Episode 1: Escape from Monster Island

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Sep 19, 2020 1:02 am
Omukade doesn't swim or fly or burrow. She looks at the beach and at the crushed metal creature. She skitters sideways a few times then hisses and moves down the cliffs off the caldera rim. Getting to the ground, she slides through the jungle, below tree height. Her huge body wings it's easy through, trampling brush but not disturbing the trees meaningfully.

When she gets to the beach, and sees Panghol splashing, she moves beside him, hissing at the water, waiting to see what will happen, or the water to calm so that she can swim.
Sep 21, 2020 8:26 pm
Straj

You swim out toward the naval blockade. Before you can reach the warships, however, you need to bypass the first line of containment measures established by your human wardens.

Around Monster Island is a ring of platforms that look very similar to offshore oil rigs. These platforms are placed several miles from shore, where they rise from the water like artificial islands of concrete and steel. From beneath the water, you can see that they are fixed to the sea floor by sets of massive pylons. The platforms are miles apart, and built upon each one is a sensor station and weapon batteries. You know these weapons are loud and shoot far, since you've witnessed them used on kaiju that have previously attempted jail breaks. The weapons can rotate and adjust in order to fire on airborne monsters. The platforms are also equipped with projectiles that swim through the water and explode at a touch; the humans save those for kaiju who try to attack the platforms from below. A mile or so beyond the weapon platforms are the warships that form the blockade.

Over the years, you've noted that the humans seem a little more comfortable with you than your fellow kaiju. Unlike the other residents of Monster Island, you are often permitted to swim passed the weapon platforms, though you still aren't allowed close to the warships. On some occasions, humans in white coats even take small boats out from the main ships and meet you in the local waters, using the opportunity to study and interact with you. You're quite certain that these humans in white coats, combined with your good behavior, are the reason the less-friendly humans tolerate your proximity.

As you swim to the weapon platforms, spotlights activate and swivel to shine down at the surface of the water. Likewise, an underwater light array attached to the legs of the platform illuminates the nearby depths. Somehow, even when you swim deep, the humans always know that you're approaching. You are able to pass the weapons platform unmolested, though it's clear that they are watching you.

You move toward the warship that's closest to you. At almost 500 ft. (152.4 m) long, the warship is several times your size. It looms out of the ocean like a kaiju in its own right; its weapons perpetually pointed toward Monster Island. The side of the ship has a colorful design, which is noteworthy because it contrasts with the gunmetal gray that characterizes that rest of the vessel. The design depicts a red cross on a white background, and the upper left quadrant has another red cross punctuated by additional lines of red, white, and blue.
[ +- ] Design

You close the distance and begin waving your tentacles frantically. In response, the ship's spotlights turn to face you, and their beams converge at your location on the surface of the water. The lights are somewhat blinding and uncomfortable. At about 1,000 ft. (304.8 m) from the vessel, some of its gun turrets adjust their arc and rotate, training themselves on your position. It's your warning not to get any closer. On the deck of the warship, a number of uniformed humans have gathered and are watching your unusual display of activity. It seems as though they're trying to determine if your gestures are threatening or not. You are not able to make out much else.
OOC:
Go ahead and give me a Smarts roll at -2. Don't forget your Wild Die.
Sep 21, 2020 8:39 pm
OOC:
To make sure I got it right, it is not an untrained check, just difficult Smarts? So d10-2 and then d6 for Wild, correct? :D
Sep 21, 2020 8:39 pm
FlyingSucculent says:
OOC:
To make sure I got it right, it is not an untrained check, just difficult Smarts? So d10-2 and then d6 for Wild, correct? :D
Correct.
Sep 21, 2020 8:52 pm
Taclydus
OOC:
You succeeded on your Athletics roll with a Raise, so the ascent doesn't tire you too badly.
Upon leaving the island, you immediately fly straight upward rather than across the water. You know from past experience that the humans release volleys of projectiles that can fly through the air and travel a great distance. Some of them can even follow a flying kaiju and explode on impact! Though the strange weapons are rarely capable to killing a giant monster, sometimes they do enough damage to disable a wing. Consequently, you know to stick to the heavens and go as high as possible. Even the weapons of the humans have their limits.

