[LP] The Riddling Reaver!

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Dr_Noface
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Post by Dr_Noface »

Can we ask our wizard to heals us please?
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Post by Starmaker »

"Okay, now here's a thought to ruin everyone's mood. We'll have to trust the Reaver's ship to take us wherever it is we're going, but how on Titan are we going to get back? Especially if we do in fact beat the Reaver, and not in a 'thanks for playing' way but in a 'I'LL HAEV MY REVENGE ON YOU!!1!' way. I know adventure is pretty much everywhere, but it's still good to know the specifics of 'where'. Now, with the luck we've had in finding potions of strength, I don't believe we'll find a stealable/lootable magic folding ship in this town. Let's hit up the naval school for charts and some navigational equipment, at least."

With her remaining coin, Bajinga will get gloves and a lantern.
SGamerz
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Post by SGamerz »

"I guess it doesn't hurt to make an extra trip to the school." Sir Puppyckier grunts. "That is, if those brats haven't burnt the damn place down by this time. Wouldn't be surprised if they had, either!"
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angelfromanotherpin
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Post by angelfromanotherpin »

Manstaff performs chants of healing while Bajinga finishes up her shopping and Dappa makes a run to the academy for navigationals. You all meet up again at Brion's Bluff.

A mighty storm assails the bluff as you approach the cliff's edge. Waves crash against the rocks far below. It is an ominous evening. As you hurl the ship, the cask, and the ring out to sea, the storm seems to become yet more frenzied. The clouds brew overhead. You can do nothing but stand and wait...
END OF ACT I.
Bajinga Ladyparts [SKILL: 12, STAMINA: 23, LUCK: 11]
Sword, Backpack, Rope, 10 Provisions, Silk Clothing, Shield, Mail, Bow, 12 Arrows, Knife, Gaff Hook, Leather Gloves, Lantern, Sextant, Compass, Naval Charts.

Dirk O'Killitwithfire [SKILL: 12, STAMINA: 22, LUCK: 9/12]
Spear, Backpack, Rope, 10 Provisions, Silk Clothing, Shield, Mail, Bow, 12 Arrows, Knife, Gaff Hook, Minotaur's Ring, 2 Gold Pieces, Grappling Iron, Lantern, Leather Gloves, Throwing Dagger.

Dirk von Facestabber III [SKILL: 12 STAMINA: 24, LUCK: 8/12]
Axe, Backpack, Rope, 10 Provisions, Silk Clothing, Shield, Mail, Bow, 12 Arrows, Giant Snake Tooth, Weathervane, 6 Gold Pieces, Lantern, Throwing Dagger, 2-Man Tent.

Manstaff Cockbeard [SKILL: 10, STAMINA: 14, LUCK: 8]
Staff, Backpack, Rope, 10 Provisions, Silk Clothing, Shield, Mail, Bow, 12 Arrows, 5 Gold Pieces.
Skill, Luck x2, Creature Copy x3, Weakness

Sir Puppykicker [SKILL: 11, STAMINA: 12/16, LUCK: 11]
Sword, Backpack, Rope, 9 Provisions, Silk Clothing, Shield, Mail, Bow, 12 Arrows, Drugged Half-eaten Apple, Cask of Ale, 2 Gaff Hooks, Leather Gloves, Blanket, Throwing Dagger, Lantern, Eagle Tattoo.

Willie Johnson [SKILL: 11, STAMINA: 21, LUCK: 10]
Sword, Backpack, Rope, 10 Provisions, Silk Clothing, Shield, Mail, Bow, 12 Arrows, Knife, Cobra Tattoo.
Last edited by angelfromanotherpin on Fri Oct 31, 2014 1:52 am, edited 1 time in total.
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angelfromanotherpin
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Post by angelfromanotherpin »

Act II
Voyage of Enigma

As the stormclouds boil and rage overhead, and the furious wind lashes you, you sense that this turmoil is but a fragment of some greater battle on a Higher Plane. Are you destined to be a part of that battle?

