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IC: West to the New World.

Posted by DMFor group archive 1
DM
GM, 1364 posts
Tue 6 Apr 2021
at 18:52
  • msg #214

IC: West to the New World


Round of Awakening:

Thalassa stands up summons more giant eagles.
Hedwig stands up and put on his belt.

Everyone else just sits up, apparently.

Gerard, Arnau, and Ardreth are fully armed and armored. Although Ardreth is prone, effectively.

Damen and Marvek were in bed and are considered prone at this point.

There is, as yet, no indication of WHY the Warning Weapon woke you all.

OOC:
Damage:


Other issues:
Everyone: Water Breathing
Ship: -3 ballista bolts
Damen:  -2 arrows.
Hedwig: -3 1st level slots
Thalassa: -1 3rd level

Initiatives:

21 Arnau
12 Hedwig
11 Ardreth       Prone
11 Gerard
 7 Giant Eagles
 4 Damen         Prone
 3 Thalassa

Didnt' send in initiative: Marvek Prone



Please post actions and die rolls to your private threads.

Please check entries above for any extra rolls I may need from you.

DM
GM, 1376 posts
Wed 7 Apr 2021
at 18:58
  • msg #215

IC: West to the New World

Round of Confusion:

Arnau casts a spell

Hedwig casts Light on his wand

Ardreth sits there listening

Gerard steers the ship

The eagles circle the ship

Damen stands and preps his bow.

Thalassa straps her shield on.

OOC:
Damage:


Other issues:
Ship: -3 ballista bolts
Damen:  -2 arrows.
Hedwig: -3 1st level slots
Thalassa: -1 3rd level
Arnau: -1 2nd slot, Sees Invisible.

Initiatives:

21 Arnau
12 Hedwig
11 Ardreth       Prone
11 Gerard
 7 Giant Eagles
 4 Damen
 3 Thalassa

Didnt' send in initiative: Marvek Prone



Please post actions and die rolls to your private threads.

Please check entries above for any extra rolls I may need from you.

This message was last edited by the GM at 20:52, Wed 07 Apr 2021.
DM
GM, 1386 posts
Thu 8 Apr 2021
at 19:34
  • msg #216

IC: West to the New World

Round 1:

Arnau casts another spell and Faerie Fire illuminates him, Hedwig on the main deck at the cabin door, and the centipede on the forward edge of the guardrail up on the quarterdeck. Also a bit of the passage to the fantail (including guardrail), the aft end of the main deck, the cabin's forward and port walls, and the quarterdeck, forward, are glowing a bit, of course. That's a really thorough spell.

Hedwig, like most of you, is looking for WHAT caused you all to wake, but he's below the interesting bits. Still, that green glow surrounding things is a clue.

Ardreth sits listening

Gerard steers the ship although folks reacting to the glow behind him might give him a clue that things are getting interesting.

The eagles dive bomd the centipede, now that it's visible. Well, one of them does. It's only about a foot long, after all. It survives a giant eagle pecking and shredding it. That ain't likely, folks.

Damen doesn't have a shot.

Thalassa casts Mirror Image.

OOC:
Damage:


Other issues:
Ship: -3 ballista bolts
Damen:  -2 arrows.
Hedwig: -3 1st level slots
Thalassa: -1 3rd level slot, 3 images
Arnau: -1 2nd level slot, -Faerie Fire, Sees Invisible, Concentrating through round 10
Thalassa: -1 2nd level slot

Initiatives:

21 Arnau
12 Hedwig
11 Ardreth
11 Gerard
 7 Giant Eagles
 4 Damen
 3 Thalassa

Didnt' send in initiative: Marvek Prone



<red>Please post actions and die rolls to your private threads.

Please
DM
GM, 1393 posts
Fri 9 Apr 2021
at 19:40
  • msg #217

IC: West to the New World

Round 2:

Arnau backs up about 5' and blasts a firebolt at the centipede. It hits. it might even have dome something, but not enough.

And something pulls itself over the guard rail alongside the passage between the fantail and main deck.  It's Dim there, in the shadow of both the Faerie Fire above it and the Lantern on the Mast. It screams. The scream makes no noise, but it hurts like hell.

