do? Open the door and barge in?
Goran
player, 87 posts
Wed 5 Oct 2016
at 07:59
  • msg #74

Following the trail of Nergal, Part 2.

Goran's gonna take a moment to Discern Realities.

02:55, Today: Goran rolled 11 using 2d6 ((5,6)).

What is about to happen?
What should I be on the lookout for?
What here is not what it appears to be?
Caswell Blackhart
player, 68 posts
Fri 7 Oct 2016
at 14:47
  • msg #75

Following the trail of Nergal, Part 2.

Caswell whispers, "So who's going in first because it's not going to be me!"
Keenan Arrow-Eye
player, 80 posts
Xp=5 Hp=16
R=3 A=2 C=18
Mon 10 Oct 2016
at 14:00
  • msg #76

Following the trail of Nergal, Part 2.

"I could scout ahead, and if the wizard wants to make me invisible that would be helpful."
Caswell Blackhart
player, 69 posts
Mon 10 Oct 2016
at 16:11
  • msg #77

Following the trail of Nergal, Part 2.

Caswell cast Invisiblity on Keenan.

12:10, Today: Caswell Blackhart rolled 7 using 2d6+3 ((1,3)).

Caswell losses the spell
The Dungeon Master
GM, 102 posts
Mon 10 Oct 2016
at 16:34
  • msg #78

Following the trail of Nergal, Part 2.

To answer Goran's questions

What is about to happen?

It looks like what was going to happen has happened. Their was some kind of conflict here, as evident from the dead cultist.

What should I be on the lookout for?

Judging from the state of the body, you believe the culprit is not far away.

What here is not what it appears to be?

As you study the whole in the ship, you see evidence that the whole was created from the inside out.
The Dungeon Master
GM, 103 posts
Mon 10 Oct 2016
at 16:40
  • msg #79

Following the trail of Nergal, Part 2.

Caswell performs some magical gesturing, touches Keenan and he becomes invisible.

Keenan uses his new found advantage to scout ahead into the next room. He quietly opens the door and creeps into the next area, which is long and cramped. To either side wooden platforms are placed with meager sleeping mats and blankets. At the end of the room are two strange humanoids looking to be part man and part scaly see creatures. They are armed with spears and are sitting on the edge of one of the wooden platform attending to something. They do not respond at all to Keenan's presence since he is invisible.

What do you do?
Keenan Arrow-Eye
player, 81 posts
Xp=5 Hp=16
R=3 A=2 C=18
Tue 11 Oct 2016
at 12:04
  • msg #80

Following the trail of Nergal, Part 2.

Keenan returns to his allies, and explains the situation.

"I will remain invisible, and try to flank these creatures. You two engage them, and I'll get the drop on them."
Goran
player, 88 posts
Tue 11 Oct 2016
at 12:16
  • msg #81

Following the trail of Nergal, Part 2.

Goran doesn't need to be told twice. He readies his sword and shield and marches into the room, both confident and angry. "Which one of you bastards tried to drop me and my friends under the waves?" he snarls.
Caswell Blackhart
player, 70 posts
Tue 11 Oct 2016
at 12:43
  • msg #82

Following the trail of Nergal, Part 2.

As soon as Caswell sees an opening he cast magic missile on the left being.

08:42, Today: Caswell Blackhart rolled 10 using 2d6+3 ((5,2)).
The Dungeon Master
GM, 104 posts
Tue 11 Oct 2016
at 12:52
  • msg #83

Following the trail of Nergal, Part 2.

The two creatures spring up, spears at the ready. They spy Goran and charge! Keenan worms his way while invisible over wooden bunks to get an advantage against these beasts, and Caswell holds steady waiting for his opening.

The first fish-man reaches Goran and attempts to impale him on his spear.

Goran, what do you do!?
Keenan Arrow-Eye
player, 82 posts
Xp=5 Hp=16
R=3 A=2 C=18
Tue 11 Oct 2016
at 14:16
  • msg #84

Following the trail of Nergal, Part 2.

Keenan waits for the creatures to pass, then he gores the closest one from behind with his rapiers.
Goran
player, 89 posts
Tue 11 Oct 2016
at 15:22
  • msg #85

Following the trail of Nergal, Part 2.

As one of the gruesome fish-men is attacked by the (now visible) Keenan, Goran slashes at the other with his prized broadsword.

10:21, Today: Goran rolled 6 using 2d6+2 ((3,1)).

And Goran marks XP.
The Dungeon Master
GM, 105 posts
Wed 12 Oct 2016
at 23:54
  • msg #86

Following the trail of Nergal, Part 2.

The fish creature jabs at Goran with his spear. Goran attempts to parry the attack and then counter attack, but he acts a split second too late. The creature buries the end if the spear into Goran's shoulder.

Goran take 12 points of damage.

Keenan lies in wait for the right moment, then springs forward and attacks the rear fish monster with both his rapiers.

Keenan roll damage.

