(group 1) Chapter 1: Of Things Long Past

Given the exchange at the helm, Johan stood by to bring the ship about. If they had indeed strayed from their intended course, it would take some work to return to base course.

Sitting in the stern of the boat Garn witnessed the commotion with the sailor and captain. Wondering why a seasoned sailor could make such a huge mistake Garn casts detect magic on the man to see if there is foul play by magic is involved. It takes him quite a bit of
Dice Roll: 1d20+7z
d20 Results: 15 (Total = 22)
concentration (22) since they are out in heavy seas. Never having sea legs to begin with he was doing his best to not get knocked about.

Jona also looked to the helmsman with suspicion, but does not go so far as to magically scry into the captain's affairs. After the sideways glance, Jona follows Johan's queue and attempts to help Unable to find the game forum the ship for the worst. "Aye lads, what's done is done. No sense wastin' time pointin' fingers, at least 'til we get out of tough and tumble first."

Retrieving his bow from its quiver and stretching the limbs to string it, Ezryn retrieved an arrow and pulled its notched end tight against the bowstring with a careful hand as his eyes
Dice Roll: 1d20+12
d20 Results: 18 (Total = 30)
scanned the horizon and his lips moved in a whispered prayer to Aengrist. Listening to the conversation between Captain and the man at the helm of the ship had caused Ezryn to worry and now he cast his eyes across the skies and the shoreline, trying to recognize
Dice Roll: 1d20+7
d20 Results: 4 (Total = 11)
where they were and whether or not there were any
Dice Roll: 1d20+4
d20 Results: 15 (Total = 19)
religious or
Dice Roll: 1d20+9
d20 Results: 13 (Total = 22)
natural reasons why they should be worried about their current position.

"I..." the pilot says, but trails off. He clenches his fists on the helm and sweat breaks out on his face. He shivers and shakes his head then says, "Yes, listen to the man," regarding what Jona said. "We'll be fine, just as soon as we get back on course..."

Just then, something can be seen climbing up onto the deck over the gunwale. It looks like it might once have been a person, but its skin is shriveled and dangling from its gaunt frame and its eyes are missing and a hole is where its nose once was.

"Gods, what is that thing!" the captain yells.

Turning his attention from the rigging to the thing coming over the side, Johan unlimbered his bow, nocked an arrow and
Dice Roll: 1d20+9
d20 Results: 2 (Total = 11)
Dice Roll: 1d8+2
d8 Results: 7 (Total = 9)
let fly.

Ezryn grimaced at the sight of what seemed to be an undead monstrosity, his moment of clarity overwhelmed by the presence of the creature though he opened his mouth to speak of what he knew regardless. ”There were battles here at the end of the War of Six Thrones, a lot of negative energy infuses this area...” Dropping his bow and the nocked arrow – hoping that he wouldn't lose it to the ocean – Ezryn drew his bastard sword in both hands and
Dice Roll: 1d20+10
d20 Results: 4 (Total = 14)
charged the creature. As he closed the distance, Ezryn brought his blade upwards in an arc, pivoted on his lead foot and threw his full strength and momentum into a
Dice Roll: 1d10+3
d10 Results: 8 (Total = 11)
cleaving downwards stroke at the creatures neck.

Garn was just about to study the spell given off by the sailor when this monster climbs onto the deck. Thinking of protecting the crew garn prepares a spell to cast on his companion's. To give them the speed to fight off this foul creature.

Dice Roll: 1d20+3z
d20 Results: 19 (Total = 22)
Initiative (22)

casts haste on all of his companion's, the captain and himself. (total of 5)
Haste gives you all +1 att, +1 dodge AC, every full round att gets one extra att.
All of the hasted creature’s modes of
movement (including land movement,
burrow, climb, fly, and swim) increase by
30 feet, to a maximum of twice the subject’s

This was not what Jona had hoped for, but it was the situation before him. He was about to begin singing a song of inspiration, but when he suddenly felt Garn's magic, he decided to some of his other...specialties. He unstrung the whip at his belt, and yells, "Ignite!"

In a flash the whip is engulfed in a layer of flame that doesn't seem to harm Jona. He lashes at the undead creature, first a
Dice Roll:
d20 Results: 13 (Total = 20)
simple (20)
non-lethal damage plus fire damage:
Dice Roll:
1d3z 1d6z
d3 Results: 2
d6 Results: 1
lashing (2,1), then with his new sense of magical agility, he
Trip attempt Touch Attack:
Dice Roll:
d20 Results: 11 (Total = 18)
strikes (18) again, this time overshooting to wrap it around a leg and give the thing a Unable to find the game forum off it's
Not sure if in the trip attempt attack it still takes the +1d6 fire damage from flaming weapon, and if the trip is successful, not sure what damage it takes from falling from it's position.
high position.

Unable to find the game forum
These dice sets were omitted or moved: 1d20+2, 1d20+3

Garn utters his spell and everyone immediately feels faster and more capable.

Johan's arrow whizzes past the creature harmlessly, sticking into the wood on the deck.

Ezryn charges the creature and cleaves it with his sword, cutting deep through bone and tendons and decayed flesh.

The damaged creature lunges at Ezryn, its toothy maw gaping wide, but its move is clumsy and Ezryn easily avoids the bite.

A second creature of the same kind lands on the deck with a thump and also lumbers toward Ezryn. This one has much better aim, and sinks its
Take 5 damage and roll 2 Fortitude saves, please
sharp decaying teeth into his shoulder.

Jona lashes the wounded creature, and the fiery whip is too much for it; it sets on fire briefly in a burst then falls in pieces to the deck.

The captain and others manage to slip into his cabin for protection; they are no fighters, and know better than to get in the way.

Initiative order is Garn, Johan, Ezryn, enemy, and Jona. Don't forget you're all hasted.
new round

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