You soar ever higher into the nighttime sky until even the clouds are far below you, providing a blanket of cover.
Sep 21, 2020 8:54 pm
OOC:
@Panghol, please give me a Strength check when you have a chance.
Sep 21, 2020 9:18 pm
Taclydus hovers above the island and world below. Flying in small circles at such a great height makes him feel like he can travel the entire planet without a care but he knows he must be smart. Preparing for his break, Taclydus continues to fly in a circle faster and faster trying to get as much of a running start that he can before he fires into the direction of the blockade.

His goal, go as fast as possible above the blockade keeping eyes out for any weapon fire he may need to dodge.
OOC:
I am assuming there may be a check needed here soon. I figure max pace at max height might be a tough target for the ships.
Sep 21, 2020 9:51 pm
Straj's multiple eyes all squint against the blinding light humans are shining at him, and the squid chirps in expression of discomfort, submerging back under the surface - just a few of his tentacles stay outside of water. It doesn't help much against the light, unfortunately, with the spotlights too strong to be negated by such insignificant depth.

Seeing the humans' general inaction despite what is happening, Straj starts waving even more furiously. He attempts to imitate the shooing gesture he saw humans in white coats do sometimes, and even outright points back at the shore, where Omukade and Panghol are lingering. His tentacles flair frantically in rapid gesticulation.
OOC:
Edit: fantastic. I assume I can't reroll it (yet). XD
Last edited September 21, 2020 9:55 pm

Rolls

Smarts - (1d10-2, RA)

(5) - 2 = 3

Wild - (1d6, RA)

(3) = 3

Smarts Reroll - (1d10-2, RA)

(1) - 2 = -1

Wild Reroll - (1d6, RA)

(5) = 5

Sep 21, 2020 10:12 pm
FlyingSucculent says:
Straj's multiple eyes all squint against the blinding light humans are shining at him, and the squid chirps in expression of discomfort, submerging back under the surface - just a few of his tentacles stay outside of water. It doesn't help much against the light, unfortunately, with the spotlights too strong to be negated by such insignificant depth.

Seeing the humans' general inaction despite what is happening, Straj starts waving even more furiously. He attempts to imitate the shooing gesture he saw humans in white coats do sometimes, and even outright points back at the shore, where Omukade and Panghol are lingering. His tentacles flair frantically in rapid gesticulation.
OOC:
Edit: fantastic. I assume I can't reroll it (yet). XD
OOC:
So each of you have three Bennies. A Benny can be cashed in for the following effects:

„ REROLL A TRAIT: Bennies grant a hero a reroll on any Trait, and best of all, you get to keep the best total from all your rolls. The only exception is a Critical Failure, which ends the attempt and must be accepted. Such is the price of tempting fate!

„ RECOVER FROM SHAKEN: This is instant and may be done at any time, even interrupting another’s actions if desired.

„ SOAK ROLLS: Bennies can also be used to prevent Wounds or recover from being Shaken.

„ DRAW A NEW ACTION CARD: When the game is in rounds, a character can spend a Benny to get a new Action Card. This occurs after all cards are dealt and Edges or Hindrances like Quick, Level Headed, or Hesitant are resolved. Then players or the GM may spend Bennies for an additional card as many times as they like and take their choice of all their draws. Edges like Quick or Level Headed do not apply to these additional cards drawn with Bennies. This continues until everyone (including the GM) passes. Then the round begins and no further cards may be drawn.

„ REROLL DAMAGE: You may spend a Benny to reroll damage. Include any additional dice you may have gained for a raise on the attack roll.

„ REGAIN POWER POINTS: A character with an Arcane Background can spend a Benny to regain 5 Power Points.

