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Outlands Q&D Sea God


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The players must work their way from Harms Way to Wrestle loose the monster's Triton to finally slay (dispel) the beats back into the depths. Could be three card flips; could be a full deck. Sadly, there are other tables for the less fortunate to experience.

Q&D Unfortunate Harms
Harms King: The monster sinks below the waves. All cheer its departure, until it surfaces on the opposite side of the keel. Fail and lose one swaggering. Regardless, gain Fury Pip. Difficulty: 7 Advantage: Swagger Battle Cry (A)
Harms Queen: The madness of it all, to face a god; you might never leave dry land again, muttering as you huddle on an ice floe. Fail and Shaken. Regardless, continue on Freezing Banes. Difficulty: 7 Advantage: Swagger Repartee (P)
Harms Knight: Monsters, bah, youíve met and slain worse than this self-proclaimed sea god. Success and take actions on Wrestling Triton's Grasp. Regardless, all gain a Tactical Pip. Difficulty: 5 Advantage: Trait Bold
Harms Knave: Climb the mast, up and away from the deck awash in sea foam and tentacles. Fail and knocked unconscious and caught; if the battle does not end in a D8 rounds, you will be pulled below the sea to drown, suffocating often in the delightful embrace of sirens. Difficulty: 6 Advantage: Skill Acrobat
Harms 10: Form a stair of sand or ice and ascend the beast. Success and take actions on Wrestling Triton's Grasp. Difficulty: 10 Advantage: Wizardry Geomancy (C)
Harms 9: Shelter on the beak or below deck, awaiting an opportunity to strike. Fail and lose one swaggering. Regardless, continue on Q&D Daughterís Children. Difficulty: 10 Advantage: Swagger Better Valor (B)
Harms 8: Get the men to form a wall; bash your way forward, knowing some will be sacrificed for the need greater to all. Fail and suffer a half D8 increase in Warped Outcome Tally; do not generate event. Difficulty: 10 Advantage: Longboat Elite Goals (A)
Harms 7: Hazily recall the myth, a strange tale you once laughed upon hearing, yet with revelatory truth hinting at beastís flaw. Fail and Shaken. Difficulty: 7 Advantage: Skill Occult Scholar
Harms 6: Suffer the full force crush of the monsterís fist. Fail and fall with a vicious wound. Difficulty: 5 Advantage: Skill Armorer-Smith
Harms 5: Project an image of yourself across the longboat and get the beast to strike that instead of a true target. Success and take actions on Wrestling Triton's Grasp. Regardless, character is Shaken. Difficulty: 10 Advantage: Wizardry Illusions (I)
Harms 4: Reconsider your attempt to defeat this thing, as if it were a tightly formed force or advancing siege tower; itís water skin immune to fire. Fail and fall with a vicious wound. Difficulty: 5 Advantage: Skill Man-at-Arms
Harms 3: Discern the beastís attachment to its triton, a possible source of its vast might. Success and take actions on Wrestling Triton's Grasp. Regardless, lose one longboat swaggering. If the ship has none remaining, the battle is lost. Difficulty: 7 Advantage: Trait Clever
Harms 2: Dispel and disperse the tangle of sea weed the creature uses to envelop the shipís hull. Fail and suffer a half D8 increase in Warped Outcome Tally; do not generate event. Difficulty: 10 Advantage: Swagger Charismatic Style (C)
Harms Ace: Though many will be skeptical, when the story is told in your old age, you and the crew planned contingency for this likely-unlikely scenario. Success and take actions on Wrestling Triton's Grasp. But, fail and fall with a vicious wound. Regardless, the next player still in Harms Way takes his actions on Triumphant Shots. Difficulty: 8 Advantage: Longboat Charted Path (B)

