| Bishop Fenwick |
Bishop wakes up in the morning and prepares his daily list of spells with a slight modification for our current situation. then gathers the companions together near the waters edge and casts water walk on the 3 companions and 3 camels.
"Ok, we each have about an hour to walk across the river and any other water between here and there. Now where to?"
Bishop also casts his daily Magic Vestment with the lesser extend rod.
| GM_Almonihah |
You cross a little ways upstream of the crossing, just out of sight of the towers. One of the camels balks at the edge of the water, but Kit is eventually able to coax it across.
I'm assuming you go back to the road, such as it is?
| GM_Almonihah |
Giving the bridge a wide berth, you eventually circle back to the road. Not long afterwards it turns from a track in the dirt to a causeway made of carefully-fit ancient stones. The craftsmanship resembles that of the bridge, being so finely fit together that even after who knows how many years of use there's still no gap between the stones that make it up. On either side of the causeway a low wall rises, sometimes half-buried in drifted sand.
After a few hours of travel, you see water ahead, and before long you come to the shore of a sea, whose waves lap against the causeway's wall. Not long after you hear a soft thumping against the wall in time with the wash of the waves--a quick glance reveals a large metal box of some sort bobbing on the waves and knocking against the wall.
| Iskender |
"Given the quality of landborne hazards in this strange land, who knows what sort of creatures we'll find in the water!"
Iskender looks at the large metal box and determines it is too large for mage hand to retrieve.
"With that said, who is going to retrieve that box? A metal box floating is quite peculiar. It's not loaded with gold, we can bet, but who knows."
| GM_Almonihah |
It's heavy and slippery--it'll take either a Strength check or some ingenuity to get it out of the water
| GM_Almonihah |
Dakkar loses his grip on the box, lunges after it... and ends up going in himself. Make a swim check
| Kit 'Skylark' Bridger |
Kit will help Dakkar out of the water then attempt to grab the box.
Strength Check to pull Dakkar out: 1d20 + 5 ⇒ (7) + 5 = 12
Strength Check to pull Box out: 1d20 + 5 ⇒ (13) + 5 = 18
| GM_Almonihah |
Dakkar is almost too surprised to keep his head above the water, but fortunately the waves are pushing him back towards the causeway, too. After some struggling and with some help he gets back on dry land.
Once that's done, Kit pulls the box out, being a bit more careful after seeing Dakkar's struggles. It's a fair-sized box, that looks to have some sort of lock on the front, long since rusted shut. You can try Disable Device or just smashing the rusted lock. Its surface is also encrusted with some sort of mollusk which look vaguely like clams or mussels.
| GM_Almonihah |
With a couple of whacks Kit is able to break off the rusted lock and open the box. Within are 85 coins, of a type you've never seen before. The inscriptions on them seem to change as you look at them from different angles. There are also five empty vials within.
| GM_Almonihah |
One of the vials is magic--it seems like it could work as an admixture flask.
| GM_Almonihah |
The coins are not magical. A modern Earth human might recognize them as holographic.
| GM_Almonihah |
You travel along for a little while longer before the weather starts to turn to the worse. The wind picks up, and dark clouds rumbling with thunder start moving towards you from off the coast. You don't see any shelter nearby--there's the causeway with its low walls, on one side the water, and on the other empty wasteland.
| GM_Almonihah |
As the storm draws nearer, you can see a worrying number of bolts of lightning flashing between earth and cloud. The nearing rumble of thunder barely has any breaks between strokes.
| Dakkar. |
"On the other hand, that storm is starting to look like that kind where you get struck by lightning twice. Anyone done anything to make a local druid mad? We should probably at least look for somewhere with something tall to get struck instead of us."
Dakkar looked out across the wasteland. Even land that seemed empty seldom was entirely. There might be a boulder or burrow somewhere at least.
Survival?: 1d20 + 9 ⇒ (19) + 9 = 28
| GM_Almonihah |
There aren't any great spots. There are some rises in the wastes on the other side of the low wall along the causeway. One in particular looks like it might be tall enough that lightning would prefer it to a person, if the person were crouching. Your animals... well, maybe they can be coaxed to jump over the wall and then crouch along with you?
| Bishop Fenwick |
As the lightening comes nearer, Bishop will judge how close they are to being in danger and then just before the deluge hits he will expend a mythic power through the Recalled Blessing ability to cast but not expend Resist Energy, Communal (60 total mins split among 4 party members and 2 animals for 10 mins or resist electrical 10). If for some reason, the danger lasts longer than 10 mins, Bishop will repeat the process.
"Well with this protection, we could continue on unless the first bolt that hits us is stronger than what protections I can provide?"
I don't know how many animals we have but I can only get 6 targets...unless you want to cast on the animals and then have the PCs hide under them? ;)
| GM_Almonihah |
Ah, sorry, things have been... distracting. I wasn't sure if you were going to do anything more.
The storm sweeps over you suddenly, and bolts of lightning rain down on you. Fortunately Fenwick's protections hold, and just as suddenly the storm blows further inland.
| Dakkar. |
Dakkar looked at the retreating clouds.
"That is not how normal storms behave. Someone with a lot of magic made that happen. Let's hope they weren't aiming at us specifically."
| GM_Almonihah |
You travel on for a little longer as the sun sinks lower in the sky.
Just as it's getting late enough to think about camping, you see a small structure up ahead on the causeway. Unfortunately as you draw near it you discover something else--the causeway itself has been damaged here, a large chunk of it having slid into the sea, leaving only a precarious ledge along the inner wall too narrow for your 'camels' to cross.
| GM_Almonihah |
The scorch marks around the edge of the collapsed area certainly don't make it look like a landslide caused this damage.
Looking ahead, the structure looks like it's some sort of checkpoint, a small fortified structure straddling the causeway. Its gate lies half-open.