Into the North - Shrub Squadron - (Inactive)

Game Master Matt, Garnished Game Designer

Map Link
Current Day: Day 6
Current Hex: C9


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North it is, as you're all in C9, are we heading directly north and traveling or are we exploring each hex as we go?


Town Drunkard 1 | HP 13/13 | AC 17 (2 Dex, 1 Dodge, 4 Armor) - FF 14 - T 13 | F+5 R+5 W+2 (modifiers apply) | Per +6, Init +2

I vote start exploring at this point. It's an exploration campaign, we beelined to the village to get an idea of the local area, but now it's time to start exploring in earnest.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Explore as we go.


I apologize for the slow posting, it's been one hell of a crazy month. If there ever was a time where I would have to actually drop a game I would inform you all. I just have some days where I can't free myself up. I'm currently at work so I'll have to update tomorrow. Again, I apologize for the lack of posting.


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

no worries


You head into C7 and after exploring the region you come across a hidden brook nestled in between a small knoll. The water seems remarkably pure. In fact, sounds seem muted as you enter this area and you feel extraordinarily calm.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

"Tik'Klik"

The golem looks around, and it's eyes rotate as it makes a series of kliks. Casting Detect Magic


The area radiates faint transmutation magic.

You also do not see any animals or other creatures.

If you investigate the brook, you see that it is quite shallow and the riverbed is composed of fine pebbles.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

"Tik'Klik!"

The golem holds up his hand, and begins to study the area.

Spellcraft to Identify Magic: 1d20 + 10 ⇒ (10) + 10 = 20


Town Drunkard 1 | HP 13/13 | AC 17 (2 Dex, 1 Dodge, 4 Armor) - FF 14 - T 13 | F+5 R+5 W+2 (modifiers apply) | Per +6, Init +2

Banny is just as ready to hit a break in the march. Short legs make for harder walking to keep up with the others.

She lets out an uncharacteristically happy sigh at the place. It just... it feels nice, in a way she's not experienced in long time. Safe. Quiet. And that little brook... it'd be nice to soak the feet in that cold water for just a bit...

She stops at Tik'Klik's gesture, however, boots still on. "Whaaat," she mutters, shifting her weight from foot to foot as she waits for the little wooden man to explain himself or whatever it is he's found.


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

This might be a mystical place or something. Nevertheless the water is clean and pure. he says also casting a Detect Magic

SpellCraft: 1d20 + 5 ⇒ (20) + 5 = 25


As mentioned, only a faint transmutation aura lingers. You feel no evil presence but you cannot fathom what the brook's effects are.

Anyone attempt to get a little wet?


Male Human Gunslinger (Pistolero) 1

Not when it's this cold unless there's a very good reason. Wet feet=cold feet=misery.

Craw looks around, tipping his hat up. Peaceful, serene. I wouldn't mind making camp here. He leans down, dipping a hand into the water.


Your hand dips lightly into the water.

Will Save: 1d20 + 3 ⇒ (17) + 3 = 20

You felt drowsy for just one moment but managed to regain composure.


Male Human Gunslinger (Pistolero) 1

Craw shakes his head, waking himself up. "Damned magic. Water will put you asleep if you're not careful, best to avoid it and move on."


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Tik'Klik is immune to sleep, fyi

"Tik'Klik!"

Tik'klik will take out the flask that came with his sorcerer's kit. He then holds the flask under the water, filling it up. When he's done, he holds the flask up and examines it under detect magic, to see if the water maintains it's magical sleep properties in the flask.


Town Drunkard 1 | HP 13/13 | AC 17 (2 Dex, 1 Dodge, 4 Armor) - FF 14 - T 13 | F+5 R+5 W+2 (modifiers apply) | Per +6, Init +2

Banny grumbles at Craw's explanation of the sleepy effect on the water. No toe-dipping in a chilly stream for now.

"Right, well, let's make a note on the map: Fountain of Sleepy Times," she snorts. "We plannin' on goin' further today?"

No idea how much in-game time elapsed for us to find the fountain, so ignore that if it's only been like an hour. I'm used to Kingmaker where it would take us a full day to clear a hex, so if you found one thing you were pretty much resting after.


The water does indeed continue to radiate the same aura as the pool.

Perception DC 20:

You spot a glimpse of a transparent shape dart through the water as you prepare to leave. It was only for a moment however.

I assume that a day is spent exploring, I just forgot to update the timeline.


Male Human Gunslinger (Pistolero) 1

Perception: 1d20 + 7 ⇒ (4) + 7 = 11

Yeeeup. Exploring.


Town Drunkard 1 | HP 13/13 | AC 17 (2 Dex, 1 Dodge, 4 Armor) - FF 14 - T 13 | F+5 R+5 W+2 (modifiers apply) | Per +6, Init +2

Per: 1d20 + 6 ⇒ (19) + 6 = 25

As Banny shoulders her pack again, her eyes dart quickly back to the water, following motion.

"...something in there. Something clear-- it's gone now, but I saw it. Darting around like a fish."


Town Drunkard 1 | HP 13/13 | AC 17 (2 Dex, 1 Dodge, 4 Armor) - FF 14 - T 13 | F+5 R+5 W+2 (modifiers apply) | Per +6, Init +2

Banny gets out her pole and pokes around in the water where she saw the movement. Poke, poke.


The water seems shallow enough but you poke your spear and notice that a section of the riverbed is actually simply covered in a fine pebble layer that gives way.

The watery column seems to descend a good ways but you can spot the end.

The sides seem to have been carved by some corrosive substance, since they're sheen and smooth.


Town Drunkard 1 | HP 13/13 | AC 17 (2 Dex, 1 Dodge, 4 Armor) - FF 14 - T 13 | F+5 R+5 W+2 (modifiers apply) | Per +6, Init +2

Sorry, just clarifying-- there's a tunnel in the river bottom? How big/wide is this tunnel? Does it go straight down into the earth? 'A good ways' is a bit vague-- are we talking ten feet? Fifty feet?

"Got a hole here," Banny points out to the others, perhaps unnecessarily.


From where you are you can't gauge the depth exactly but definitely not more than 10 feet down and roughly five feet across. More like a vertical hole than an actual tunnel.


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

Lets go explore it shall we?


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

"Tik'Klik!"

The golem's head spins around as it stands in the shallows of the stream. It looks from the gently glowing magical flask it's holding, to the gently glowing magical stream, and then to Mogwag. "Tik'Klik?" The golem seems confused.


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

Yes its that way, just follow Mogwag he says casting a detect magic and then moving/swiming toward the Hole


Town Drunkard 1 | HP 13/13 | AC 17 (2 Dex, 1 Dodge, 4 Armor) - FF 14 - T 13 | F+5 R+5 W+2 (modifiers apply) | Per +6, Init +2

"It's ten bloody feet down," Banny says. "How about we lower the fella who doesn't need to breathe?" with a jerk of her head at Tik'Klik.

"I don't care to get full-body wet in this cold. But throw yourself in if you like."


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

Oh ,Yes Tk we will be lowering you down inside. Pull on the rope twice if you want to be lifted back up

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