Q&D Wrestle Tritonís Grasp
Wrestle King: Get the monster to release its grip on its treasured prize, the triton that makes it unyielding. Success and continue at Triumphant Shots. Difficulty: 9 Advantage: Swagger Disarming Blow (F)
Wrestle Queen: Time the intervals between when the monster passes its eerie scepter from one hand to the next. Success and continue as Triumphant Shots. Regardless, lose one swaggering. Difficulty: 9 Advantage: Swagger Concentration (E)
Wrestle Knight: Command your minions to swarm the beast, cover it and hold it immobile (for as long as strength allows). Success and gain Fury Pip. Difficulty: 11 Advantage: Longboat Inhuman Watchdogs (R)
Wrestle Knave: Slash at the sides of the creature only to be batted away by undulating tentacles. More than one octopusí count doth writhe? Fail and take actions on Nurslings of Sea. Difficulty: 10 Advantage: Swagger Ferocity (J)
Wrestle 10: Pry open its thumb, the weakest part of any hand, even an inhuman one. Success and anyone here or directed to Wrestling, continues instead on Triumphant Shots; the weapon is dislodged and sinks below. Difficulty: 12 Advantage: Swagger Wrestling Holds (T)
Wrestle 9: Experience an epiphany Ė you really hope to grapple and win against a divine god? Fail and return to actions on Unfortunate Harm. Regardless, lose one swaggering. Difficulty: 9 Advantage: Skill Duelist
Wrestle 8: Bear witness on-high as the men left on deck scramble for leadership; some swept overboard as the monster heaves, producing waves. Fail and return to actions on Unfortunate Harm. Difficulty: 12 Advantage: Longboat Battle Hard (T)
Wrestle 7: Lock eyes with the beast; youíre next. Fail and return to actions on Unfortunate Harm. Difficulty: 12 Advantage: Swagger Feigns (I)
Wrestle 6: Deflect a massive barb, spearing at your abdomen. Fail and fall with a vicious wound. Difficulty: 10 Advantage: Swagger Hilt Punch (L)
Wrestle 5: Never ill timing to chant a frantic prayer for strength and perseverance. Fail and take actions on Freezing Banes. Difficulty: 12 Advantage: Longboat Religiously Inspired (C)
Wrestle 4: Flex and keep apart the grotesque fingers closing across your body. Fail and suffer a half D8 increase in Warped Outcome Tally; do not generate event. Difficulty: 12 Advantage: Swagger Seize Swordarm (Q)
Wrestle 3: The crew stops cheering, wagering on your success; as dark forms begin to surface and board. Fail and take actions on Nurslings of Sea. Optional, instead return to Harms Way and gain a Tactical Pip; reasoning perhaps that winning means nothing if the ship is sunk. Difficulty: 12 Advantage: Longboat Comradery (P)
Wrestle 2: Tense and hold your breath as the monsterís cheeks pucker and blow a blast of arctic chill. Fail and take actions on Freezing Banes. Difficulty: 12 Advantage: Longboat Democracy (S)
Wrestle Ace: Both you and the magical triton are knotted in the beastís hair. Should be a simple way to wriggle yourself free as the weapon remains tangled stuck? Success and continue as Triumphant Shots. If character has skill Mariner, Difficult reduces by three. Difficulty: 9 Advantage: Trait Methodical