You wait for minutes that seem like hours. Then, looking out to sea, you catch sight of a sail. But what kind of ship sails in a storm like this? As it approaches, the winds abate and the waves crash less violently against the rocks at the foot of the cliff.

You see the familiar shape of a merchant's galley gliding towards the cliff. But this is no ordinary trading vessel. For you can see no crew on its deck. Its sails hang lifeless from its masts, yet the ship glides smoothly over the waves. As you look closer, you see that the galley really is sailing over the waves – it is floating above the water!

Suddenly, the ship stops dead. A landing-boat is winched down to the waves, and moves towards the shore. Again, you are certain that there is nobody aboard. It reaches a narrow cove just along the cliff from you, and grinds on to the sand. You get the feeling it is waiting... for you.

A slippery path leads down to the beach from the top of the cliff, which you can easily descend with a little care.
All LUCK has been restored. I've removed Manstaff from the roster of heroes, apparently he's staying to fill the position of Court Wizard.

Unfortunately, I have no good pictures of the ship's exterior. This is the image the book uses as space-filler, which will at least give you some idea of what you're looking at.

Image
Bajinga Ladyparts [SKILL: 12, STAMINA: 23, LUCK: 11]
Sword, Backpack, Rope, 10 Provisions, Silk Clothing, Shield, Mail, Bow, 12 Arrows, Knife, Gaff Hook, Leather Gloves, Lantern, Sextant, Compass, Naval Charts.

Dirk O'Killitwithfire [SKILL: 12, STAMINA: 22, LUCK: 12]
Spear, Backpack, Rope, 10 Provisions, Silk Clothing, Shield, Mail, Bow, 12 Arrows, Knife, Gaff Hook, 2 Gold Pieces, Grappling Iron, Lantern, Leather Gloves, Throwing Dagger.

Dirk von Facestabber III [SKILL: 12 STAMINA: 24, LUCK: 12]
Axe, Backpack, Rope, 10 Provisions, Silk Clothing, Shield, Mail, Bow, 12 Arrows, Giant Snake Tooth, 6 Gold Pieces, Lantern, Throwing Dagger, 2-Man Tent.

Sir Puppykicker [SKILL: 11, STAMINA: 12/16, LUCK: 11]
Sword, Backpack, Rope, 9 Provisions, Silk Clothing, Shield, Mail, Bow, 12 Arrows, Drugged Half-eaten Apple, 2 Gaff Hooks, Leather Gloves, Blanket, Throwing Dagger, Lantern, Eagle Tattoo.

Willie Johnson [SKILL: 11, STAMINA: 21, LUCK: 10]
Sword, Backpack, Rope, 10 Provisions, Silk Clothing, Shield, Mail, Bow, 12 Arrows, Knife, Cobra Tattoo.
SGamerz
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Post by SGamerz »

angelfromanotherpin wrote:I've removed Manstaff from the roster of heroes, apparently he's staying to fill the position of Court Wizard.
Aw....I was hoping we can keep him, vote on his new spell list, and bring him around as our healing device (STAMINA spell), ATM machine (Fool's Gold), mind-reading gadget (ESP) and pack mule!

Too bad we have to lose the most versatile character. :sad:

Can we at least grab all his equipment/provisions (the latter should somewhat make up for the loss of his healing services) and split it between ourselves? There's no item-limit in this, right?
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Post by SGamerz »

Sir Puppykicker will employ his new Eagle-eye vision to scan the ship for possible signs of life/threats. If he finds none, he will board the ship.
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Darth Rabbitt
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Post by Darth Rabbitt »

Dirk will wait for Sir Puppykicker's verdict before heading out. He'll also try scanning the ship with his non-eagle eyes, but not put much trust into them.
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Dr_Noface
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Post by Dr_Noface »

If Dappa's around, I'll ask him to cast Detect Magic.
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angelfromanotherpin
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Post by angelfromanotherpin »

Puppykicker's vision is still unreliable, but it does seem to focus better at long distance than close up.

