IC Story Thread: Ch.1,Ad.2 - The Far Reach

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May 28, 2024 4:27 pm
OOC:
I have a Notes space in my character sheet where I annotate things, it looks like this:
[ +- ] screengrab from Cirion's sheet
May 29, 2024 2:45 pm
Seònaid draws her sword and prepares to defend herself
OOC:
Rolling

Rolls

Initiative - (1d20+2)

(6) + 2 = 8

May 29, 2024 9:41 pm
Seeing how talk is in vain, Duinhir draws his sword.

Rolls

Initiative - (1d20+0)

(8) = 8

May 30, 2024 5:34 am
Éothain bangs his sword against his shield, hoping to startle the ghost.

Rolls

Initiative - (1d20)

(6) = 6

May 30, 2024 11:15 am
Despite his thumping heart going crazy in his chest, Cirion finds it in him to charge forward and cross blades with the ghostly apparition. His first approach is to attempt to stop the creature's advance with the flat of his blade and his sheer body, to try and parlay with it.
OOC:
I believe Cirion is first to act - leaving a Strength roll, he tries to resist putting his body and blade in the way of the ghostly thing, and talks to him - also leaving a Persuasion roll if that helps
"Wait, seaman! We don't have to fight!! Our enemy is not you, but an evil mortal, called Astalor!! If he is not here, we will leave you and your ship without fighting!"

Rolls

Strength check - (1d20+1)

(3) + 1 = 4

Persuasion (Doubled) - (1d20+2)

(8) + 2 = 10

May 30, 2024 2:36 pm
OOC:
Thanks for taking the initiative @Dr_B and recognizing that you're first and just going.

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...
Cirion bravely rushes forward to restrain the apparition, but finds himself lurching into, essentially, thin air... He finds no physical presence to restrain!

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.
OOC:
@Stefron give me a DEX save DC 14 plz, for half damage, if/as Duinhir seeks to avoid the apparitions attack...

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

May 30, 2024 4:20 pm
With a mighty shout, Túril lunges forward with his broadsaber. ELBERETH!

Rolls

Elvish Broad-Saber to hit - (1d20+3)

(12) + 3 = 15

Elvish Broad-Saber damage - (1d8+3)

(6) + 3 = 9

May 30, 2024 7:12 pm
Seònaid follows Túril into the fight

Rolls

Fighting - (1d20+2)

(8) + 2 = 10

Damage - (1d8+2)

(7) + 2 = 9

May 30, 2024 9:21 pm
The attack from the apparition comes suddenly and Duinhir tries his best to dodge the strike. But he is too slow to react. The strike hits him and he feels a cold creeping up from the wound.

Then he strikes a blow of his own on the ghost. A desperate dash of the sword.
OOC:
I'm unsure how armor works. Duinhir got a hide armor does that take some of the damage?
Last edited May 30, 2024 9:26 pm

Rolls

Dexterity save - (1d20+2)

(7) + 2 = 9

Sword attack - (1d20+3, 1d8+1)

1d20+3 : (12) + 3 = 15

1d8+1 : (2) + 1 = 3

May 30, 2024 10:02 pm
Stefron says:
OOC:
I'm unsure how armor works. Duinhir got a hide armor does that take some of the damage?
OOC:
It used a special/spell-like ability, not a traditional attack. Hence the saving throw.

But broadly armor makes you harder to hit - presenting a higher target number that the attacker must roll over, it does not absorb damage.
Both Turil and Duinhir's blades pass through the apparition, and although neither feels any physical contact or effect to it - the blades seemingly contacted nothing but air, the ghost does throw out an arm in defense and winces as if he experiences or perhaps just expects to experience pain as the blades pass through him.

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!
OOC:
Alright, so Duinhir takes 7 damage and is "Restrained" which is a Condition under combat rules. Basically his movement rate becomes 0 (he cannot move "squares" if we had a grid), but he can still take actions, and he gains Disadvantage on attacks, also because he's currently enveloped, a critical miss on the apparition will hit Duinhir.