Hedwig, Hedwig backs up towards the ballista looking for a target and sees the shadowy lump that just caused his head to hurt he launches some missiles.

Ardreth tries to climb to the quarterdeck from  the fantail, but falls can't quite get up there.

Gerard steers the ship although folks reacting to the glow behind him might give him a clue that things are getting interesting.

The centipede rushes down the side of the cabin and up to the THING's back

The eagles go after the THING. Both miss on all attacks, but...something strange happened to cause at least one of the failures. The air twisted oddly.

Damen isn't sure what to do.

Thalassa rushes to the guard rail and blast Frost downwards.

OOC:
Damage:
Arnau: -36
Hedwig: -18
Ardreth: -18
Gerard: -18
Marvek: -36
Damen: -18
Thalassa: -18

Other issues:
Ship: -3 ballista bolts
Damen:  -2 arrows.
Hedwig: -3 1st level slots, -1 2nd level slot
Thalassa: -1 3rd level slot, 3 images
Arnau: -1 2nd level slot, -Faerie Fire, Sees Invisible, Concentrating through round 10
Thalassa: -1 2nd level slot

Initiatives:
21 Arnau
16 Hostus Mostus
12 Hedwig
11 Ardreth
11 Gerard
 8 Marvek
 8 Centipede
 7 Giant Eagles
 4 Damen
 3 Thalassa

Didnt' send in initiative: Marvek Prone



Please post actions and die rolls to your private threads.

Please check entries above for any extra rolls I may need from you.

DM
GM, 1412 posts
Mon 12 Apr 2021
at 19:00
  • msg #218

IC: West to the New World


Round 3:

Arnau drops the Faerie Fire and heals himself a bit.

Hostus Mostus flings his arms up and the tentacles on them each strike an Eagle. The Eagles fall then fade away.

Hedwig eyes the THING int he shadow of he passage but doesn't attack.

Ardreth comes around the corner behind the THING and examines it.

Gerard steers the ship.

Marvek 'port's up to the quarterdeck's port guardrail (filling the empty places along it),  and electrocutes the THING slightly.

The centipede is gone, again.

Damen isn't sure what to do.

Thalassa Blights the THING.

The walls of the cabin, the mast, and the footlockers, the magic oven, etc, all open their eyes. Dozens and dozens of eyes...staring right at all of you.


OOC:
Damage:
Arnau: -36
Hedwig: -7
Ardreth: -18
Gerard: -18
Marvek: -36
Damen: -18
Thalassa: -18


Other issues:
Ship: -3 ballista bolts
Damen:  -2 arrows.
Hedwig: -3 1st level slots, -1 2nd level slot
Thalassa: -1 3rd level slot, 3 images
Arnau: -1 2nd level slot, -1 3rd level slot -Faerie Fire, Sees Invisible
Thalassa: -1 2nd level slot, -1 4th level slot
Marvek: -1 2nd slot, -1 sorcery point

Initiatives:
21 Arnau
16 Hostus Mostus
12 Hedwig
11 Ardreth
11 Gerard
 8 Marvek
 8 Centipede
 7 Giant Eagles
 4 Damen
 3 Thalassa


Please post actions and die rolls to your private threads.

Please check entries above for any extra rolls I may need from you.

DM
GM, 1430 posts
Tue 13 Apr 2021
at 20:00
  • msg #219

IC: West to the New World

Round 4:

Arnau casts firebolt into the air. Something thuds to the deck. Hedwig heals. note that I had healing reversed last round, which is fixed. Arnau, not Hedwig, healed last round. No change for Hedwig, but Arnau gets credit, finally).

Hostus Mostus flings tentacles at Thalassa and Marvek at the guardrail between him and Arnau. Thalassa gets hit. Damage is a mix of slash and psychic. Let me know if you have protection vs one or the other.

Hedwig hits it hard with a LOT of missiles. Someone tell it.

Ardreth comes around the corner from the fantail and stares at it.

Gerard starts babbling incoherently

Nazem takes the wheel.

Marvek studies the THING up close.

Damen Casts a spell and HE studies the THING.