Caswell, select a creature to target with your magic middle and roll damage.
This message was last edited by the GM at 23:58, Wed 12 Oct 2016.
Keenan Arrow-Eye
player, 83 posts
Xp=5 Hp=16
R=3 A=2 C=18
Thu 13 Oct 2016
at 00:07
  • msg #87

Following the trail of Nergal, Part 2.

Today:Keenan Arrow-Eye, rolled 8 using 1d8+2.  Damage to fish monster.
Caswell Blackhart
player, 71 posts
Thu 13 Oct 2016
at 01:55
  • msg #88

Following the trail of Nergal, Part 2.

21:54, Today: Caswell Blackhart rolled 6 using 2d4 ((2,4)).
Goran
player, 90 posts
Thu 13 Oct 2016
at 03:13
  • msg #89

Following the trail of Nergal, Part 2.

Goran underestimates the fish-man's speed and keeps his shield just a hair too low, allowing his opponent to impale his shoulder with a crude spear. In response, Goran growls with rage and brings his sword down onto the creature's head as if he were splitting a rotted log.

22:08, Today: Goran rolled 12 using 2d6+2 ((6,4)).

Goran will roll normal damage and avoid a counterattack (since the fish-man's weapon is still stuck in his limb).


22:12, Today: Goran rolled 8 using 1d10+1d4+1 ((3,4)).
The Dungeon Master
GM, 106 posts
Thu 13 Oct 2016
at 18:23
  • msg #90

Following the trail of Nergal, Part 2.

Goran is struggling with a spear jammed into his shoulder. He knocks the creature back with his shield, then hacks down with his sword. The Fish-man is able to get an arm up in a defensive posture to deflect some of the attack.

Caswell lets loose with his magic missile, which zips around Goran and impacts with the front most Fish-man. He crumples to the ground in a dead heap.

Keenan strikes his target and causes a brutal injury, but is surprised to see the Fish-man spin around and counter attack with it's spear.

Keenan what do you do to defend against this attack?

Goran and Caswell, what do you do?
This message was last edited by the GM at 18:23, Thu 13 Oct 2016.
Caswell Blackhart
player, 72 posts
Thu 13 Oct 2016
at 19:32
  • msg #91

Following the trail of Nergal, Part 2.

Caswelll moves to engage the man-fish lashing out with his psychknife.

15:31, Today: Caswell Blackhart rolled 11 using 2d6+3 ((3,5)).
23:14, Today: Caswell Blackhart rolled 4 using 1d4 ((4)).
This message was last edited by the player at 03:15, Fri 14 Oct 2016.
Keenan Arrow-Eye
player, 84 posts
Xp=5 Hp=16
R=3 A=2 C=18
Thu 13 Oct 2016
at 22:43
  • msg #92

Following the trail of Nergal, Part 2.

Keenan rolls a 9 to dodge out of the way, but the fish monster lands a glancing blow...
This message was last edited by the player at 08:33, Fri 14 Oct 2016.
Goran
player, 91 posts
Fri 14 Oct 2016
at 00:24
  • msg #93

Following the trail of Nergal, Part 2.

Goran pulls the spear from his shoulder and pushes forward, stabbing at the remaining fish-man from behind.

Attack Roll: 7
Damage Roll: 5

19:23, Today: Goran rolled 7 using 2d6+2 ((3,2)).
19:23, Today: Goran rolled 5 using 1d10+1d4+1 ((3,1)).
The Dungeon Master
GM, 107 posts
Sat 15 Oct 2016
at 12:28
  • msg #94

Following the trail of Nergal, Part 2.

Keenan attempts to dodge the Spear, but the fish man hits a glancing blow.

Keenan takes 4 damage.

Caswell flicks out his dagger, creating a horrible gash into the back of the creature. It lets out with a gargle of a howl and collapses to the ground.

For good measure, Goran marches over and gives it a few more hacks just to be sure.

Both the fish monsters are dead. What do you do?
Goran
player, 92 posts
Mon 17 Oct 2016
at 13:16
  • msg #95

Following the trail of Nergal, Part 2.

Goran's wounded, but he's not yet taking the time to heal his wounds. Instead, he simply gathers his gear and resolves to push forward; he can worry about his cuts and bruises once the ship and the Odyssey's survivors make their way to land.
Keenan Arrow-Eye
player, 85 posts
Xp=5 Hp=16
R=3 A=2 C=18
Tue 18 Oct 2016
at 20:29
  • msg #96

Following the trail of Nergal, Part 2.

Keenan takes a moment to bind his wound with bandages from his pack. Once finished he investigates into what these fish monsters where doing when he entered the room...
Goran
player, 93 posts
Wed 19 Oct 2016
at 02:07
  • msg #97

Following the trail of Nergal, Part 2.

Goran takes a moment to calm down; once he's a bit more restrained, he realize that he has an open wound, too. So he takes a cue from the much more pragmatic elf and tends to the fresh spear wound on his shoulder (one use of Bandages from his gear).
Caswell Blackhart
player, 73 posts
Wed 19 Oct 2016
at 07:29
  • msg #98

Following the trail of Nergal, Part 2.

