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Sailors on the Starless Sea - IC


cailano

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Obraun

You look around for other entrances into the Keep. You're sure that if you try to climb the walls, several people in your group won't be able to. You can only see one face of the Keep from here, though. The Keep is in poor condition, and there could be crumbled walls or other ways to enter if you approach it from other directions.

While you're thinking this, however, your group is making its way along the causeway.

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The Causeway

An old dirt road, now overrun with weeds and sickly vines, rises towards the ruined citadel, but a grisly sight bars your way: a pair of bodies secured to poles by long ropey vines. The wicked vines have wormed their way inside the bodies’ eyes, ears, and mouths. To your horror, you realize the bodies are still moving.

 

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Helge Haisley

Helge Haisley the Healer is in the lead, tapping the ground with her club like a blind woman using a walking stick, until she looks up and sees the skewered bodies.

"Oh my gracious!" she says, raising a hand to cover her heart. "This must surely be Ahriman's doing!" Ahriman, of course, being the chaotic god of death and disease as every schoolchild knows.

"Choranus, Seer Father, save us from such abominations!" She holds up her holy symbol as if it might ward away the evil vision. (It is possible that it blocks her line-of-sight.)

When it comes time, Helge is comfortable - well, not comfortable, but willing - to walk in the lead with her holy symbol raised in front of her.

Hugo Harfoot

Hugo Harfoot clicks his tongue.

"That's not something you see every day," he says flatly, helpfully pointing out the squirming bodies in case anyone missed them.

"They're probably shimmying and shaking from the movement of the vines through the corpus," he adds helpfully/unhelpfully.

He claps his tiny tailor hands.

"I don't suppose that those vines secured the bodies to those poles by themselves, vines not having the necessary motivation to employ a post in such a manner. The order of operations suggests that the bodies were placed upon the poles, knowing that they would meet such a gruesome fate. Truly we trod upon unholy ground."

He looks first for a reaction from Obraun, a dashing specimen if ever Hugo saw one. Hugo finds himself standing up straighter in Obraun's presence, and secretly imagines tailoring a fine smock for him once this evil business is concluded. When it comes time to advance, he will stay near Obraun if he is able.

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"Mighty Ormazd protect us!" Ivor was shivering again while staring at the corpses. He clutched the holy symbol of Ormazd, kissing it from time to time and whispering prayers. The farmer now leaned on his cow and eyed the way back. Secretly, though. It's not like he was going to run away, just exploring the surroundings, nothing else.

Thugnar, on the other hand, bravely stepped closer to the corpses and stroked his beard thinking. "Trying to frighten us, that's what they are doing. The one guarding that treasure of yours." (The word "treasure" Thugnar said particularly lovingly) "Looks like these vines a kind of special... Never trusted all these green bastards. You want something to trust - work with stones, this is what I always said." One could guess at this point that apothecary was to him as taxidermy for people having issues with animals.

He looked at the vine very intently, trying to determine if he ever saw or heard of something like this (and are the corpses really alive)

Thugnar and Ivor

Thugnar Bottlebrewer, Lawful Ivor Panry, Neutral

0-level Occupation: Dwarven apothecarist
Strength: 14 (+1)
Agility: 11 (0)
Stamina: 11 (0)
Personality: 12 (0)
Intelligence: 12 (0)
Luck: 13 (+1)

AC: 10; HP: 3
Weapon: Cudgel (as staff) +1 (1d4+1)
Speed: 20; Init: 0; Ref: 0; Fort: 0; Will: 0

Equipment: Chain 10' (30 gp)
Trade good: Steel vial
Starting Funds: 30 cp
Lucky sign: Survived a spider bite (Saving throws against poison) (+1)
Languages: Common, Dwarf
Racial Traits: Dwarven ability: Infravision

0-level Occupation: Rice Farmer
Strength: 10 (0)
Agility: 10 (0)
Stamina: 12 (0)
Personality: 14 (+1)
Intelligence: 10 (0)
Luck: 14 (+1)

AC: 10; HP: 3
Weapon: Pitchfork (as spear) +1 (1d8+1)
Speed: 30; Init: 0; Ref: 0; Fort: 0; Will: 1

Equipment: Holy symbol (25 gp)
Trade good: Cow
Starting Funds: 40 cp
Lucky sign: Pack hunter (Attack/damage rolls for 0-level weapon) (+1)
Languages: Common

 

 

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Molly Hatchet

As they group moves over the cause way toward the keep the young minstrel looks up and notices the bodies with vines penetrating them. “What in the Elder Gods is going on here?”  He was taken back by the sight but strangely enough he could not  take his eyes off of the bodies on the pole.  He grips both his dagger and grappling hook a little more tightly.