Thalassa casts Gust of Wind at the THING and blows it over the side. Splish Splash.

The eyes cry viscid tears.

What some of you saw:
A humanoid. Almost Human in some aspects: Head and legs, mostly.
His hands are thick, like they are heavily calloused, only more so.
He has tencatles coming out of both forearms.
His chest is like an insect thorax, down to the chitin.


OOC:
Damage:
Arnau: -25
Hedwig: -7
Ardreth: -18
Marvek: -36
Damen: -18
Thalassa: -28

Other issues:
Ship: -3 ballista bolts
Damen:  -2 arrows. -1 2nd level slot
Hedwig: -3 1st level slots, -1 2nd level slot, -1 4th level slot
Thalassa: -1 3rd level slot, 3 images
Arnau: -1 2nd level slot, -1 3rd level slot -Faerie Fire, Sees Invisible
Thalassa: -1 2nd level slot, -1 4th level slot
Marvek: -1 2nd slot, -1 sorcery point

Initiatives:
21 Arnau
16 Hostus Mostus    next attack roll will be a 9, swimming
12 Hedwig
11 Ardreth
 8 Marvek
 4 Damen
 3 Thalassa


Please post actions and die rolls to your private threads.

Please check entries above for any extra rolls I may need from you.

DM
GM, 1441 posts
Wed 14 Apr 2021
at 19:18
  • msg #220

IC: West to the New World

Round 5:

Arnau heals Thalassa a bit

Hostus Mostus is nowhere is sight

Hedwig holds his wand high and searches the water.

Ardreth stares after the Thing as it submerges, Dakvision givin him a bit of an edge, but wth nothing to see...

Gerard babbles incoherently

Marvek casts a spell, but nothing happens. He calls for the THING's death. He also twists the wind a bit, which is playing havoc with Thalassa, probably.

Damen screams in pain as he opens his senses. dramatic effect, not damage. See the PM

Thalassa looks around for the THING while trying to wrestle her wind back form Marvek.

The eyes cry viscid tears.

The small body on the deck is part centipede, part bat, and part...unidentifiable.

A Hole opens off the starboard side. You see....well, what you see is ... um, how to put this...ah, never mind, just start screaming like Damen until you're past it.

What some of you saw:
A humanoid. Almost Human in some aspects: Head and legs, mostly.
His hands are thick, like they are heavily calloused, only more so.
He has tencatles coming out of both forearms.
His chest is like an insect thorax, down to the chitin.

OOC:
Damage:
Arnau: -25
Hedwig: -7
Ardreth: -18
Marvek: -36
Damen: -18
Thalassa: -22

Other issues:
Ship: -3 ballista bolts
Damen:  -2 arrows. -1 1st lvel slot,  -1 2nd level slot, Darkvision
Hedwig: -3 1st level slots, -1 2nd level slot, -1 4th level slot
Thalassa: -1 3rd level slot, 3 images
Arnau: -1 1st level slot, -1 2nd level slot, -2 3rd level slot -Faerie Fire, Sees Invisible
Thalassa: -1 2nd level slot, -1 4th level slot
Marvek: -1 2nd slot, -1 3rd level slot, -1 sorcery point

Initiatives:
21 Arnau
16 Hostus Mostus    next attack roll will be a 9, swimming
12 Hedwig
11 Ardreth
 8 Marvek
 4 Damen
 3 Thalassa


Please post actions and die rolls to your private threads.

Please check entries above for any extra rolls I may need from you.

DM
GM, 1449 posts
Thu 15 Apr 2021
at 19:34
  • msg #221

IC: West to the New World

Round 6:

Arnau heads down off the quarterdeck and over to Damen. He heals then inspires Damen

Hostus Mostus pulls humself over the fan tail...right next to Ardreth. He hits with both tentacles. (Again, part of the damage is psychic, if you have any defense to it, and yes, that was with Potent lowering his roll)

Hedwig looks around, coming to the realization that you aren't in Kansas Atlantis anymore.

Ardreth Disengages and backs away to the main deck to join the rest of you.

Gerard babbles incoherently

Marvek keeps the wind pushing you forward.

