IC Story Thread: Ch.1,Ad.2 - The Far Reach
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Rolls
Initiative - (1d20+2)
(6) + 2 = 8
Rolls
Initiative - (1d20+0)
(8) = 8
Rolls
Initiative - (1d20)
(6) = 6
Rolls
Strength check - (1d20+1)
(3) + 1 = 4
Persuasion (Doubled) - (1d20+2)
(8) + 2 = 10
For future reference tho, broadly, you can only try to enact one mechanical effect per turn (tho some class abilities or feats can bypass that general rule). So Cirion could either try to stop his advance physically (mechanically a Grapple - which an opposed STR check is the correct check), OR he could try to stop or delay him with words.
But in this case, the choice of which mechanical effect you want to enact will kind of be made for you...
However, he does find that touching where the ghost should be is like reaching into a vat of freezing water! It's form is so cold that it hurts!
Conversely tho, it seems like the ghost does also feel something, or anticipates feeling something, as the visage grits it's teeth and moves his body in such a way that it looks prepared to wrestle with the Gondorian lad...
And at the young man's words, the sailor simply shakes his head angrily and hollers, "Noo0OO!"
Then he lunges at Duinhir, whom his eyes have been fixed upon since the Dunedain initiated conversation...
As the apparition passes through the shaft of light shining in from the cargo hatch, he seems to disappear - to everyone except Turil, who can see the ghostly visage the whole time - but he does reappear, when he passes into shadow again where you all stand, before the door to fore-room.
Following on that, basically anyone @Drakis2,@Stefron,@rpgventurer,@Thunder_Lungz can go. Then we'll be back at the top!
Rolls
Cirion, cold damage - (1d4)
(3) = 3
Duinhir, cold damage - (2d4)
(34) = 7
Rolls
Elvish Broad-Saber to hit - (1d20+3)
(12) + 3 = 15
Elvish Broad-Saber damage - (1d8+3)
(6) + 3 = 9
Rolls
Fighting - (1d20+2)
(8) + 2 = 10
Damage - (1d8+2)
(7) + 2 = 9
Then he strikes a blow of his own on the ghost. A desperate dash of the sword.
Rolls
Dexterity save - (1d20+2)
(7) + 2 = 9
Sword attack - (1d20+3, 1d8+1)
1d20+3 : (12) + 3 = 15
1d8+1 : (2) + 1 = 3
But broadly armor makes you harder to hit - presenting a higher target number that the attacker must roll over, it does not absorb damage.
But the blades leave no apparent damage or change to the ghosts form, so it's hard to know if the attacks actually did any harm to it...
...
When the ghost lunges at Duinhir, and he fails to avoid it's advance, it seems to move into the same space the Ranger inhabits and mirrors the physical position in which his body is positioned for his own defense. In that Duinhir's body is now enveloped in the ghostly body of the apparition... and not only does Duinhir feel the onset of a deathly cold, but he also feels... as though his throat begins to fill with water!
I believe we still have Eothain to go!
Then it's back to Cirion and ghost.
He tosses a couple of silver pieces on the floor for emphasis. "Bring the light closer so he can see."
Using the inspiration point.
Post-roll edit: 15
Rolls
Persuasion with Inspiration - (1d20, 1d20)
1d20 : (15) = 15
1d20 : (2) = 2
And as he speaks to it, the apparition isn't persuaded to pursue the coins. However, certain words do seem to trigger more of a reaction. Alone... Allies... the light...
And as the struggle continues, so does Eothain's recollection of elements from the ghost stories...
Commonly in the stories such entities are often bound to a location that bears significance to them or sometimes an item; like the site of their burial or something they're buried with, or place of their death or a particularly sentimental thing they carried at that time, or even where their misdeed was done or an implement of it. And sometimes they are just bound in the depths of black and cursed lands.
Duinhir probably is visibly in some significant degree of distress or discomfort.
So far it's unclear if or how much damage physical attacks do.
And also it so far seems little persuaded by words or coin.
What do you do?
Duinhir is trapped inside it... Maybe I can move the ghost by moving Duinhir? Maybe the ghost is weaker in daylight?
He puts his sword in its sheath, then steps forward to grab one of the Ranger's arms with both hands. He pulls back with all his strength, attempting to move both him and the ghost into the shaft of light that the ghost walked through before.
Rolls
Strength check - (1d20+1)
(17) + 1 = 18
Túril’s spirit shines with the light of the Eldar. He drops his shield and grasps the white jewel on a silver chain hanging from his neck.
He steps forward to help Cirion by using the full strength and weight of his body to push Duinhir towards the light, hoping that his own presence and words might also impact the wraith.
O Elbereth! O Lady clear!
O Light to us that wander here!
Also, I’m having too much fun with all this Elvish language stuff. Let me know if it’s too much. I think all the other characters speak Sindarin, right?
Rolls
Strength check - (1d20+1)
(10) + 1 = 11
Intimidation - (1d20-1)
(9) - 1 = 8
But quickly it refocuses on you all. This time it's Eothain... the apparition makes a motion as if it's going to grab a board from the shelving lining the walls. And although the board does not come away on any physical grip, it does fly from its mounting at the Rider of Rohan!
Rolls
Attack roll v. Eothain - (1d20+4)
(12) + 4 = 16
Damage - (1d6+2)
(5) + 2 = 7
Possession ability, Recharge - (1d6)
(1) = 1
Then Cirion pulls him hard. Very hard for a young man.
Duinhir falls to the floor.
It takes a moment for him to come around and realise what have happened. He still doesn't fully understand. Then the ghost calls out a name and attacks Éothain as Duinhir tries to make sense of it all.
Rolls
Insight - (1d20+3)
(10) + 3 = 13
"Do you want to return to Marta? We can help you. We can help you swim to the surface, and reunited with Marta."
Rolls
Persuasion - (1d20+1)
(13) + 1 = 14
It seems likely this ghost has somehow been taken from the place it "belongs" and is now somehow trapped or bound here.