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A Dohwar, a Giff, and a Satyr walk into a bar [IC Thread]
[OoC: Sorry for not replying for awhile.  I've been busy with work.  We went into lockdown because a staff got exposed to COVID.  They are in mandatory quarantine for 2 weeks so his shifts need to be covered while the rest of us were in full PPE until he got got cleared.   Dodgy  ]

While they are all investigating, Bazz will set up 3 Prestidigitation spells and begin cleaning the area 1 cubic feet at a time for each spell.  He'll suggest as much of the water be drained off the gravity plane so the 3 spells can begin cleaning the area inside the cabin.  

Nature Check: [1d20+2]=16+2=18, Investigation 1: [1d20+4]=1+4=5, Investigation 2: [1d20+4]=6+4=10
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[[No worries.  Sorry to hear your work is so screwed up, hope it smooths out for you soon.]]

As Bazz begins to vanish away the slime and blood, the four of you discuss what likely happened here.  In looking at the slime, and the weapons found inside both Bazz and Melville remember a rare, but well known creature of wildspace, the Plasmoid.  The most common variation of this bizarre ameboid creature is well known for growing four limbs to use dual swords and dual shields.  At the mention of the plasmoid, Anders says, "Oh yeah.  It's something weird...  Degash, deggars, DeGleash! That's it.  DeGleash Plasmoid." [[Anders rolled 15 on his Nature.]]

With Rupert in the room to help trace out the flow of the battle, you all come to a common consensus that the most likely course of events here was that the ship was attacked by Plasmoids.  At least one got into the helmroom where the it and the helmsman engaged in a fight to death.  Melville is pretty certain that the lizardfolk was a mage of some sort, and likely put up some kind of higher ranked protective like a Fire Shield.  It seems that in the course of the fight the mage used some kind of area of effect that warped and twisted the decking thus wrenching the helm partially loose of the deck.  Unfortunately for the mage it seems like the Plasmoid was able to cut him down, but in the same strike the mage's retributive protection also killed the plasmoid.  Over time the combination of blood and slime seemed into the wood, causing swelling and sealing in the rotting body and slime that made up the plasmoid as it decomposed into a pool of slime.  If that is true, you also know that one seldom encounters singular plasmoids, so likely there were more involved in the apparent attack on the Wasp.  The one question that the investigation of the helmroom cannot tell you is where those other plasmoids have gone, and if any of the crew of the Wasp might still be alive.
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Melville will pass all that along the merger, he will also attempt to investigate the lizardfolk to look at the state of decomposition to see how long ago this fight occurred. It will only be a very loos estimate hours, days, weeks, months or years.


Investigation [1d20+5]=18+5=23
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[[OOC:  Determining that would be a Medicine check, not an investigation.  Because of the excellent roll though, I will give you advantage on the Medicine check.]]
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Medicine - advantage [1d20+1]=15+1=16; or [1d20+1]=2+1=3
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Melville believes that the lizardfolk has been dead for roughly a week, maybe two.
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[OoC: are there any doors fron the helm room to the ship interior?]
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[[OOC: Sorry, I didn't realize I missed posting a map update.  The dark area in this one is the enclosed part of the Main Deck.  Rupert does not see any exits from the helmroom other than the hatch and ladder.  The door into the Main Deck is visible on the "Weapons Deck" view at this top of this pic and is functionally directly to the right of Bazz on the Main Deck view at the bottom. The body of the lizardfolk helmsman is the highlighted token.]]

[Image: wasp_exterior3.png]
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Rupert will exit the helm room via the hatch, and take up position at the door trying to listen for any sign of life (or unlife) on the other side of the door. He will only move to open the door to the cargo hold, once the group gives him the all clear to do so.
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For his attempt to listen at the door,
Perception Check = [1d20+5]=6+5=11.
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A gaming group started in late 2005 when several members (from all over the world) came together on a long-running forum website called Plothook.net (formally known as Highmoon.net). Several games transformed from a by-the-book format to highly modified versions that became new hybrid systems with completely custom rules and abilities. Ten years later, these faithful players wanted to secure their work and their stories, becoming the basis of these forums.