Damen recovers and calls out for all and sundry <blue>"Captain, we need to get out of here.  Immediately. We are either surrounded by those things under the water, or the water itself is infused with strange and fell magics." <//blue> Oh, not just the water. Notice last round's Rift, falling behind you. Notice this round's event, below.

Thalassa asks Marvek where he wants her wind, while healing him

The eyes cry viscid tears.

The small body on the deck is part centipede, part bat, and part...unidentifiable.

Space twists in some odd undefinable manner. Well, not undefinable: Ranged weapons are at Disadvantage and half Range.

Hostus Mostus:
A humanoid. Almost Human in some aspects: Head and legs, mostly.
His hands are thick, like they are heavily calloused, only more so.
He has tencatles coming out of both forearms.
His chest is like an insect thorax, down to the chitin.

OOC:
Damage:
Arnau: -25
Hedwig: -7
Ardreth: -18
Marvek: -31
Damen: -9
Thalassa: -22
Ardreth: -20

Other issues:
Ship: -3 ballista bolts
Damen:  -2 arrows. -1 1st level slot,  -1 2nd level slot, Darkvision, Inspired 1d8
Hedwig: -3 1st level slots, -1 2nd level slot, -1 4th level slot
Thalassa: -1 3rd level slot, 3 images
Arnau: -2 1st level slot, -1 2nd level slot, -2 3rd level slot -Faerie Fire, Sees Invisible
Thalassa: -1 2nd level slot, -1 4th level slot
Marvek: -1 2nd slot, -1 3rd level slot, -1 sorcery point

Initiatives:
21 Arnau
16 Hostus Mostus
12 Hedwig
11 Ardreth
 8 Marvek
 4 Damen
 3 Thalassa


Please post actions and die rolls to your private threads.

Please check entries above for any extra rolls I may need from you.

DM
GM, 1458 posts
Mon 19 Apr 2021
at 19:32
  • msg #222

IC: West to the New World

Round 7:

Arnau stays near the ballista, as far away from the action as he can be, and Inspires Marvek.

Hostus Mostus notice Ardreth is stupified, and pulls himself back up onto the quarterdeck. He attacks Thalassa as the handiest target when he arrives. He only hits once, due to her shield. as always: damage is part psychic if you have any protections there.

Hedwig launches a Chromatic orb at Hostus. It hits and discharges lightning.

Ardreth stands there stupified.

Gerard babbles incoherently

Marvek calls out, "Drop your wind spell.  Everyone help me kill this insect humanoid." he launches his own orb, also electric, and it hits harder than Thalassa calling down lightning.

Damen Has his bow in hand at the fan tail, but Hostus left, then fell, so he gets to save the arrow.

Thalassa drops her spell on command yes, she gave instructions for even that then hits Hostus with a bolt of cold, just in case.

The eyes cry viscid tears.

The small body on the deck is part centipede, part bat, and part...unidentifiable.

Space twists in some odd undefinable manner. Well, not undefinable: Ranged weapons are at Disadvantage and half Range.

Another Rift opens, this time off the port side. Avoid it. Avoid looking at it. Avoid doing ANYTHING while this stuff is happening. Really.

The Host with the Most:
Just turned into a pile of goo. It's moving.

OOC:
Damage:
Arnau: -25
Hedwig: -7
Ardreth: -18
Marvek: -31
Damen: -9
Thalassa: -32
Ardreth: -20

Other issues:
Ship: -3 ballista bolts
Damen:  -2 arrows. -1 1st lvel slot,  -1 2nd level slot, Darkvision, Inspired 1d8
Hedwig: -3 1st level slots, -1 2nd level slot, -1 3rd level slot, -1 4th level slot
Thalassa: -1 3rd level slot, 3 images
Arnau: -2 1st level slot, -1 2nd level slot, -2 3rd level slot, -2 inspiration -Faerie Fire, Sees Invisible
Thalassa: -1 2nd level slot, -1 4th level slot
Marvek: -1 2nd slot, -1 3rd level slot, -1 4th level slot, -1 sorcery point, Inspired 1d8

Initiatives:
21 Arnau
16 Hostus Mostus
12 Hedwig
11 Ardreth
 8 Marvek
 4 Damen
 3 Thalassa


Please post actions and die rolls to your private threads.

