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Ember: The Dead Sun


Morph3us

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"We'll keep mapping the surface from up here." Ross says over communications from Meridian. "If you find a lead, that will make following it easier."

"I think we should also land ourselves if we see anything new that's interesting." Tara suggests.

"We will stay in touch either way." Segun declares. "Let us know if you run into trouble or want help with something down there."

Although there is help to call on, for the moment, the group has landed alone. Their gunship rests out of reach of the pounding surf. The way to the lighthouse, however, is broken, slick, and treacherous.

To add to the challenge, they now feel the world's gravity weighing them down. Even a bare head feels like it wears a helm. Empty arms carry phantom weights. Every footfall crashes down that much harder.

For the moment, they are safe in their ship. They can take their time planning who and how to approach first. The lighthouse has been here for ages and survived all manner of cataclysm. It will still be looming in their view from the Claw Hammer when they are ready to exit and make their way over.

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Grommash Dwarf Artificer


AC: 16 | HP: 59/59 | HD: 7/7d8 | Initiative: +1 | PP: 10 | Magical Tinkering: 2/2 | Flash of Genius: 3/3 | Bullets: 40/40 | DM Inspiration: 0/1


The gunship's landing stirred an infectious excitement in Grommash's eyes. As the vessel settled on the unfamiliar terrain, Gundin, ever methodical, diligently gathered the tools strewn about by the exuberant artificer. Grommash, barely containing his impatience, activated his teleportation boots, flickering in and out of existence in a light blue mist as he inspected their surroundings from every available window.

His weathered face lit up with a childlike wonder at the sight of what appeared to be the remnants of an ancient, battered lighthouse. Despite the planet's heavier gravity, Grommash's teleportation boots allowed him to effortlessly survey the landscape, his eyes dancing between windows. "She looks beaten and battered, but lighthouses of all manners are meant to weather the storm. Perhaps this is as good a place as any to make camp," he mused, the words trailing off as his imagination wandered toward the potential technologies concealed within the deserted tower.

His attention snapped back to the present, and a mischievous glint sparked in his eyes. "Gundin makes for a great scout if you're too afraid to step out," he teased, winking and grinning, a playful smirk aimed at Bhalgurn.

 

 

Mechanics

Main Hand: Radiant Musket

Off Hand: None


Spell DC: 15, Spell Attack: +7

Level 1 Spells: 4/4

Level 2: 3/3


Action: None

Bonus Action: None

Move: None

Manipulate: None.

Free: Speech.

 

 

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Bhalgurn Frostmead Dwarf BarbarianTOzYWz8.png.ddd7d07cf18086c753c41cb63e7a05e2.png


AC: 15/17 (Heedless/shield) | HP: 68/68 | HD: 7/7d12 | Initiative: +1 | PP: 14 | Rages: 4/4 | DM Inspiration: 0/1 | Javelins: 2/10


To Tara, Ross, and Segun, Bhalgurn sends up his most delighted thanks. "We Appreciate yer help," he said happily into his communicator ring. "Its nice knowing there's friendlies so near. Have fun explorin', but stay safe!"

 

To Grommash and Kutaeg, Bhalgurn just smiled. "This gravity's goin' ta be difficult, but let's take it a moment at a time." The barbarian takes a step out inot the wet environment and tries to judge the distance from their ship to the lighthouse. Was it shot enough that they could use ropes as a safety if one of them fell?

Mechanics

Main Hand: Adamantine Axe

Off Hand: shield


Action: None
Bonus Action: None
Move: None
Manipulate: None.

Free: Speech.

 

Name
Perception to judge the distance to the LH
21
1d20+4 17
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Bhalgurn emerges to face the sea mist and take a closer look at the path before them.

The rocks immediately ahead are lower than the flat prominence where the ship rests. They are drenched in spray from thrashing waves. That section is dangerous but relatively short, about 40 feet before rising up again. His 50 foot rope, tied off to a hardpoint on the ship, could save someone who slipped while crossing it. It would still be a painful experience.

At that point they would be less than halfway to the lighthouse but the remainder of the horizontal journey looks safer.

Unfortunately, whatever was built to ascend to its entrance is gone. Surf and storm have sundered the way up into crags that need climbing. That will be extra difficult as the party acclimates to gravity on this world. A rope would be a great asset here as well.