Caswell looks distant after killing something with his "bare" hands.
The Dungeon Master
GM, 108 posts
Mon 24 Oct 2016
at 14:09
  • msg #99

Following the trail of Nergal, Part 2.

Keenan, you observe what the fish monsters seemed to be so interested in. You find a strange pouch that seems to be made out of fish skin. You can tell it has several small objects clattering around inside. When you empty the contents into your hand, you realize they are humanoid teeth.

As you all regroup, Captain Tryke investigates your handy work. "Fish Mongrels." he says with distaste. "We have never seen them in these waters before. What are they doing here now?" He thinks for a moment, then says "We have to get off this ship. It's surly dead in the water. Fish Mongrels destroy the rudders of the ships they mean to pillage. Our only hope is to escape on an emergency craft if any still remain on the deck."

There is a door directly head and the door behind you leading back into the cargo hold. What do you do?
Goran
player, 94 posts
Mon 24 Oct 2016
at 15:59
  • msg #100

Following the trail of Nergal, Part 2.

Goran already knows what's behind him, and none of it's particularly useful, so he voices his vote for moving forward. He offers to take up the point position, so he can have first dibs on any other fish mongrels who might still be lurking.
Keenan Arrow-Eye
player, 86 posts
Xp=5 Hp=16
R=3 A=2 C=18
Tue 25 Oct 2016
at 13:44
  • msg #101

Following the trail of Nergal, Part 2.

"The cult of Nergal is on this ship. We must look for clues of how to counter their plot."

Keenan takes up position behind Goran, ready to assist him in exploring the next area.
Caswell Blackhart
player, 74 posts
Tue 25 Oct 2016
at 22:26
  • msg #102

Following the trail of Nergal, Part 2.

Caswell falls in line in between him companions and the sailors.
The Dungeon Master
GM, 109 posts
Wed 26 Oct 2016
at 10:34
  • msg #103

Following the trail of Nergal, Part 2.

With everyone ready to move, Goran opens the door and careful advances into the next room. It is a short hallway with a wooden ladder leading up. "We must be at the stern of the ship." Captain Tryke says. "Up this latter is the sub deck. Once we are pasted that we can get up on deck and look for a way off this ship. Pray Ea we do not run into any more fish mongrels."

Goran slowly scales the ladder and peeks around at the next floor.

Goran, there are several candles swinging from simple holders which provides you plenty of light so see corpses laying about with a group of fish mongrels pillaging them for 'Trophies.'

Goran, roll defy danger dex.
Goran
player, 95 posts
Wed 26 Oct 2016
at 11:40
  • msg #104

Following the trail of Nergal, Part 2.

Goran Defies Danger using Dexterity.

06:38, Today: Goran rolled 5 using 2d6 ((3,2)).

And Goran marks XP.
The Dungeon Master
GM, 110 posts
Wed 26 Oct 2016
at 14:38
  • msg #105

Following the trail of Nergal, Part 2.

Goran, as you are observing the level there is a loud creek from the wooden ladder. The Fish Mongrels snap their heads in your direction. Seeing you they rush the ladder.

Goran, What do you do?

Keenan, what do you do?

Caswell, what do you do?
Goran
player, 96 posts
Wed 26 Oct 2016
at 21:36
  • msg #106

Following the trail of Nergal, Part 2.

Goran steps to the top of the ladder and holds up his shield, which lets him Defend those below deck.

16:35, Today: Goran rolled 8 using 2d6+2 ((1,5)).

Goran will Hold 1 against the first attacking fish mongrel.
Keenan Arrow-Eye
player, 87 posts
Xp=5 Hp=16
R=3 A=2 C=18
Thu 3 Nov 2016
at 01:17
  • msg #107

Following the trail of Nergal, Part 2.

Keenan ascends the ladder and takes up a position behind Goran, ready to strike the closest fish monster with his rapier.
Caswell Blackhart
player, 75 posts
Sat 5 Nov 2016
at 23:58
  • msg #108

Following the trail of Nergal, Part 2.

Caswell climbs the ladder and try's to position himself behind Goran and Keenan.
The Dungeon Master
GM, 111 posts
Mon 7 Nov 2016
at 10:21
  • msg #109

Following the trail of Nergal, Part 2.

Keenan is just reaching the top of the ladder as the first fish mongrel reaches Goran, Pike first.

Goran, due to your hold choose one of the following:
  • Halve the attack’s effect or damage
  • Open up the attacker to an ally giving that ally +1 forward against the attacker
  • Deal damage to the attacker equal to your level


Keenan, just as your head pokes up through the hole in the floor you see a fish mongrel a fraction of a second away from colliding with Goran. You are still on the ladder. What do you do?

Caswell, You have one foot on the first rung of the ladder and one on the floor as you wait for Keenan to finish his ascent. What do you do?
Goran
player, 97 posts
Mon 7 Nov 2016
at 15:02
  • msg #110

Following the trail of Nergal, Part 2.