Please check entries above for any extra rolls I may need from you.

DM
GM, 1468 posts
Tue 20 Apr 2021
at 19:32
  • msg #223

IC: West to the New World

Round 8:

Arnau Strokes Hedwig's ego after that last attack (ie: Hedwig now has 1d8 Inspiration). He then heals himself a bit.

Hedwig ever fearful of the uncertaincies of Chance...and more than a little worried about whatever is happening to Space in the general vicinity, goes with the Sure Thing: Magic Missiles. Five missiles hit the Blob.

Ardreth stands there stupified.

Marvek studies the blob that used to be much smaller and much more humanoid.

Damen heads forward until he can see a bit of the Blob and uses a little Nature magic to boost his bowshot. Ironic, given the area, actually. Thorns erupt everywhere within 5' of the target (ie: The Blob) which means everywhere on the quarterdeck Yes, it's THAT large.

The Blob falls through the floor into the cabin, which now has a 10'x10' skylight.

Thalassa mutters a word of healing in Marvek's direction, more than making up for the thorn issue. She then blasts a bit of frost down the hole in the floor.

The eyes cry viscid tears.

The small body on the deck is part centipede, part bat, and part...unidentifiable.

Space twists in some odd undefinable manner. Well, not undefinable: Ranged weapons are at Disadvantage and half Range.

Gerard walks to the cabin door and opens it, then stands aside unmoving. at least he isn't babbling anymore.

OOC:
Damage:
Arnau: -14
Hedwig: -7
Ardreth: -18
Marvek: -29
Damen: -9
Thalassa: -24
Ardreth: -20

Other issues:
Ship: -3 ballista bolts
Damen:  -2 arrows. -1 1st lvel slot,  -1 2nd level slot, Darkvision, Inspired 1d8 -1 more arrow: dissolved.
Hedwig: -3 1st level slots, -1 2nd level slot, -2 3rd level slot, -1 4th level slot Inspired 1d8
Thalassa: -1 2nd level slot, -1 3rd level slot, -1 4th level slot, 1 mirror image
Arnau: -3 1st level slot, -1 2nd level slot, -2 3rd level slot, -2 inspiration -Faerie Fire, Sees Invisible
Marvek: -1 2nd slot, -1 3rd level slot, -1 4th level slot, -1 sorcery point, Inspired 1d8

Initiatives:
21 Arnau
12 Hedwig
11 Ardreth
 8 Marvek
 4 Damen
 4 The Blob
 3 Thalassa


Please post actions and die rolls to your private threads.

Please check entries above for any extra rolls I may need from you.

DM
GM, 1480 posts
Thu 22 Apr 2021
at 19:39
  • msg #224

IC: West to the New World

Round 9:

Arnau blasts the Blob with fire.

Hedwig does his main trick, again. But it's a very good trick. Missiles fly, missiles hit.

Ardreth is still over on the fantail wondering what is happening.

Marvek throws a differently colored chromatic orb at the Blob through the new skylight. More smoking and sizzling.

Damen fires an arrow....somewhere. Even he isn't sure.

The Blob rolls out of the cabin looking for lunch. Gerard is right there waiting, too. Gerard survives the damage, but his (non magical) chainmail is looking a bit corroded.

Thalassa summons 4 wasps over the main deck (and the Blob)

The eyes cry viscid tears.

The small body on the deck is part centipede, part bat, and part...unidentifiable.

Space twists in some odd undefinable manner. Well, not undefinable: Ranged weapons are at Disadvantage and half Range.

Gerard walks to the cabin door and opens it, then stands aside unmoving. at least he isn't babbling anymore.