OOC:

The crossing needs Dexterity (Acrobatics) with the rope greatly mitigating the danger of failing.

The ascent at the end needs Strength (Athletics). It starts at disadvantage due to the poor conditions and unfamiliar heavy gravity. Finding a way to have a rope for that would grant advantage and cancel that out.

I see rope in Bhalgurn's character notes but don't see it on the other sheets. Anyone else got some?

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Bhalgurn Frostmead Dwarf BarbarianTOzYWz8.png.ddd7d07cf18086c753c41cb63e7a05e2.png


AC: 15/17 (Heedless/shield) | HP: 68/68 | HD: 7/7d12 | Initiative: +1 | PP: 14 | Rages: 4/4 | DM Inspiration: 0/1 | Javelins: 2/10


Bhalgurn went back into the safety of the Hammer to explain to the others what he had seen on how to get to the lighthouse. After he was done, he had a thoughtful look on his face. "Back on the Frostmead fortress," he said with a gleam in his eye, remembering good times long past. "When I was but a young lad, we played a game called 'Stick in the Mud.' It was pretty simple. We'd have a rope and try ta get ta the end o' the field. The catch was tha' yeh couldn't move when yeh held the red end o' the rope. So, every other dwarf was a 'stick in the mud' and had ta wait in place before tossing the black end o' the rope ta someone on his team nearby. Don't give me tha' look Kutaeg, there's a point ta this story." He waved a hand at the bard, knowing he'd come up with a way better way to explain this idea. "Basically, we can play that game with arr only rope. We'll tie off the rope on the Hammer for the first two ta cross. Then, they'll be the 'stick in the mud' on the far end near the cliff, and hold the rope tight. That way the third dwarf can untie his end and cross, holdin' the other end o' the rope, so the 'sticks in the mud' can catch him if he falls. That way, we'll have protection of each of us ta cross, but still be able ta use arr rope when we climb the cliff." Bhalgurn looked at the others expectantly, hoping to see if they were on board with his plan.

Mechanics

Main Hand: Adamantine Axe

Off Hand: shield


Action: None
Bonus Action: None
Move: None
Manipulate: None.

Free: Speech.

 

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        Kutaeg Lightbrow Dwarf Bard- College of Lore


        AC: 13 | HP: 65/65 | HD: 7/7d8 | Initiative: +1 | PP: 10 | Bardic Inspiration: 4/4d8 | DM Inspiration: 0/1 | 


Kutaeg scribbled this "Stick In the Mud" game idea down furiously as Bhalgurn described it. "My goodness friend, I had no idea you of the Frostmeads played games. Of course, once a batch of brew was consumed, there's nothing quite like a game, is there? Haha". People of his employ would often ask Kutaeg for games to play during downtime, so he'd been slowly amassing quite a list. He put his quill away and looked at the distance....I love the idea of using a gane to get where we need to go.... let's do it"

       
               

                       

                                Mechanics                        

               

       
       
               

                       

                                Main Hand: Longsword                        

                       

                                Off Hand: shield  

                                Level 1 Spells: 4/4                        

                       

                                Level 2: 3/3                        

 

                                Level 3 3/3                        

 

                                Level 4: 1/1                        

 

                                Spell DC: 15                        

                                Spell Attack: +7                        

                       


                       

                                Action: Intelligence
                                Bonus Action: None
                                Move: None
                                Manipulate: None.                        

                       

                                Free: Speech.                        

                       

                                                         

               

       

         

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Grommash Dwarf Artificer


AC: 16 | HP: 59/59 | HD: 7/7d8 | Initiative: +1 | PP: 10 | Magical Tinkering: 2/2 | Flash of Genius: 3/3 | Bullets: 40/40 | DM Inspiration: 0/1


Amidst the banter about a game that seemed as elusive as a shadow in the night, Grommash found himself scratching his head, the concept lost on him like a cryptic rune. Games were foreign terrain to a dwarf whose youth had been spent in the forge rather than the play yard. Unfazed by the chatter, he reached back to Gundin, expecting a simple provision of rope.However, the mechanical companion, with its unyielding precision, only met Grommash's request with a look of emptiness and a mechanical shrug. The realization that he, the meticulous artificer, wasn't prepared for every occasion, sparked a momentary fury. Whirling around, he delved into the tools that Gundin had so diligently gathered, cursing under his breath as he rummaged.Yet, no matter how he tossed and cussed, no extra rope revealed itself. Grommash, undeterred, pivoted to his own ingenuity. His mind whirred with the gears of creation as he considered a contraption, a marvel that would undoubtedly solve their rope predicament but would require hours, if not days, to bring to life. When the other glanced over they would notice the elaborate scheme he was scribbling down.