Goran will hit the top of the stairs shield-first and deflect his opponent's attack; this will halve the attack's effect or damage.
Keenan Arrow-Eye
player, 88 posts
Xp=5 Hp=16
R=3 A=2 C=18
Tue 8 Nov 2016
at 10:34
  • msg #111

Following the trail of Nergal, Part 2.

Keenan springs to the top of the ladder and counter attacks, viciously stabbing the fish monster with his rapier...


05:33, Today: Keenan Arrow-Eye rolled 5 using 2d6+2 ((2,1)).

Keenan marks experience...
The Dungeon Master
GM, 112 posts
Tue 8 Nov 2016
at 13:21
  • msg #112

Following the trail of Nergal, Part 2.

Goran, you manage to deflect the brunt of the attack and are hit by a glancing blow for 5 damage.

08:17, Today: Secret Roll: The Dungeon Master rolled 10 using 2d8.  fish mongrel damage to Goran.

Keenan, your rapier attack is woefully ineffective. The fish mongrel spins around to face you. It sneers as if laughing at your puny attack and jabs it's pike right into your gut. You take 7 damage

08:17, Today: Secret Roll: The Dungeon Master rolled 7 using 2d8.  fish monger damage to Keenan.

Two more fish mongrels are joining the fray. WHAT DO YOU DO!?
Goran
player, 98 posts
Tue 8 Nov 2016
at 14:57
  • msg #113

Following the trail of Nergal, Part 2.

Goran keeps his shield up and pushes forward, backing up the disgusting fish mongrel a few steps. Then he lashes out with his sword hand, driving his blade into the creature's shoulder.

(Goran makes a Hack And Slash attack, he deals 8 damage, and he chooses to avoid his opponent's counterattack.)

Attack Roll: 10
08:49, Today: Goran rolled 10 using 2d6+2 ((4,4)).
Damage Roll: 8
08:50, Today: Goran rolled 8 using 1d10+1d4+1 ((6,1)).
The Dungeon Master
GM, 113 posts
Tue 8 Nov 2016
at 15:33
  • msg #114

Following the trail of Nergal, Part 2.

Goran you chop the fish mongrel, cleaving from it's shoulder deep into its chest. The abomination lets out a gargle of a death rattle as one send it plummeting down the ladder. You then turn with your shield to face the two oncoming fish mongrels as they take cursory stabs with their pikes. What do you do?

Keenan, you took a nasty pike to the gut before Goran stepped in and dropped the fish monster down the ladder. He is now holding off two fish mongrels with his shield. What do you do?

Caswell, you are climbing up the ladder and just dodge out of the way to avoid the falling fish creature. It hits the floor with a sickening 'Thwump." You reach the top of the ladder to see Keenan nursing a wound and Goran keeping two fish mongrels at bay. What do you do?
Goran
player, 99 posts
Wed 9 Nov 2016
at 14:26
  • msg #115

Following the trail of Nergal, Part 2.

Goran's gonna take the one on the right.

08:26, Today: Goran rolled 5 using 2d6+2 ((1,2)).

And Goran's gonna mark XP.
The Dungeon Master
GM, 114 posts
Wed 9 Nov 2016
at 18:59
  • msg #116

Following the trail of Nergal, Part 2.

Goran, you attempt to slay the fish man to your right but underestimate their abilities, especially when attacking in pairs. The Fish Mongrel to the right parries your attack with his pike while the one to your left jabs in and catches you in the side.

13:54, Today: Secret Roll: The Dungeon Master rolled 2 using 2d8.  damage to Goran. one of this is piercing

Keenan, your dwarf shield wall is moved aside by the attack and now you are in harms way. The Fish Mongrel that took a jab at Goran steps around him, raises his pike in the air and is bringing it down to impale you! What do you do!?

Caswell!!! What can you do to help Keenan!?!?
Goran
player, 100 posts
Thu 10 Nov 2016
at 05:32
  • msg #117

Following the trail of Nergal, Part 2.

The best defense is a good offense. Goran's gonna keep attacking the opposing fish mongrel, this time thrusting his blade straight at the creature's chest.

Attack Roll: 13
23:24, Today: Goran rolled 13 using 2d6+2 ((5,6))

Goran will play it safe, however, and keep his shield up, dealing normal damage while avoiding any counterattack.

Damage Roll: 4
23:30, Today: Goran rolled 4 using 1d10+1d4+1 ((1,2)).

(Motherfucker! Side note, I can't even remember the last time I rolled higher than a 5 on my d10 for damage.)
Keenan Arrow-Eye
player, 89 posts
Xp=5 Hp=16
R=3 A=2 C=18
Thu 10 Nov 2016
at 12:19
  • msg #118

Following the trail of Nergal, Part 2.

Keenan attempts to roll out of the way...

07:12, Today: Keenan Arrow-Eye rolled 7 using 2d6+2.  Defy Danger Dex.

Keenan dodges to the side, then thrusts his rapier into the fish beasts abdomen!

07:15, Today: Keenan Arrow-Eye rolled 10 using 2d6+2.  Hack and Slash (using dex w/ rapier).