OOC:
Damage:
Arnau: -14
Hedwig: -7
Ardreth: -18
Marvek: -29
Damen: -9
Thalassa: -24
Ardreth: -20

Other issues:
Ship: -3 ballista bolts
Damen:  -4 arrows. -1 1st level slot,  -2 2nd level slot, Darkvision, Inspired 1d8 Concentrationg on Hail of Thorns
Hedwig: -3 1st level slots, -1 2nd level slot, -3 3rd level slot, -1 4th level slot Inspired 1d8
Thalassa: -1 2nd level slot, -2 3rd level slot, -1 4th level slot, 1 mirror image
Arnau: -3 1st level slot, -1 2nd level slot, -2 3rd level slot, -2 inspiration -Faerie Fire, Sees Invisible
Marvek: -1 2nd slot, -1 3rd level slot, -1 4th level slot, -7 sorcery point,
Gerard: Armor at -1


Initiatives:
21 Arnau
12 Hedwig
11 Ardreth
 8 Marvek
 4 Damen
 4 Wasps
 4 The Blob
 3 Thalassa


Please post actions and die rolls to your private threads.

Please check entries above for any extra rolls I may need from you.

DM
GM, 1486 posts
Fri 23 Apr 2021
at 19:06
  • msg #225

IC: West to the New World


Round 10:

Arnau blasts the Blob with fire. It withers into a smelly charred blob.

Marvek shouts for everyone to keep aware of the surroundings.

Damen fires an arrow....somewhere. Even he isn't sure.

The Blob smokes and otherwise pollutes the air. Burnt acid. Yuch.

Gerard stands waiting for....something.

The giant wasps hover about.

Thalassa blasts an Eye with Frost. It fades away. Just a few dozen more to go.

The eyes cry viscid tears.

The small body on the deck is part centipede, part bat, and part...unidentifiable.

Space twists in some odd undefinable manner. Well, not undefinable: Ranged weapons are at Disadvantage and half Range.

Something happened at sea wbut it fell behind you before you could figure out what. Probably a good thing.



OOC:
Damage:
Arnau: -14
Hedwig: -7
Ardreth: -38
Marvek: -19
Damen: -9
Thalassa: -24


Other issues:
Ship: -3 ballista bolts
Damen:  -4 arrows. -1 1st level slot,  -2 2nd level slot, Darkvision, Inspired 1d8 Concentrationg on Hail of Thorns
Hedwig: -3 1st level slots, -1 2nd level slot, -3 3rd level slot, -1 4th level slot Inspired 1d8
Thalassa: -1 2nd level slot, -2 3rd level slot, -1 4th level slot, 1 mirror image
Arnau: -3 1st level slot, -2 2nd level slot, -2 3rd level slot, -4 inspiration -Faerie Fire, Sees Invisible
Marvek: -1 2nd slot, -1 3rd level slot, -1 4th level slot, -7 sorcery point,
Gerard: Armor at -1


Initiatives:
21 Arnau
12 Hedwig
11 Ardreth
 8 Marvek
 4 Damen
 4 Wasps
 4 The Blob
 3 Thalassa


Please post actions and die rolls to your private threads.

Please check entries above for any extra rolls I may need from you.

DM
GM, 1489 posts
Fri 23 Apr 2021
at 19:25
  • msg #226

IC: West to the New World

There will be some damage inside the cabin, as well. We can go over it when you folks are done dealing with the Far Realm Region you're in.
Damen Iourdanos
player, 269 posts
DAH-men Yior-DAN-oos
Aquatic, Bosun
Fri 23 Apr 2021
at 21:04
  • msg #227

IC: West to the New World

"What in all the Hells was that about?"  Damen lowers his bow and stares at the burnt and shrivelled thing in the cabin.  He steps forward to look inside the cabin and inspect for damage.
"I think those mending spells will work for the floor damage in here, but I am going to have to patch that roof.  I can cover it with some tarred sailcloth for now, but it will take time to fully repair.
DM
GM, 1490 posts
Fri 23 Apr 2021
at 21:15
  • msg #228

IC: West to the New World

Nope. Acid damage means nothing to put back. Mending can only repair an area 1' in diameter, for one thing, and it has to have the bits to reconnect for another.

Neither applies here, I'm afraid.

Hull damage is 36. pretty severe. I'd say the whole cabin is pretty much a write off for general use (You can use it for storage, and the main deck is a bit uneven. Until Vinland and a bit of a breached period. Then you'll be fine, and you have everything you need except the lumber, which you can "forage".