 

Oswald Cobblepot

As the others walked down the causeway toward the keep Oswald moved over to the side, he scanned the ground for anything that cold be used as a weapon, something that he would  be able to replace his crutch with. He was so engrossed in what he was doing that he did not notice the bodies at first, only when the halfling pointed it out did the beggar look up and see what all the fuss was about. “ Better  them than me” was all he said under his breath.

 

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Tabitha stopped dead in her tracks upon seeing the bodies strung up on poles. He face held a vibrant grimace. But when they looked to be twitching and moving as if still alive, she leapt backwards and stifled a scream somewhat successfully. "By the Gods! It's not right!" The jeweler could feel he stomach's contents roiling about, threatening to come out.

Eli narrowed his eyes and leveled his pitchfork at the beings. "No, that's definitely not right. Not by a long shot, an' I seen some preeeeetty long shots in my time. Once, 'ole Mitch threw a lump ah coal clear 'cross the market! That was quite a sight, but nothin' quite so gruesome uh this. No, sir," he offered.

The farmer's curiosity got the better of him and he stepped forward with Thugnar. "Ya s'pose 'em'er dead'ens? Er just uh trick ta be playin' on village folk?" he asked the dwarf. Eli had never seen the undead, but he figured this probably fit the bill.

"Wait, don't touch them!" Tabitha said in a hushed kind of shout.

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As the bolder members of your group approach, the vines suddenly unwind from their posts and their host corpses stagger forward with lurching steps. The bodies are obviously dead. It is the plants that are moving them.

Their arms rupture as thorny vines erupt from the dead flesh and extend like barbed tentacles.

Helge

You recognize the dead men as they shamble your way. They are the sons of the human smith in the village. You treated the older of the two for a nasty case of poison ivy last summer. Apparently, he never learned to stay away from dangerous plants.

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COMBAT

Since you were all aware of the vine horrors on the causeway, you are not surprised by them. Startled, maybe, but not surprised in a combat sense.

Every player (not character) needs to roll initiative. Roll 1d20. If either of your characters has an Agility modifier, use the highest one for both of your rolls.

Name
Vine Horror Initiative
13
1d20 13
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As the undead vine controlled zombies drop to the ground and advance toward the would be hero's both Minstrel and Bagger look on in stunned disbelief "What in the nine hells" was all Molly had time to mutter before getting ready to defend himself against them.  Oswald stands a few feet to the right and prepares to hurl a stone at them with his sling.  

 

 

 

 

Edited by Excior (see edit history)
Name
roll
19
1d20+1 18
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Obrawn.jpg.357e67a06ca3d89cfe6f00595c2acf65.jpgObraun Wolvsbane, Level 0 Squire

AC: 11, HP: 5/5, Speed: 30, Initiative: +1

STATS

Abilities

  Strength: 13 (+1)   Personality: 13 (+1)
  Agility: 14 (+1)   Intelligence: 12 (+0)
  Stamina: 14 (+1)   Luck: 15 (+1)

Saving Throws

  Reflex: +1
  Fortitude: +1
  Willpower: +1

Weapons

Weapons Attack Bonus Damage
Longsword +1 1d8+2
     


Equipment: Candle (1 cp)
Trade good: Steel helmet
Starting Funds: 28 cp
Lucky sign: Born on the battlefield (Damage rolls) (+1)
Languages: Common

Obraun is not overly bothered by the dead man on the poles. He has heard stories of such things. But when they started moving it took him a second to realize it was the vines doing it. And then they hop off the poles and start shambling towards the group with vines busting out of their arms. He readies his sword.

 

Femaledwarf.jpg.f7258c4d073433c41582485208a2ca37.jpgGwenlen Firemane, Level 0, Dwarven Blacksmith

AC: 10, HP: 3/3, Speed: 20, Initiative: +0

STATS

Abilities

  Strength: 14 (+1)   Personality: 7 (-1)
  Agility: 12 (+0)   Intelligence: 6 (-1)
  Stamina: 12 (+0)   Luck: 13 (+1)

Saving Throws

  Reflex: +0
  Fortitude: +0
  Willpower: -1

Weapons

Weapons Attack Bonus Damage
Hammer (as club) +1 1d4+1
     

Equipment: Backpack (2 gp)
Trade good: Mithril (1 oz.)
Starting Funds: 37 cp
Lucky sign: Warrior's arm (Critical hit tables) (+1)
Languages: Common
Racial Traits: Dwarven ability: Infravision

 

Gwenlen slaps a hand to her mouth to keep from screaming. Luckily she used the hand not holding the hammer. She recovers and prepares to hit any vines or zombies that get too close.