07:18, Today: Keenan Arrow-Eye rolled 3 using 1d8+2.  Rapier Damage.
The Dungeon Master
GM, 115 posts
Thu 10 Nov 2016
at 14:22
  • msg #119

Following the trail of Nergal, Part 2.

Goran, you plunge your sword deep into the abdomen of the Fish Mongrel. It gargles in pain and swings its pike around to bludgeon you in the side of the head. GORAN WHAT DO YOU DO!?

Keenan, You swiftly roll out of the way to avoid the pike. You then come around with your rapier and stab the fish monster in the back. It quickly spins around rears back and launches a glob of inky mucus from its mouth. It hits you in the face and you are left wiping the foul substance from your eyes. Keenan, you will take a -1 to your next action that is dependent on sight. KEENAN WHAT DO YOU DO NOW!?

Caswell, you freeze in the heat of battle and are not quite sure what to do. Goran is trading blows with a fish mongrel to your right while Keenan is defending himself while wiping his face to your left. CASWELL WHAT DO YOU DO!?
Goran
player, 101 posts
Thu 10 Nov 2016
at 14:26
  • msg #120

Following the trail of Nergal, Part 2.

Goran's sword is still in the creature's midsection, so he pushes forward with his entire body, hoping to thrust his blade completely through his opponent.

Attack Roll: 8
08:24, Today: Goran rolled 8 using 2d6+2 ((2,4)).

Damage Roll: 12 (There we go!)
08:26, Today: Goran rolled 12 using 1d10+1d4+1 ((7,4)).
Caswell Blackhart
player, 76 posts
Thu 10 Nov 2016
at 14:32
  • msg #121

Following the trail of Nergal, Part 2.

Caswell cast magic missile at a standing fish-man.

09:29, Today: Caswell Blackhart rolled 9 using 2d6+3 ((3,3)).

09:31, Today: Caswell Blackhart rolled 3 using 2d4 ((2,1)).

You draw unwelcome attention or put yourself in a spot. The GM
will tell you how.
The Dungeon Master
GM, 116 posts
Thu 10 Nov 2016
at 20:01
  • msg #122

Following the trail of Nergal, Part 2.

Goran, you force your blade even deeper into the fish man just as the pike smacks into the side of your dwraven skull 'WACK!". You see stars for a moment and stumble aside as the creature falls dead from your blade.

14:53, Today: The Dungeon Master rolled 8 using 2d8.  Clobbering damage to Goran.

Caswell, you make the hand gestures and gather the energies required to cast your spell. It fires from your hands successfully but something goes wrong. There is a loud thunder clap and flash of light that erupts as you cast the spell.

The missile strikes the remaining fish mongrel in the back, sending him to the ground like a sack of... well... dead fish.

The light and sound from the spell lures a lone fish man down the stairs from the deck. He sees you Caswell, lets out a gurgling roar and charges. what do you do!?
Caswell Blackhart
player, 77 posts
Fri 11 Nov 2016
at 00:46
  • msg #123

Following the trail of Nergal, Part 2.

Caswell defies danger dex

19:45, Today: Caswell Blackhart rolled 6 using 2d6+1 ((3,2)).

And marks xp
The Dungeon Master
GM, 117 posts
Fri 11 Nov 2016
at 02:19
  • msg #124

Following the trail of Nergal, Part 2.

Caswell, you try to dodge out of the way but to no avail. The Fish Mongrel tackles into you and you both go tumbling down the ladder and land on top of the dead fish creature below.

21:17, Today: Secret Roll: The Dungeon Master rolled 3 using 2d8.  Fish monster tackling caswell.

Caswell, you are rattled at the bottom of the ladder with a squirming fish mongrel on top of you and a dead fish mongrel beneath.

What does everyone do?
Goran
player, 102 posts
Fri 11 Nov 2016
at 05:09
  • msg #125

Following the trail of Nergal, Part 2.

Goran leaps down the ladder, bringing his sword down onto the fish mongrel's head, hoping to help his buddy Caswell.

Attack Roll: 14 (fuck yeah!)
23:04, Today: Goran rolled 14 using 2d6+2 ((6,6)).

Goran will deal normal damage and avoid any potential counterattack.

Damage Roll: 9
23:08, Today: Goran rolled 9 using 1d10+1d4+1 ((5,3)).
The Dungeon Master
GM, 118 posts
Fri 11 Nov 2016
at 13:52
  • msg #126

Following the trail of Nergal, Part 2.

Caswell, you are struggling against the Fish Mongrel. It is clawing and gnashing at you and you are barely able to keep it at bay. Suddenly the front of its face explodes outward as a large blade bursts through. Chum splatters across your face as you slump the creature off to the side to reveal Goran standing before you cleaning his blade.

All threats have been neutralized. What do you do?
This message was last edited by the GM at 13:56, Fri 11 Nov 2016.
Goran
player, 103 posts
Fri 11 Nov 2016
at 16:09
  • msg #127

Following the trail of Nergal, Part 2.