Q&D Triumphant Shots
Triumph King: Draw advantage from the monster being a synthetic titan rather than living beastly spawn; even ancient things made by man can be dispelled. Success and the monster is quelled for victory. Difficulty: 8 Advantage: Wizardry Animate Objects (O)
Triumph Queen: As the waterís surface becomes a rink of ice, direct your servitors to tie off the beast from all vantages. Success and gain Command Pip. If battling the son of Triton, regardless, continue with Freezing. Difficulty: 6 Advantage: Trait Energetic
Triumph Knight: Strike two sides and twice hard attempting to shatter the titanic crag of iceberg. Success and the monster is quelled for victory. Regardless, gain Catbird Seat for next action. Difficulty: 8 Advantage: Blade Bounding (C)
Triumph Knave: Uttering a series of profanities; stab ineffectively into the base of the monsterís neck. Fail and suffer a half D8 increase in Warped Outcome Tally; do not generate event. If battling the daughter of Triton, regardless, continue with Nurslings. Difficulty: 10 Advantage: Swagger Uncontested Dagger Thrust (S)
Triumph 10: Muscle and sinew drives steel, cleft the crystallin beast in twain. Success and the monster is quelled for victory. But, fail and fall with a vicious wound. Difficulty: 9 Advantage: Swagger Crushing Blow (G)
Triumph 9: Survive doomís countdown, no summoned creature of such magnitude remains in our world for long. Success and the monster is quelled for victory. But, fail and suffer a half D8 increase in Warped Outcome Tally; do not generate event. Difficulty: 11 Advantage: Swagger Heroic Swordplay (K)
Triumph 8: Witness normal men with normal metal shatter a blacksmithís year against the skin of the god. Fail and return to actions on Unfortunate Harm. Regardless, gain Command Pip. Difficulty: 11 Advantage: Blade Fantastic (D)
Triumph 7: Match the wild howl of the pierced creature with your own unpitied cry of anguish. Success and gain Fury Pip. Difficulty: 11 Advantage: Wizardry Demigod (A)
Triumph 6: Tighten in agony with the reverberation of your sweep meeting the indomitable icy tentacle of the foe. Fail and fall with a vicious wound. Difficulty: 9 Advantage: Blade Herculean (J)
Triumph 5: Crack the shell of the titan and reveal the internal mechanism, exposing the arcane gears to corrosive salt water. Fail and lose one swaggering. Difficulty: 11 Advantage: Wizardry Power Words (S)
Triumph 4: Rise above the fray and harry the flailing terror below. Success and gain Catbird Seat. Difficulty: 11 Advantage: Wizardry Telekinesis (D)
Triumph 3: Value that inner voice, recognizing exactly the flaw to pin-point a strike. Success and the monster is quelled for victory. But, fail and return to actions on Unfortunate Harm. Difficulty: 11 Advantage: Wizardry Spirit Guide (R)
Triumph 2: Pierce a gnashing tooth and expose a nerve as the monster bites. Fail and return to actions on Unfortunate Harm. Regardless, gain Tactical Pip. Difficulty: 11 Advantage: Blade Golden (T)
Triumph Ace: One heroic punch to break off its glass jaw. Success and the monster is quelled for victory. Difficulty: 11 Advantage: Skill Pugilist

