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Powderhorn

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  1. Day 7 - The Road North of Erilune, Late Evening

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    As the sun is setting and a good place for camp is being scouted for, a human and a gnome can be seen hunched together in the distance on the road ahead. Their conversation, though clearly intended to be private, can be seen to be intense from their body language even at this distance, with short chopping motions of their hands and jabbing fingers at each other.

    The caravan of wagons are currently on the road in traveling order.

     

  2. Late Summer - Day 88, After Midnight

    GhostShip.png.aa55e30eae88a130c654c7bed1939361.pngKaradoon is quickly getting swarmed, however the works of Brother Koji and Stavard free everyone up to focus on the remaining two. With Iphigenia and Karadoon on one side, and Brother Koji and Stavard on the other, the outcome of the battle seems set - the inflection point has passed.

    So too do the sailors on the Philadelphia make the same conclusion. With water rushing in from below, one races up from below and tries to jump from the Philadelphia to the Ghost Ship. Rather than simply passing through, the sailor lands and, in wonderment, says, "I think she's... seaworthy?"

     

    Dungeon Master

     

     

    Map

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  3. Day 6 - The Road North of Erilune, Morning

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    Waiting carefully for any retributive strikes, the rest of the evening passes quietly. No one else seems to come - either for your prisoner, or for you. This ultimately leaves the following questions: Should you move on, or search for the bandit camp? And what should you do with the prisoner himself?

     

  4. Late Summer - Day 88, After Midnight

    GhostShip.png.aa55e30eae88a130c654c7bed1939361.pngStavard and Karadoon's divinely-blessed weapons, compliments of Brother Koji, each destroy ghosts they are facing - their bodies once again disarticulating into smaller and smaller pieces until they disappear. However, three ghosts remain, with two facing Karadoon and one trying to get around Brother Koji's shield!

     

    Dungeon Master

    Iphigenia is NO LONGER stunned, and can act as normal.

     

    Map

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  5. Late Summer - Day 88, After Midnight

    GhostShip.png.aa55e30eae88a130c654c7bed1939361.pngThe ghostly sailors endure the blows of Karadoon and Brother Koji, while Iphigenia and Stavard prepare themselves for what is to come. The Captain, rather than staying with Iphigenia, instead flies to Karadoon, seemingly to prepare to swarm him!

     

    Dungeon Master

    Iphigenia remains stunned this round.

    Looks like I had a bad string on that second attack v. Karadoon, looks like the first d20 roll was a 3, so shock damage only from both ghosties.

     

    Map

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  6. Vladim knows me too well, it would seem :D It lends itself to more of a hex crawl, but I don't think it needs to be. I'm running one game as a hex crawl, and another as a much tighter series of one-shot adventures (with no big world map except what's been described thus far).

  7. Late Summer - Day 88, After Midnight

    GhostShip.png.aa55e30eae88a130c654c7bed1939361.pngAs the light of the Father fills your weapons, suddenly they have a much more ethereal feel to them - which in turn bites into the apparitions exactly as though they were full flesh. The quick thinking of Brother Koji allows Stavard to do a series of blows, causing one ghost to disconcertingly disarticulate into smaller and smaller pieces in the space it occupied in front of his eyes, almost as though the body were being bloodlessly butchered into pieces for sale.

    The blows from Brother Koji and Karadoon clearly have an affect, but their foes remain standing. As Iphigenia braces for an attack against the Captain, instead it seems to warp its face into a carnival-mirror of her own - distorted and blanched, pockmarked from crabs picking at it. The ghost is showing her her own future!

    Each of the other ghosts continue to work at their own opponents, swinging with bare hands that seem too accurate by far!

     

    Dungeon Master

    Iphigenia will need to make a Mental Save. Failing it will result in her being Stunned for 1d6 rounds.

     

    Map

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  8. Quote

    @Vladim

     

    Unless she can take an action to reason with the captain (for which I can provide a roll upon request), she'll take the full defense action. Up to Powder-I don't know if these fellas are too far gone.

    Who was it that screamed that we're taking on water from below? Do we have NPCs with us?

     

    Definitely too far gone. There are a few hands from Free Harbor to gelp work the Philadelphia, but I didn't put them on the map for ease of reading said map.

  9. If you're looking at Wolves of God already, I don't need to convince you on Crawford's work. I will suggest Worlds Without Number which has a low-magic option and importantly to your goal, has rules for building. Further, however, is that there's a free version and now a free SRD, so any players getting involved wouldn't necessarily have to pony up any money to dip their toe.

  10. It's no hold-up :D If you get a post up tonight, the earliest I could have gotten anything up would still be tomorrow morning - an entire round of combat in a day in a PbP game might be a record though!

  11. Dungeon Master

    Calling down the blessing of the Father renders the weapons consecrated for purposes of this combat, meaning that previously non-magical weapons will do full damage to the ghosts.

    @8w_gremlin - If the only damage the ghost was able to do was shock, it looks like your shield will allow you to ignore it. The benefits of a shield do not appear to be limited to mundane weapons per rules-as-written.

     

  12. Late Summer - Day 88, After Midnight

    GhostShip.png.aa55e30eae88a130c654c7bed1939361.pngThe sound was dismissed as a trick of the night, something that plays on strained nerves and the reduced visibility of fog.

    Suddenly, the fog lights up with two piercing cracks from pistol-shot distance. The Philadelphia shudders under the weight of two blows - a scream is heard from below. "WE'RE TAKING ON WATER!"

    Iphigenia immediately knows that the Philadelphia is hulled twice between wind and water, and lacking any real pumps, the Philadelphia is sinking - and fast.

    Looming out of the fog, a slightly translucent schooner closes the distance and rams to board the sinking vessel - to what purpose is not entirely clear in the moment. The crew looks to be clothed in garb that went out of style decades ago, themselves slightly translucent.

    Everyone has the same realization: Counter board or die.

     

    Dungeon Master

    The ghosts can be seen floating from one ship to another, and indeed what appears to be the Captain floats through the hull of its vessel to face off with Iphigenia on the deck. Two with a straight line charge to Brother Koji and Stavard.

    Rolls for "Bandits" are a mistake on my end - other group just wrapped up with bandits. All are ghosts. Ghosts are numbered in the lower-right section of their tokens.

    NB: Damage from non-magical weapons will only do half damage, so please advise me if your weapon happens to be magical. I know there are a couple out there currently.

    It is uncertain how quickly the Philadelphia will sink, but she is sinking.

     

    Map

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