 

 

 

Name
Initiative
13
1d20+1 12
Gwenlens Initiative
7
1d20 7
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Bernard, Level 0 Noble

AC: 10, HP 3/3, speed 30 Initiative 0

Bernards Stats

Strength: 12(0)   Personality 13(+1)
Agility: 10 (0)   Intelligence 11 (0)
Stamina: 13 (+1)   Luck: 10 (+2)

saving throws

Ref. Fort. Will
0 0 1


Weapon: Longsword -2 (1d8-2)

Equipment: Chain 10' (30 gp)
Trade good: Gold ring worth 10 gp
Starting Funds: 41 cp
Lucky sign: Pack hunter (Attack/damage rolls for 0-level weapon) (+0)
Languages: Common

Bernard is the never do well second son of Count Dargolin, and has sent to manage his father’s estate in an out of the way village. In the counts words to stop him from getting into duels with other men all the times, especially not over the wenches. 

 


Therin, Level 0 Dwarven rat catcher

AC: 9, HP 4/4, speed 20 Initiative -1, Infravision

Therin's Stats

Strength: 14(+1)   Personality 12(0)
Agility: 8 (-1)   Intelligence (9 (0)
Stamina: 11 (0)   Luck: 17 (+2)

saving throws

Ref. Fort. Will
-1 0 0

Weapon: Club +3 (1d4+3)
Equipment: Chain 10' (30 gp)
Trade good: Net
Starting Funds: 37 cp
Lucky sign: Pack hunter (Attack/damage rolls for 0-level weapon) (+2)
Languages: Common, Dwarf

 

Therin is the rat catcher of said village, he simply loves his job he sees it as a way of match his cunning with those clever beasts, providing an important service to the community. 

Pictures and last names are for survivors


 

Seeing the vines suddenly moving sends a shock through Bernard's body, but as almost always when he is getting afraid pulling his sword free restores his confidence.

Therin on the other hand isn't disturbed by some wriggling vines "isn't all that differnet than rat tails" he thinks, he still produces a club, as rat tails are usually accompanied by rat's teeth, and a good whack over the head seam to settle those nicely.

 

 

Name
initiative
4
1d20 4
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Even Thugnar, made a step back when the bodies left their respective poles and moved together with vines with an obvious intent to attack. But a moment later the anger overcame the fright. "Green buggers!" exclaimed the dwarf ready to attack.

Ivor surprisingly did not run but instead straightened himself, finally leaving cow's side, raised his pitchfork and prepared to protect Letty to his last breath!

Thugnar and Ivor

Thugnar Bottlebrewer, Lawful Ivor Panry, Neutral

0-level Occupation: Dwarven apothecarist
Strength: 14 (+1)
Agility: 11 (0)
Stamina: 11 (0)
Personality: 12 (0)
Intelligence: 12 (0)
Luck: 13 (+1)

AC: 10; HP: 3
Weapon: Cudgel (as staff) +1 (1d4+1)
Speed: 20; Init: 0; Ref: 0; Fort: 0; Will: 0

Equipment: Chain 10' (30 gp)
Trade good: Steel vial
Starting Funds: 30 cp
Lucky sign: Survived a spider bite (Saving throws against poison) (+1)
Languages: Common, Dwarf
Racial Traits: Dwarven ability: Infravision

0-level Occupation: Rice Farmer
Strength: 10 (0)
Agility: 10 (0)
Stamina: 12 (0)
Personality: 14 (+1)
Intelligence: 10 (0)
Luck: 14 (+1)

AC: 10; HP: 3
Weapon: Pitchfork (as spear) +1 (1d8+1)
Speed: 30; Init: 0; Ref: 0; Fort: 0; Will: 1

Equipment: Holy symbol (25 gp)
Trade good: Cow
Starting Funds: 40 cp
Lucky sign: Pack hunter (Attack/damage rolls for 0-level weapon) (+1)
Languages: Common

 

 

Name
Thugnar and Ivor Initiative
9
1d20 9
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Helge Haisley

Helge Haisley the Healer raises her hand to her mouth, then screams through it anyway. She has a club but it's not her first thought, nor even her second. She spins on her heel, intending to run back to the larger group.

Hugo Harfoot

Hugo Harfoot the Halfling Haberdasher readies his favorite pair of shears, snipping the air menacingly at the advancing abominations. He looks for opportunities to flank the hellspawns while they are distracted by his tastier larger companions.

OOC

I neglected to add a +1 for Initiative, so that 3 should be a 4.

Edited by Tecumseh (see edit history)
Name
Hugo and Helge Initiative
3
1d20 3
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