 

 

Mechanics

Main Hand: Radiant Musket

Off Hand: None


Spell DC: 15, Spell Attack: +7

Level 1 Spells: 4/4

Level 2: 3/3


Action: None

Bonus Action: None

Move: None

Manipulate: None.

Free: Speech.

 

 

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Bhalgurn Frostmead Dwarf BarbarianTOzYWz8.png.ddd7d07cf18086c753c41cb63e7a05e2.png


AC: 15/17 (Heedless/shield) | HP: 68/68 | HD: 7/7d12 | Initiative: +1 | PP: 14 | Rages: 4/4 | DM Inspiration: 0/1 | Javelins: 2/10


Bhalgurn grinned at Kutaeg's response, but was interrupted by the flying bits and bobs that Grommash was flinging around in apparent frustration. He looked over and saw the dwarf concocting some elaborate contraption on paper and he had to step forward to stop him. "That's much too complicated fer the time we got," he said apologetically. "Let's try it first with the equipmen' we got on hand." Bhalgurn hefted his rope on his shoulder and headed back out into the apocalyptic-like surroundings. He tied off the rope to one of the Hammer's tie down points and wrapped the other around his own mid section. "I'll go first. We keep drawin' the rope back in after each successful crossin' until the last person. On that one, we all hang on on this side. Right? Let's go."

Bhalgurn didn't give anyone any more chances to change the plan. He walked out onto the wet stone and began to cross, slowly letting the slack end of the rope slide against his middle to keep his potential fall as low as possible. For a larger, muscular dwarf, Bhalgurn was surprisingly light on his feet...

Mechanics

Main Hand: Safety Rope

Off Hand: Safety Rope


Action: Cross the crossing, dex (acro) check.
Bonus Action: None
Move: None
Manipulate: None.

Free: Speech.

 

Edited by foxtrot636 (see edit history)
Name
Dexterity (Acrobatics)
21
1d20+4 17
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Bhalgurn makes his plan look easy. The Frostmead dwarf demonstrates his modified game with an adept crossing of the treacherous rocks. He proves as nimble on his feet as he was in the Claw Hammer's cockpit.

His chosen path is narrow but not straight. He keeps as far from the surf as possible while also choosing the most sturdy and flat rocks that he can find to step on. This requires variable strides and the occasional small leap. Foam and spray surge all around but never cause him to lose his footing.

Bhalgurn plays the rope out along the way until he reaches the other side of the broken section. A quick scramble up takes him out of reach of the surf with several feet to spare. The others draw the rope back once he frees himself.

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Grommash Dwarf Artificer


AC: 16 | HP: 59/59 | HD: 7/7d8 | Initiative: +1 | PP: 10 | Magical Tinkering: 2/2 | Flash of Genius: 3/3 | Bullets: 40/40 | DM Inspiration: 0/1


With a glint of competitive spirit, Grommash watched as Bhalgurn successfully made it across, but he wasn't one to be outdone. Standing at the precipice of the ship's drop door, he performed a ritual of readiness, spitting into each hand. The wind carried his gruff determination as he backed up, creating the space he needed for the leap.

Gazing at Gundin, who held the other end, Grommash shared a nod of understanding.

 

 

Mechanics

Main Hand: Radiant Musket

Off Hand: None


Spell DC: 15, Spell Attack: +7

Level 1 Spells: 4/4

Level 2: 3/3


Action: None

Bonus Action: None

Move: None

Manipulate: None.

Free: Speech.

 

 

Name
Acrobatics
7
1d20+1 6
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Grommash, alas, does not fare as well. A rock comes loose about halfway through and sends him stumbling. The slick, angled surfaces soon turn that stumble into a tumble.

The artificer takes a few scuffs before the rope does its job by saving him from the full wrath of the waves below. Otherwise they might be battering him against the rocks again and again. Even with it, he is close enough to the surf that its salt spray stings his fresh scrapes.