„ INFLUENCE THE STORY: This one is entirely up to the Game Master, who may allow your character to spend a Benny to find an additional clue if you’re stuck, come up with some mundane but needed item, or push a nonplayer character into being a bit more agreeable.


Bennies give players some increased agency over the game. Normally, players get three Bennies per session. However, since this game is PbP and not operating by sessions, I will be replenishing bennies periodically, as well as awarding them to players for exceptional roleplaying posts or really clever ideas.

@Straj, feel free to spend a benny if you want to re-roll the Smarts roll.
Sep 21, 2020 10:13 pm
OOC:
Oh, good, I thought we didn't have any Bennies yet. I'll just go add new rolls and fix my bad tentacle waving. See me roll worse.
Edit: *slow clap* Tonight's not my night.
Last edited September 21, 2020 10:15 pm
Sep 21, 2020 10:23 pm
FlyingSucculent says:
OOC:
Oh, good, I thought we didn't have any Bennies yet. I'll just go add new rolls and fix my bad tentacle waving. See me roll worse.
Edit: *slow clap* Tonight's not my night.
OOC:
Aren't you good here? Critical Failure is only DIE results being snake eyes not results sub 1. Unless I am missing something? you rolled a 5 which is greater than 4
Sep 21, 2020 10:28 pm
OOC:
Oh, I do believe it is a success (I hope). But that luck on d10 just amuses me. :D
Sep 21, 2020 10:53 pm
FlyingSucculent says:
OOC:
Oh, I do believe it is a success (I hope). But that luck on d10 just amuses me. :D
OOC:
You take the better of the Trait Die or Wild Die. Since you got a 5 on the Wild Die, you succeeded.
Sep 22, 2020 7:13 am
OOC:
rolls for his playing in the paddling pool

Rolls

Wild die - (1d6, RA)

(3) = 3

Strength (1d12+16) - (1d12+16, RA)

(5) + 16 = 21

Sep 24, 2020 5:59 pm
Panghol & Straj

Panghol begins to employ his great size and mass in an effort to disrupt the warships with large waves. You begin moving into the sea, splashing around and trying to displace millions of gallons of water in the direction of the blockade. You watch as the water rolls away from you and toward the warships, picking up size and speed.

Being miles away, the warships don't initially notice anything in the darkness. However, Straj, you feel the turbulence that's coming. As the humans are on the deck of the ship observing your activities, you hear what sounds like a a trill klaxon sounding throughout the warship. The crew immediately scatter in a panic and rush to their stations. The humans clearly understand something is happening, and you can hear the underwater reverberations as the ship begins hoisting up its mighty anchor.

The vessel starts trying to turn its bow in the starboard direction to face the island, but the waves come too soon. You see large rolling waves emerge from the night and buffet the side of the warship. The waves don't seem to be especially damaging, since they've traveled miles from the island and have lost some of their energy. Still, the series of 20 ft. (6.096 m) waves are enough to violently rock the vessel back and forth. You see crew stumble and fall, and water surges across the lowest points on the deck. Yet, the ship remains steady, and its naval guns commence rotating forward toward the island.
OOC:
Everyone go ahead and draw an Action Card for your Initiative.

I usually do initiative for players as a group, so whoever draws the highest initiative card, we'll go with that.

Rolls

Piloting check for ship - (1d10-3)

(10) - 3 = 7

Sep 24, 2020 6:05 pm
OOC:
Flipping cards isn't enabled for me
Sep 24, 2020 6:10 pm
Qralloq says:
OOC:
Flipping cards isn't enabled for me
Yeah sorry, trying to work that out at the moment.
Sep 24, 2020 6:12 pm
OOC:
Try editing the Game Details to add a deck

Deck Draws

Omukade initiative
2 of Diamonds
Sep 24, 2020 6:16 pm
OOC:
Okay thanks, that did it.

Deck Draws

Initiative for warship and weapon's platform
Hidden Card
Sep 24, 2020 6:24 pm
OOC:
Anything going on with Taclydus in the sky? anything noticable

Deck Draws

Initiative
4 of Hearts
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