I believe we still have Eothain to go!

Then it's back to Cirion and ghost.
emsquared sent a note to emsquared
May 31, 2024 9:50 pm
Éothain is stumped. Maybe he can appeal to the pirate’s nature. "Leave him alone. We’re allies. You can have my fancy helmet."

He tosses a couple of silver pieces on the floor for emphasis. "Bring the light closer so he can see."
OOC:
Maybe the light will affect the ghost.

Using the inspiration point.

Post-roll edit: 15
Last edited May 31, 2024 9:52 pm

Rolls

Persuasion with Inspiration - (1d20, 1d20)

1d20 : (15) = 15

1d20 : (2) = 2

Jun 1, 2024 12:36 am
With the boundaries of the ghost intermingling with his friend and ally, Eothain tries to reason with it, instead of perhaps risking further attack in which he could harm Duinhir.

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.
OOC:
Cirion, were back at the top!

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?
Jun 1, 2024 8:05 am
I went right through it! he thinks in shock, turning around to face the ghost again.
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

Jun 1, 2024 11:44 am
No shadow wraith will prevail over me.

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!
OOC:
So he’s taking the help action. I can roll strength too. His goal is to try to help either by moving Duinhir or by using his elvish-ness to mess with the wraith, maybe taking Duinhir’s place. I’ll roll intimidation too maybe? Just in case.

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?
Last edited June 1, 2024 5:12 pm

Rolls

Strength check - (1d20+1)

(10) + 1 = 11

Intimidation - (1d20-1)

(9) - 1 = 8

Jun 1, 2024 12:18 pm
OOC:
Quote:
I think all the other characters speak Sindarin, right?
Cirion does!
Jun 1, 2024 3:41 pm
OOC:
Seònaid is Holding her action until she sees how the Str test plays out
Seònaid is caught by surprise equally by Cirion’s brave action, and the elf’s ethereal radiance. Unsure of how she can best help she waits, ready to attack the wraith when Duinhir is safely out of the way
Jun 1, 2024 4:04 pm
OOC:
Aww man, I didn't even get to start the drowning rounds 🤪
Cirion is able to pull Duinihir free of the apparition's form! And his sensation of drowning ceases...
OOC:
And he was actually able to do it without the aid of Turil, so @Thunder_Lungz you can choose a different action of you would like.
As Duinhir is pulled from the ghost, it grasps up into the air like he's trying to climb a ladder or perhaps swim, and a word... or a name? ... croaks from his throat like a last gasp, "Marta!!"

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!
OOC:
Looks like that's a miss on Eothain's AC of 17

Rolls

Attack roll v. Eothain - (1d20+4)

(12) + 4 = 16

Damage - (1d6+2)

(5) + 2 = 7

Possession ability, Recharge - (1d6)

(1) = 1

Jun 3, 2024 9:05 pm
Duinhir is stuck! He can breath! His lungs filling up!
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.
OOC:
Hope I'm not acting out of turn. I'm going for an Insight roll to try to connect the dots and get a lever on the ghost.

Rolls

Insight - (1d20+3)

(10) + 3 = 13

Jun 4, 2024 2:03 am
Marking Éothain words, and how the wraith grasps above it like it were a drowning man swimming for the surface, Seònaid calls out to it.

"Do you want to return to Marta? We can help you. We can help you swim to the surface, and reunited with Marta."
OOC:
Trying a Persuasion roll, which she has no proficiency in

Rolls

Persuasion - (1d20+1)

(13) + 1 = 14

Jun 4, 2024 2:16 pm
Duinhir can tell the ghost isn't exactly coherent. It doesn't seem like it really understands it's own situation. And it seems to be in near constant pain or torment. And although the ghost and it's torment seem legitimately connected to a boat or the sea - the man certainly looks like a weathered sailor, and there are the elements of drowning, and swimming that have been witnessed - it doesn't feel like this is the "right" place for it to be.

It seems likely this ghost has somehow been taken from the place it "belongs" and is now somehow trapped or bound here.
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