Goran's adrenaline rush wears off, and he slumps to the ground; he sits down flat on his arse, with his legs stretched and spread in front of him, and his back propped against a wall. He still has his sword in his hand and his shield over the other. He has a small but deep gash above one eye, and the other is swollen half-shut. His lip and nose are also bleeding, and the bandages on his shoulder have become loose, so his previous wound is slowly leaking once again. His mohawk, though sticky and matted with fish guts, is still standing tall.
He reaches into his mouth and pulls out one of his back teeth with little effort; he then tosses it aside, and it rattles across the dark wooden floor like a skipped pebble. Finally, he takes a long swig from his flask and starts chuckling to himself. "Now I get why dwarves don't normally spend much time on boats."
This message was last edited by the player at 16:10, Fri 11 Nov 2016.
The Dungeon Master
GM, 119 posts
Sat 12 Nov 2016
at 16:59
  • msg #128

Following the trail of Nergal, Part 2.

Captain Tryke and the rest of the crew leave their hiding places to join the group. "I'm sorry to disturb you master Dwarf," Captain Tryke says in a way that makes you think he is not really sorry, "but we have no time to rest. More fish beast lurk this ship I'm sure of it. We must get to the deck and find a way off!"

What does the group want to do before venturing up to the deck?
Keenan Arrow-Eye
player, 90 posts
Xp=5 Hp=16
R=3 A=2 C=18
Sat 12 Nov 2016
at 21:35
  • msg #129

Following the trail of Nergal, Part 2.

Keenan wipes the goop from his face, then he retrieves bandages from his pack and binds his fresh wounds.
Goran
player, 104 posts
Sun 13 Nov 2016
at 03:50
  • msg #130

Following the trail of Nergal, Part 2.

Goran catches his breath, puts away his booze, and pulls himself up to his feet. Then he follows Keenan's lead and hastily wraps a fresh bandage around his open wound (he expends one use and heals 4 hit points). Once he's finished, he slowly twists his head from one side to the other and back again, cracking his neck; the sound it makes is like that of a log being split, and it echoes throughout the lower hold. Now that he's ready to go, he lifts his sword and shield and turns to Caswell with a grin. "Don't worry, I feel better than I look... Then again, that's always the case."
This message had punctuation tweaked by the player at 17:03, Sun 13 Nov 2016.
Caswell Blackhart
player, 78 posts
Mon 14 Nov 2016
at 13:38
  • msg #131

Following the trail of Nergal, Part 2.

Caswell stands up, cleans his face off and says, "Is it too soon to retire some place quite?"
The Dungeon Master
GM, 120 posts
Tue 15 Nov 2016
at 16:57
  • msg #132

Following the trail of Nergal, Part 2.

Just so everyone knows, this is what I have for HP for you all

Goran HP 20/26
Keenan HP 12/17
Caswell HP 16/19


Please correct me if I am wrong

The Dungeon Master
GM, 121 posts
Tue 15 Nov 2016
at 17:04
  • msg #133

Following the trail of Nergal, Part 2.

You all pick yourselves up and start up to the deck. It is still dark and the moon is high in the sky. Once up on the deck, you do not notice any fishmen in sight.

"There!" one of he crewman says pointing to a small boat mounted to the side of the ship. Captain Tryke looks thoughtful for a moment. "Ok boys," he says directing his words towards his remaining crew "Lets get that boat sea worthy and down into the water. And lets hope you men can do it quick because I'm sure more of those fish mongrels are lurking about"

The team of seaman hesitates a moment, then scurries over to the boat and begin prepping in to lower it into the water.

You are all standing guard ready for anything.

Everyone please roll Defy Danger - Wisdom.
Goran
player, 105 posts
Tue 15 Nov 2016
at 18:16
  • msg #134

Following the trail of Nergal, Part 2.

Goran's still standing, but he's punch-drunk (and a little actual drunk), so Defying Danger with Wisdom is gonna be tricky.

12:12, Today: Goran rolled 4 using 2d6-1 ((2,3)).

Goran marks XP
Caswell Blackhart
player, 79 posts
Wed 16 Nov 2016
at 09:01
  • msg #135

Following the trail of Nergal, Part 2.

04:00, Today: Caswell Blackhart rolled 8 using 2d6 ((2,6)).
Keenan Arrow-Eye
player, 91 posts
Xp=5 Hp=16
R=3 A=2 C=18
Wed 16 Nov 2016
at 11:50
  • msg #136

Following the trail of Nergal, Part 2.

06:49, Today: Keenan Arrow-Eye rolled 10 using 2d6+2.  defy danger wis
The Dungeon Master
GM, 122 posts
Wed 16 Nov 2016
at 12:59
  • msg #137

Following the trail of Nergal, Part 2.

Goran, You never see the Fish Mongrel ambush coming. You suddenly feel a stabbing pain in your back and feel the weight of your fish man attacker hanging off your shoulders.

Goran, take 4 damage

Goran what do you do!?

