Chapter 1 - The Beginning
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"Have you had the vision too?", she gestures out across the ships deck and you can see another form near the starboard side. It looks like a female figure draped in robes. She is weeping loudly. The sound carries through the air. You realize the area all around you is foggy, but mostly it is calm. There is no wind. You don't even feel waves. The sails hang limp, no air propels them.
"I don't have a good feeling about this", Torment says.
Rolls
Arcana/History - (1d20+3)
(13) + 3 = 16
Rolls
Perception - (1d20+2)
(19) + 2 = 21
"Please... please help me", she sobs.
Rolls
Int Check - (1d20+1)
(5) + 1 = 6
As he is relaying this to the party the figure, still covering her face and weeping starts to walk across the deck of the ship towards the group.
"Please, please help me. You must help me. Please...", her voice trails off into sobs.
Readying an action to cast Dissonant Whispers on it if it gets closer than 20 feet to us
DC 13 Wisdom save. Failed save makes the creature move as far away as its speed allows it to. Successful save halves damage and doesn't make it retreat
EDIT: I'm assuming that Crolwell approaching her will trigger my readied action
EDIT 2: Rolled initiative, in case it's necessary
Rolls
Dissonant Whispers Damage - (3d6)
(166) = 13
Initiative! - (1d20+4)
(14) + 4 = 18
There is no way that this is a good thing... right?
Rolls
Attack - (1d20+6)
(6) + 6 = 12
[ GM: Everyone, except Crolwell, who now has his eyes closed must make a DC11 Wisdom saving throw or become frightened. The creature has taken 6 damage from Aelar, but Crolwell's wild swinging attack has missed. We all should also roll for initiative. ]
Rolls
Saving throw against Dissonant Whisper (DC: 13) - (1d20+1)
(19) + 1 = 20
Initiative for Creature - (1d20+1)
(8) + 1 = 9
Ha! Made it!
Initiative is in my earlier post as well :)
Aelar's heart jumps into his throat for a moment while he is overcome with fear. With great difficulty he forces the fear down and prepares to fight.
Rolls
Wis Save - (1d20)
(12) = 12
Rolls
Wisdom Save - (1d20+4)
(8) + 4 = 12
Initiative - (1d20+3)
(17) + 3 = 20
"WHAT THE HELL IS THAT!?!?"
Rolls
Wisdom Saving Throw vs Fear [+2] - (1d20+2)
(17) + 2 = 19
Initiative - Assuming not Frightened [+2] - (1d20+2)
(7) + 2 = 9
Rolls
Arcana/History? - (1d20+6)
(10) + 6 = 16
It's from End of the World, and it seems to work well in Play by Post to keep things moving. So your "team" has initiative in this combat. You all go first. The sea hag goes after you all have gone. Then back to you guys.