He can use the rope, probably with Kutaeg's help from the other end, to scramble back up and continue.

OOC:

It's a tricky crossing with DC 14! Thanks to the rope, he can automatically get back up and try again. He's made it partway already (only failing by 10 or more wouldn't advance at all here) so the retry DC is only 12.

Name
Damage
6
2d6 2,4
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Grommash Dwarf Artificer


AC: 16 | HP: 59/59 | HD: 7/7d8 | Initiative: +1 | PP: 10 | Magical Tinkering: 2/2 | Flash of Genius: 3/3 | Bullets: 40/40 | DM Inspiration: 0/1


The first jump proved a miscalculation, and Grommash found himself dangling from the rope, the weight of failure palpable in the sea-spray mist that stung his face with each drop. Gundin, ever reliable, initiated a slow, steady pull, hoisting Grommash up from the precipice. The relentless waves below seemed to mock his brief descent.

Before any of the other dwarfs could utter a word, Grommash shot them each a stern glance, a silent plea for them to hold their comments. The air was thick with the consequences of his misstep, but Grommash was not one to dwell on defeat. With a determined resolve, he dusted off his hands and pulled up his sleeves, the sleeves that bore the scars of many a forge and adventure.

 

OOC:

If he can get within 15ft of the landing he will try to use his Boots of the Winding Path to teleport the remaining distance.

 

Mechanics

Main Hand: Radiant Musket

Off Hand: None


Spell DC: 15, Spell Attack: +7

Level 1 Spells: 4/4

Level 2: 3/3


Action: None

Bonus Action: None

Move: None

Manipulate: None.

Free: Speech.

 

 

Name
Acrobatics
2
1d20+1 1
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Grommash made some initial progress on his first go. Unfortunately his second attempt does not add to it. This time he ends up with one leg painfully wedged between two rocks as he comes to a stop. Although he is still at the midway point after using the rope to regain his footing, there is a silver lining. By now he has ruled out multiple paths and learned hard lessons about which kind of surfaces are best suited for him to traverse. One way or another he should finish the crossing soon.

OOC:

12-10=2 so he does not reach the other side. :(

Partly because of having made progress to an easier section already he takes 1d6 instead of 2d6 this time.

You were discussing alternatives in the OOC chat. If you figure something out, he may not need to roll again. Otherwise, (third time's the charm!) we'll lower the DC by 2 again (to 10) because he has a better idea of what does and does not work. That means he will reach the other side on the next check whether or not he stumbles again.

Name
Damage
4
1d6 4
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        Kutaeg Lightbrow Dwarf Bard- College of Lore


        AC: 13 | HP: 65/65 | HD: 7/7d8 | Initiative: +1 | PP: 10 | Bardic Inspiration: 4/4d8 | DM Inspiration: 0/1 | 

 

Kutaeg saw Grommash struggling, and knew they were dealing with a tough climb. He remembered his time with a traveling circus, and hoped muscle memory would kick in.....

       
               

                       

                                Mechanics                        

               

       
       
               

                       

                                Main Hand: Longsword                        

                       

                                Off Hand: shield  

                                Level 1 Spells: 4/4                        

                       

                                Level 2: 3/3                        

 

                                Level 3 3/3                        

 

                                Level 4: 1/1                        

 

                                Spell DC: 15                        

                                Spell Attack: +7                        

                       


                       

                                Action: Acrobatics

                              Bonus Action: None
                                Move: None
                                Manipulate: None.                        

                       

                                Free: Speech.                        

                       

                                                         

               

       

         

Name
Acrobatics
19
1d20+4 15
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Grommash gathers himself for a third attempt at the crossing. This time he puts what he has figured out from a few hard knocks to expert use. One of his great strengths is analyzing and learning new things to devise improved solutions after all.

The artificer carefully maneuvers from one rock to another. He chooses only the driest spots on the heaviest boulders when possible to avoid each foothold slipping or wobbling. It's not long before he completes the journey without even a single unsteady step.

Kutaeg unties the rope from the Claw Hammer and uses it for himself. Grommash and Bhalgurn grasp the other end, prepared to save him from the raging waters if that proves necessary.

It doesn't.

The bard has two examples to work from in planning his own traversal. He follows them with a dancing grace and completes the trip in one go.

Soon the three are reuinited with each other and the rope on the far side.

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