Q&D Freezing Banes
Freeze King: Bopping helpless, hypothermic, rely on your crew to wrangle your near petrified body back on board. Success and return to actions on Unfortunate Harm. But, fail roll and Shaken. Difficulty: 10 Advantage: Longboat Vigilant (E)
Freeze Queen: Surf on a makeshift sled of your own shield across a jarring slalom of razor sharp spikes. Success and return to actions on Unfortunate Harm. Regardless, gain Fury Pip. Difficulty: 7 Advantage: Skill Equestrian
Freeze Knight: Blood blue pale and saturated in excruciating faery frost, you mimic one of the glacial dead, come to warm itself among the frenzy. Success and return to actions on Unfortunate Harm. If battling the son of Triton, fail and suffer a vicious wound. Difficulty: 6 Advantage: Trait Rugged
Freeze Knave: Men of the north, fear not the Vanirís winds. The monster seems immune to heat, but the ice he generates and mustered dead have no such immunity. Success and all gain a Tactical Pip. If character has Pyrotechnics (K), Difficulty decreases by three. Difficulty: 8 Advantage: Skill Grit-Stamina
Freeze 10: Battle your own clouded mind, as shivering thoughts flash on mistreatments and mocking enemies. Success and continue as Wrestle Triton. Difficulty: 13 Advantage: Longboat Pure No-Curse (J)
Freeze 9: Attain a moment of warmth and convalesce to thaw your fingers behind your crewís formed shield wall. Success and continue as Wrestle Triton. Difficulty: 13 Advantage: Longboat Undamaged (O)
Freeze 8: Look high to see Odin, watching the contest from his air throne. Success and continue as Wrestle Triton. Difficulty: 13 Advantage: Longboat Noble Allegiance (K)
Freeze 7: Your longboat barrel-rolls under a forty foot wave of saltwater and ice crystals. Fail and everyone is Shaken. Regardless, lose technique Undamaged (O). If battling the son of Triton, Difficulty increases by three. Difficulty: 13 Advantage: Longboat Seasoned Crew (L)
Freeze 6: Every dark hole on the ship seems to mouth and moan, vomiting hoary decay. Fail and Shaken. Regardless, continue on Nurslings. Difficulty: 13 Advantage: Longboat Vermin Free (N)
Freeze 5: Rally the panicked from utter despair, before all kneel snow-blind and praying for death. Fail and lose one swaggering. Difficulty: 11 Advantage: Longboat Orderly Kept (Q)
Freeze 4: Weakened, fumbling to grip, numb; your own breath fails to warm and issues dryly, a rasp of death. Fail and fall with a vicious wound. Difficulty: 13 Advantage: Longboat No Disease (I)
Freeze 3: Clearing the longboat rail of skeletal hands, acquiesce to a tug pulling you prone. There, saved from of a swirling fury violently spinning the mast. Are the primordial drowned true neutral in this fight? Success and gain a Tactical Pip. Fail and fall with a vicious wound. If the character has Necromancy (H), Difficulty reduces by three. Difficulty: 11 Advantage: Longboat Arcane Sentinel (F)
Freeze 2: Surprise to find someone pressing a cup of hot soup to your chapped lips. You will swear later the holder was a Valkyrie. Fail and fall with a vicious wound. Regardless, gain the personality flaw Puritan. If the player has yet to check Growth, he does so with the understanding he is now a true pagan believer; his character must show reverence and be dutiful to a greater host of gods. Difficulty: 11 Advantage: Longboat Abundant Stores (M)
Freeze Ace: Until this ice storm of darts subsides, there is little to do but hunker down behind the shields and stay alive. Success and gain Command Pip. If battling the son of Triton, regardless, suffer loss of longboat technique. Difficulty: 13 Advantage: Longboat Battle Ready (H)

Q&D Nurslings of the Sea
Children King: Repel the sea vixens before they tilt the prow and flood the hold. Success and return to actions on Unfortunate Harm. Difficulty: 11 Advantage: Swagger Effective Spurning (H)
Children Queen: The maids of the sea god fight like speared sharks, flopping on the deck, just beware of the coral claws and serrated bites. Success and return to actions on Unfortunate Harm. Difficulty: 11 Advantage: Swagger Mastery Shield (O)
Children Knight: The sea maids seem repulsed and seek sweeter meat; your shunned flesh retains the taint of darker places. Success and return to actions on Unfortunate Harm. If battling the daughter of Triton, Difficulty increases by three. Difficulty: 10 Advantage: Trait Gifted
Children Knave: Empty your quiver; the wretched surly hags surely bleed. Fail and lose one swaggering. Regardless, continue on Freezing Banes. Difficulty: 10 Advantage: Skill Bowman
Children 10: The rails are suddenly aglow with phosphorescent fingers and limbs, faces of the damned and drowned, collected by the sea gods below. Success and return to actions on Unfortunate Harm. If battling the daughter of Triton, regardless, suffer loss of longboat technique. Difficulty: 14 Advantage: Swagger Chiasmic Action (D)
Children 9: Deduce the fiendish aim; brace and hold the hatches firm, keeping the rising water from flooding the cargo bay. Fail and lose one longboat swaggering. If the ship has none remaining, the battle is lost. Difficulty: 11 Advantage: Skill Brawler
Children 8: Against larger than life things, you need a comparable weapon; still the multitude of sirens seem the immediate threat? Fail and knocked unconscious; the battle must end in a D8 rounds, else you are pulled below the sea to drown, suffocating with a wry smile. Difficulty: 11 Advantage: Skill Artillerist
Children 7: Hundreds perhaps have been felled; tiring, claim a respite with a suitable distraction or unpredictable outburst. Fail and Shaken. Difficulty: 14 Advantage: Swagger Irregular Tricks (M)
Children 6: Entice the throng of devil spawn sirens away from warm-blooded victims with the glimmer of jewelry. Fail and fall with a vicious wound. Difficulty: 10 Advantage: Longboat Treasure Laden (D)
Children 5: Forego the easier mobs and take up the true fight against the godling. Success and continue as Wrestle Triton. If battling the daughter of Triton, fail and suffer a vicious wound. Difficulty: 10 Advantage: Swagger Killer Instinct (N)
Children 4: Practiced in swordplay, delight in the sport; your bravery is reckless as you step across the shield wall. Fail and knocked unconscious; the battle must end in a D8 rounds, else you are pulled below the sea to drown, suffocating in abject delight. Difficulty: 14 Advantage: Swagger Speed & Guile (R)
Children 3: Watch in horror as your fallen servitorsósome you may even once called good-fellowórise up commanded by a new master. Success and gain Fury Pip. Difficulty: 14 Advantage: Longboat Treachery Expunged (G)
Children 2: All this carnage, confided to fifty cubits, yearn for a place where a man can maneuver. Fail and lose one swaggering. Difficulty: 11 Advantage: Skill Delver
Children Ace: Not my type darling, you carve a path of wretched flippered fish scraps. Success and continue as Wrestle Triton. Difficulty: 11 Advantage: Skill Berserker