Most ships' decks are very cluttered with ropes, barrels, and all kinds of nautical tackle. Not this one, though. There is not so much as a coil of rope. The deck seems to be made entirely of black pine, one of the strongest and and rarest woods in Allansia. In the middle, between the masts, is a hatchway, presumably leading to the hold. At each end of the lower deck there is a door. To the right of the forward door is a large brass plaque, on which is inscribed 'Twice Shy'.

Even on the upper decks, there are no ropes – nor even a wheel for steering! What wind there is seems not to touch the sails: they hang limp and lifeless.
Your company takes the path down to the beach and climbs into the boat. It slides down into the water, and smoothly heads in the direction of the ship. It pulls up alongside, and a rope ladder unrolls itself for you. You ascend.

The deck appears much as it was spied from afar. Although to Puppykicker's eyes it is blurrier.
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angelfromanotherpin
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Post by angelfromanotherpin »

Dr_Noface wrote:If Dappa's around, I'll ask him to cast Detect Magic.
Oh, I completely forgot. Before you get in the boat, Dappa asks if he can join your group on its adventure. Opinions?
Dr_Noface
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Post by Dr_Noface »

Sweet.. teenage wizard cohort.
SGamerz
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Post by SGamerz »

We lost one magician. We need a new one. We should keep Dappa.

What spells does he have, though?
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Post by Omegonthesane »

((Having lurked enthusiastically for much of the thread, are there any objections if I ASSUME DIRECT CONTROL of Manstaff Cockbeard?))
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
Dr_Noface
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Post by Dr_Noface »

I approve!
SGamerz
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Post by SGamerz »

Seconded!

I'd still want Dappa even if we get Manstaff back, though. At worse we can use him as fodder. :tongue:
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Darth Rabbitt
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Post by Darth Rabbitt »

Thirded on Manstaff, seconded on Dappa.
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angelfromanotherpin
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Post by angelfromanotherpin »

Substitution allowed! New Manstaff, please select your spells.
As Manstaff belatedly clambers onto the deck, Dappa says 'I don't need a spell to know that this whole boat is enchanted. Asking "where magic" is only going to get a "yes," which I think you'll agree would be completely unhelpful.'
Omegonthesane
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Post by Omegonthesane »

Luck x1
Skill x1
Stamina x4
Creature Copy x2
Levitation x1
Illusion x2
Shielding x1
Strength x1

Any objections?
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
Starmaker
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Post by Starmaker »

Looks fine. Creature Copy will come in handy in the battle with the obligatory sea monster.
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Post by SGamerz »

Considering we'll be travelling on water, I anticipate the need for a couple more Levitations. I'd replace Strength with an extra Levitation, since with a party of no less than 5 SKILL 11-or-above characters feats of strength don't seem that hard to come by.

Other than that no objections.

It'd be good if we know what Dappa can do, so we'd not have Manstaff carry too many spells that can be performed by him.
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angelfromanotherpin
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Post by angelfromanotherpin »

Their spell lists have no overlap.
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Post by Omegonthesane »

Yeah, make that Levitation x2 and scratch Strength.

What's Dappa's spell list? How does it have no Stamina spells?
Last edited by Omegonthesane on Sat Nov 08, 2014 3:12 pm, edited 1 time in total.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
SGamerz
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Post by SGamerz »

Methinks Dappa's spell list is a very short one....

I guess we shouldn't be surprised. After all he's an apprentice. Also, the GM probably doesn't want us to be too reliant of the NPC. :tongue:
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angelfromanotherpin
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Post by angelfromanotherpin »

'My master told me that learning healing spells was virtuous, but tedious,' says Dappa. 'Something for older men no longer seeking glory. So... I didn't study those.'

He remains evasive on the subject of exactly what spells he knows. If you really want to know, you are going to have to pressure him.
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