Now, you CAN do a temporary repair as a Shipwright (about 20 points, I think). Only once until after the full repairs are done. That's the fast option.

There is a slow option, as you are a fully qualified Bosun: A prof check each day for 1d6+4 repaired to the HULL only, not the cabin. It will reduce your beach time to just the cabin repairs.

And that is your professional opinion as to your options for repairs.
Thalassa
player, 260 posts
Female Aquatic Surgeon
Sat 24 Apr 2021
at 06:34
  • msg #229

IC: West to the New World

"Let's get out of here first before thinking about that!" Thalassa calls down from the ruin of the quarterdeck. "I don't think this is over yet!"

She mutters a few words and gestures at one of the ubiquitous eyes, causing a shell of ice to form around it, then commands the loudly buzzing giant wasps to attack some of the other eyes as well.

OOC: Thalassa keeps casting Frostbite at the eyes, and tells her wasps to attack them as well until they're all gone. Unless Marvek or someone else tells her stop, of course.
Marvek Alazeem
player, 272 posts
AC: 12(17) HP: 44/44
Weather Witch, Arabic
Sat 24 Apr 2021
at 15:05
  • msg #230

IC: West to the New World

Seeing Thalassa use frost on the eyes, Marvek joins in.  He begins to cast his own ice spell and shut the eyes.

"If you've got an ice spell, help Thalassa and I close these eyes that have appeared everywhere.  Damen, If you believe the mending spell will help repair the ship some, I'll come down there in a bit an start casting.  Arnau and Hedwig, do you all know where we are at or how to get out of here?  I tried casting Dispel Magic on one of the eyes earlier and it didn't work.   We also need to check anything that can open: oven, chests, the hold here we have food and things stored.  Check and see if anymore stowaways are around."

OOC:  Will help Thalassa close the eyes with Ray of Frost.   Will stop casting it if it appears I am doing damage to the ship when I cast the spell on the eyes.
DM
GM, 1491 posts
Sat 24 Apr 2021
at 15:32
  • msg #231

IC: West to the New World

"The hold" is the quarterdeck, most of which is missing. What's left would be the 2 chests ship's food and gear is stored in, and the bunk/chest Thalassa was using. Mostly because they were where the Blob wasn't.
Arnau de Boix
player, 164 posts
Spanish Bard
Sun 25 Apr 2021
at 07:23
  • msg #232

IC: West to the New World

"I think there is something about these waters. They seem cursed, Marvek. We should move as fast as we can to leave them behind."
Looks at everybody. They all look badly hurt. "If anyone wants to rest I'll take care of your wounds in the meantime. Ardreth it seems you need extra care."
As he says so he starts playing a soft and soothing music.

OOC: Arnau plays the healing song in case anyone wants to take a short rest they can heal +1d6 per die roll. If he requests it, I cast some additional healing word/cure wounds on Ardreth
DM
GM, 1492 posts
Sun 25 Apr 2021
at 16:18
  • msg #233

IC: West to the New World

Let e know who's taking a short rest, please. This will be instead of poking out eyes, of course.

Let's try for Monday noon, as things really are still happening, just not at combat pace.


Edit: also remember that it's still middle of the night, ship time, and Gerard can't steer until you fix him.
This message was last edited by the GM at 16:19, Sun 25 Apr 2021.
Marvek Alazeem
player, 273 posts
AC: 12(17) HP: 44/44
Weather Witch, Arabic
Mon 26 Apr 2021
at 05:51
  • msg #234

IC: West to the New World

Marvek will continue to put out eyes with Thalassa with Ray of Frost.
Damen Iourdanos
player, 270 posts
DAH-men Yior-DAN-oos
Aquatic, Bosun
Mon 26 Apr 2021
at 07:20
  • msg #235

IC: West to the New World

Damen, spotting Gerard, moves to cast a Cure Wounds upon him.
03:20, Today: Secret Roll: Damen Iourdanos rolled 10 using 1d8+2 with rolls of 8.  Cure Wounds.
Hedwig Bancroft
player, 202 posts
Brit Wizard, crew
Mon 26 Apr 2021
at 15:23
  • msg #236

IC: West to the New World

Hedwig swipes sweat from his brow and tries to keep his eyes off of the eyes or anything else seemingly unnatural. When asked if he knows anything about the area they are travelling through he simply shakes his head in the negative, too shook by the strange events to think too deeply. Instead he simply tried to gather himself off towards the mast so he'd not be in the way.