Caswell, you spot the ambush just in time to react. You see a fish mongrel leaping for you from some netting with a wickedly curved dagger in hand. Caswell, what do you do!?

Keenan, you see the ambush coming with little difficulty. As a fish mongrel rises from it's hiding place to attack you, you quickly spin around and deftly put an arrow through it's heart. who's next?

The crew is still frantically preparing the ship as the fish mongrel ambush is launched. again, WHAT DOES EVERYONE DO!?
This message was last edited by the GM at 11:55, Tue 22 Nov 2016.
Goran
player, 106 posts
Wed 16 Nov 2016
at 13:41
  • msg #138

Following the trail of Nergal, Part 2.

Goran's gonna reach back, wrap his massive arm around the fish mongrel's neck, and straight-up give it a Stone Cold Stunner (or DDP Diamond Cutter, if you're more familiar with WCW). He hops up, swings his legs out, and lands flat on his backside in one fluid motion, pulling the creature's head down onto his adamantine dwarven shoulder.

Attack Roll: 10
07:31, Today: Goran rolled 10 using 2d6+2 ((3,5)).

Goran will deal normal damage while avoiding any possible counterattack.

Damage Roll: 11
07:32, Today: Goran rolled 12 using 1d10+1d4+1 ((10,1)). (It's actually 11 damage, since he's not technically using his Signature Weapon.)
Keenan Arrow-Eye
player, 92 posts
Xp=5 Hp=16
R=3 A=2 C=18
Thu 17 Nov 2016
at 15:59
  • msg #139

Following the trail of Nergal, Part 2.

Keenan readies another arrow, and moves to a position where he can cover the sailors whilst they prepare the escape vessel...
The Dungeon Master
GM, 123 posts
Thu 17 Nov 2016
at 16:37
  • msg #140

Following the trail of Nergal, Part 2.

Keenan, make the defend move
Keenan Arrow-Eye
player, 93 posts
Xp=5 Hp=16
R=3 A=2 C=18
Thu 17 Nov 2016
at 16:59
  • msg #141

Following the trail of Nergal, Part 2.

11:57, Today: Keenan Arrow-Eye rolled 7 using 2d6.  defend.
Caswell Blackhart
player, 80 posts
Fri 18 Nov 2016
at 22:40
  • msg #142

Following the trail of Nergal, Part 2.

Caswell lashes out the his psycblade.

17:39, Today: Caswell Blackhart rolled 9 using 2d6+3 ((4,2)).
17:40, Today: Caswell Blackhart rolled 4 using 1d4 ((4)).
The Dungeon Master
GM, 124 posts
Tue 22 Nov 2016
at 12:24
  • msg #143

Following the trail of Nergal, Part 2.

Goran, You feel a satisfying 'SNAP!' as the you land on the ground and break the fish mongrels neck.

Caswell, your magical blade sails out and slashes the leaping fish monster but does little to change it's trajectory. It slams into you and you fall hard to the ground with a knife wound to the upper body.

07:18, Today: Secret Roll: The Dungeon Master rolled 4 using 2d6.  damage to caswell.

Goran, you see Caswell ont he ground once more struggling with a fish mongrel but you also see two more advancing on Captain Tryke and his crew as they prepare the ship. What do you do?

Caswell, you are underneath a Fish Monster trying to avoid it's teeth and claws. What do you do?

Keenan, you also see Caswell's struggle and the two advancing fish mongrels. What do you do?
Caswell Blackhart
player, 81 posts
Tue 22 Nov 2016
at 13:45
  • msg #144

Following the trail of Nergal, Part 2.

As Caswell struggles with the man fish he stab the pyscknife in its back.

08:43, Today: Caswell Blackhart rolled 11 using 2d6+3 ((4,4)).
08:44, Today: Caswell Blackhart rolled 3 using 1d4.
Goran
player, 107 posts
Tue 22 Nov 2016
at 14:09
  • msg #145

Following the trail of Nergal, Part 2.

Goran hops back up to his feet and growls a curse at the corpse of the fish mongrel that he just put down. Then he charges over to where Caswell is laying and grabs the legs of the wizard's attacker; with both of his hands wrapped around the monster's ankles, Goran pulls with all of his might (Defy Danger with Strength).

08:08, Today: Goran rolled 6 using 2d6+2 ((2,2)).

...And Goran marks XP. Stay tough, Caswell.
Keenan Arrow-Eye
player, 94 posts
Xp=5 Hp=16
R=3 A=2 C=18
Tue 22 Nov 2016
at 17:46
  • msg #146

Following the trail of Nergal, Part 2.

Keen becomes a death blossom of arrows!!! (Blot out the sun on all 3 Fish mongrel)

12:43, Today: Keenan Arrow-Eye rolled 13 using 2d6+2.  blot out the sun.
12:44, Today: Keenan Arrow-Eye rolled 7 using 1d8+2.  Damage.
The Dungeon Master
GM, 125 posts
Fri 25 Nov 2016
at 14:45
  • msg #147

Following the trail of Nergal, Part 2.