Major Tarot Sea God Battle
Magician: Toggle Blade Mucilage (B) ; if you donít have this swagger, gain it; if you do, then lose it.
High Priestess: Toggle Blade Ingenious (A) ; if you donít have this swagger, gain it; if you do, then lose it.
Empress: Toggle Blade Eminent (E) ; if you donít have this swagger, gain it; if you do, then lose it.
Emperor: Toggle Blade Golden (T) ; if you donít have this swagger, gain it; if you do, then lose it.
Hierophant: Toggle Blade Fantastic (D) ; if you donít have this swagger, gain it; if you do, then lose it.
Lovers: Toggle Blade Lithe (H) ; if you donít have this swagger, gain it; if you do, then lose it.
Chariot: Toggle Blade Paladin (P) ; if you donít have this swagger, gain it; if you do, then lose it.
Justice: Toggle Blade Knightly (G) ; if you donít have this swagger, gain it; if you do, then lose it.
Hermit: Toggle Blade Amalgam (O) ; if you donít have this swagger, gain it; if you do, then lose it.
Wheel of Fortune: Shuffle the deck and continue.
Force: Toggle Blade Gladiatorial (R) ; if you donít have this swagger, gain it; if you do, then lose it.
Hanged Man: Toggle Blade Meshed (Q) ; if you donít have this swagger, gain it; if you do, then lose it.
Death: Toggle Blade Herculean (J) ; if you donít have this swagger, gain it; if you do, then lose it.
Temperance: Toggle Blade Bounding (C) ; if you donít have this swagger, gain it; if you do, then lose it.
Devil: Toggle Blade Hellish (M) ; if you donít have this swagger, gain it; if you do, then lose it.
Tower of Destruction: Toggle Blade Impetus (N) ; if you donít have this swagger, gain it; if you do, then lose it.
Star: Toggle Blade Scintillating (K) ; if you donít have this swagger, gain it; if you do, then lose it.
Moon: Toggle Blade Scheming (S) ; if you donít have this swagger, gain it; if you do, then lose it.
Sun: Odin is pleased; gain any Blade technique.
Judgment: Toggle Blade Defender (F) ; if you donít have this swagger, gain it; if you do, then lose it.
World: Toggle Blade Heirloom (I) ; if you donít have this swagger, gain it; if you do, then lose it.
Fool: Toggle Blade Biting (L) ; if you donít have this swagger, gain it; if you do, then lose it.



Yours,

   red



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Mike got this Converted into the Tool -- IronChronicler (posted: 1/3/2019) 
 
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