Hedwig is quite useless at the moment so please disregard him for the interim.
DM
GM, 1493 posts
Mon 26 Apr 2021
at 15:52
  • msg #237

Re: IC: West to the New World

Damen Iourdanos:
Damen, spotting Gerard, moves to cast a Cure Wounds upon him.
03:20, Today: Secret Roll: Damen Iourdanos rolled 10 using 1d8+2 with rolls of 8.  Cure Wounds.


No change to Gerard. He wasn't actually damage (even psychically). His issue is different.


Gerard stands waiting for....something.

The giant wasps hover about.

The eyes cry viscid tears.

The small body on the deck is part centipede, part bat, and part...unidentifiable.

Space twists in some odd undefinable manner. Well, not undefinable: Ranged weapons are at Disadvantage and half Range.

Something is muttering in Ardreth's ear

<orange>OOC:
Damage:
Ship: -36 that requires beach repairsor a bosun an several days at sea.
Arnau: -14
Hedwig: -7
Ardreth: -38
Marvek: -19
Damen: -9
Thalassa: -24


Other issues:
Ship: -3 ballista bolts
Damen:  -4 arrows. -2 1st level slot,  -2 2nd level slot, Darkvision,
Hedwig: -3 1st level slots, -1 2nd level slot, -3 3rd level slot, -1 4th level slot
Thalassa: -1 2nd level slot, -2 3rd level slot, -1 4th level slot, 1 mirror image
Arnau: -3 1st level slot, -2 2nd level slot, -2 3rd level slot, -4 inspiration -Faerie Fire
Marvek: -1 2nd slot, -1 3rd level slot, -1 4th level slot, -7 sorcery point
Gerard: Armor at -1
DM
GM, 1494 posts
Mon 26 Apr 2021
at 15:58
  • msg #238

Re: IC: West to the New World

Hedwig Bancroft:
Hedwig swipes sweat from his brow and tries to keep his eyes off of the eyes or anything else seemingly unnatural. When asked if he knows anything about the area they are travelling through he simply shakes his head in the negative, too shook by the strange events to think too deeply. Instead he simply tried to gather himself off towards the mast so he'd not be in the way.

Hedwig is quite useless at the moment so please disregard him for the interim.


It is midnight (or after) and there isn't much you can do. Hedwig, rather than sleeping, sits and rests and watches. I assume most of the ret of you, do, as well.

Ardreth quits hearing noises and Gerard recovers at least some of his sanity over the next hour. The wasps fade away. Most of the Eyes are gone. to find more from  here will requite Searching. Active use of Perception and sticking your head is odd places to do so. Also a bit of mast climbing, of course. They were EVerywhere


The small body on the deck is part centipede, part bat, and part...unidentifiable.

Space twists in some odd undefinable manner. Well, not undefinable: Ranged weapons are at Disadvantage and half Range.


<orange>OOC:
Damage:
Ship: -36 that requires beach repairs or a bosun and several days at sea.
Arnau: -14
Hedwig: -7
Ardreth: -38
Marvek: -19
Damen: -9
Thalassa: -24


Other issues:
Ship: -3 ballista bolts
Damen:  -4 arrows. -2 1st level slot,  -2 2nd level slot, Darkvision,
Hedwig: -2 1st level slots, -1 2nd level slot, -2 3rd level slot, -1 4th level slot, -Arcane Recovery
Thalassa: -1 2nd level slot, -2 3rd level slot, -1 4th level slot, 1 mirror image
Arnau: -3 1st level slot, -2 2nd level slot, -2 3rd level slot, -4 inspiration -Faerie Fire
Marvek: -1 2nd slot, -1 3rd level slot, -1 4th level slot, -7 sorcery point
Gerard: Armor at -1
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