Caswell and Goran, you struggle to subdue the Fish Mongrel clawing and raking at Caswell. Suddenly Keenan lets forth with a hail of amazing accurate arrows. Every Fish Monster in site is thoroughly perforated and falls in a heap.

"Climb aboard sir heroes!" you hear Captain Tryke yell. You see that they have the life boat dangling over the side with Tryke ready to lower it down. You all rush over and climb into the small craft.

Tryke starts lowering the boat down when suddenly two fish mongrels grab him by his arms and upper body and start tugging him back onto the ship.

WHAT DO YOU DO!?
Goran
player, 108 posts
Sat 26 Nov 2016
at 04:21
  • msg #148

Following the trail of Nergal, Part 2.

Goran jumps as high as he can and wraps his arms around Captain Tryke's legs, hoping to pull him away from the disgusting fish mongrels (Defy Danger using Strength).

22:18, Today: Goran rolled 11 using 2d6+2 ((6,3)).
Caswell Blackhart
player, 82 posts
Sat 26 Nov 2016
at 04:37
  • msg #149

Following the trail of Nergal, Part 2.

Caswell magic missiles one of the two fish men in the face.

23:36, Today: Caswell Blackhart rolled 12 using 2d6+3 ((4,5)).
23:37, Today: Caswell Blackhart rolled 6 using 2d4 ((4,2)).
Keenan Arrow-Eye
player, 95 posts
Xp=2 Hp=14
R=3 A=6 C=18
Sat 26 Nov 2016
at 10:28
  • msg #150

Following the trail of Nergal, Part 2.

Keenan waits till Tryke is safe, then he launches a volly of arrows at the remaining mongrel.
The Dungeon Master
GM, 126 posts
Sat 26 Nov 2016
at 12:40
  • msg #151

Following the trail of Nergal, Part 2.

Goran, you grab Tryke by the legs and heave against the combined strength of the fish creatures. After a short tug of war, you pull the captain safely into the boat.

Caswell, as soon as Goran has Tryke rescued you fire your magic missile and leave a gory red hole where the fish mongrels face once was. He flounders and falls over the side hitting the water with a splash.

Keenan, you take a quick shot at the last fish monster

07:33, Today: The Dungeon Master, on behalf of Keenan Arrow-Eye, rolled 10 using 2d6+2 ((6,2)).

07:34, Today: The Dungeon Master, on behalf of Keenan Arrow-Eye, rolled 6 using 1d8+2 ((4)).

The arrow sinks into it's chest, causing it to tumble overboard to join its friend.


The small boat finishes it's descent and touches the surface of the water. The light is dim as the sun just pokes up over the horizon, allowing you to see land in the distance.

"That would be Til, make for land boys!" Tryke says, still shaken from his brush with the fish mongrels. "Lets get off this devil ridden sea!"

As the boat takes a heading for Til, you see thick black smoke rising from the island.

This concludes 'Following the trail of Nergal, Part 2.'
This message was last edited by the GM at 12:42, Sat 26 Nov 2016.
The Dungeon Master
GM, 127 posts
Sat 26 Nov 2016
at 12:46
  • msg #152

Following the trail of Nergal, Part 2.

We have reached the end of the session, so choose one of your bonds that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player of the character you have the bond with if they agree. If they do, mark XP and write a new bond with whomever you wish.

Once bonds have been updated look at your alignment. If you fulfilled that alignment at least once this session, mark XP. Then answer these three questions as a group:

Did we learn something new and important about the world?
Did we overcome a notable monster or enemy?
Did we loot a memorable treasure?

For each “yes” answer everyone marks XP.
Goran
player, 109 posts
Sat 26 Nov 2016
at 13:12
  • msg #153

Following the trail of Nergal, Part 2.

Goran's current bonds are still relatively relevant, so he will keep those bonds intact for now. He marks no XP.

Goran fulfilled his alignment (Good) several times this session, putting his well-being on the line in the protection of others. He marks XP.

The group learned about the acolytes of Nergal having shifted (or perhaps expanded) their operations to the island of Til. The group also learned that fish mongrels are total dicks. I'd say that warrants XP.

The group overcame a notable enemy, in the form of a cadre of vicious fish mongrels (see above), who had a definite home-field advantage attacking on the open water (and at night, no less). That should earn the group some XP.

I don't think we looted a memorable treasure; if we did, I've forgotten it. So no XP there.

If my appraisal of the situation is acceptable, then each member of the party would mark 2 XP, and Goran would mark a third for fulfilling his alignment. And, once Goran has a moment to rest, he'll get to level up.
The Dungeon Master
GM, 128 posts
Tue 29 Nov 2016
at 12:50
  • msg #154

Following the trail of Nergal, Part 2.

Ok GM XP awarding time.

No one closed out any bonds, so no XP there.

Everyone marks 2 xp for defeating notable enemies and learning things about the cult and Bravak.

Goran marks 1 xp for his alignment.

So...

Goran 3xp

Caswell 2xp

Keenan 2xp
Sign In