
leinathan |

So, the standard of five 2-hour shifts, yes? Looks like:
1st: Sandru + Vashta, 2nd: --, 3rd: Aiko, 4th: --, 5th: Tallak.
Your guard Kelda Oxgutter can take second watch, and Calder can take fourth watch.
As the group beds down for the night, Ulf offers something up - "If you like, I can keep watch most nights. Not tonight, though. I have magic which will prevent fatigue, assuming nothing happens. I need to prepare it first." Shalelu speaks up as well. "I can keep watch the night after any incidents. I can use that magic as well."
Sandru has a big, warm blanket ready. "I'm way ahead of you, Vashta," he says with a grin.
Both Shalelu and Ulf can prepare keep watch in addition to their endure elements, if you would want them to keep watch most nights that you need to. Would you like to set up a watch just in general?

Vashta Denaria |

Vashta smiles and moves closer to Sandru for the watch (and maybe later too?).
Perception, if needed: 1d20 + 9 ⇒ (11) + 9 = 20 (-2 for the occasional smooching distractions?)
Thoughts on keeping watch? Seems like it might be worth supplementing Shalelu and Ulf if it doesn't hurt us. Let's figure out our standard plan and move on. How about the following order? Vashta, Clara, Aiko, Calder, Tallak. That should let spellcasters get enough rest.

Tallak Sigurdarson |

Been busy at work. Hard to keep track on my stretches where I’ve posted and not. I am fine with a regular watch rotation, so long as Tallak gets his 8 hours rest for spell prep. So either first or last watch for him.

Hattori Aiko |

I've already volunteered for a watch and have no need to change anything, so I'm not sure what you want me to post.

Hattori Aiko |

I think having extra watchers is a good idea, especially since we don't have a lot of darkvision in the team.

Calder Brandson |

Back home again and can now post regularly.
Calder shrugs, he'll take what watch is required of him, he is in favor of having Shalelu and Ulf take watches. Though he suggests that Ulf take an early watch to ensure he has a full nights rest, as he's needed for guiding during the day.

leinathan |

Okay, at least Aiko and Tallak volunteer to supplement Ulf and Shalelu doing the watch. It is now Desnus 25th.
The caravan moves on, rumbling ever farther north. The roads here are not well-maintained or regularly used, and so there are significant and frequent delays on the path as a wagon gets mired in mud, or an area is impassable, or the road ends in a cliff or other ledge. It is another eleven days of hard traveling through hill country without a major encounter. Ameiko begins to get frustrated and impatient with the route, although Ulf and Ukshakka assure her that the High Ice is nothing to be excited about entering.
Eventually though, the group comes into smoother ground, coming down from the hills of the tundra. Every day, despite progressing further into summer, it gets colder - thirty miles north every day will do that. However, eventually the group comes to the Taraska River. The warm season is upon the group, and the river has swollen to a wide and deep torrent. Ulf appears comtemplative. "Hmm." he says. "Finding a ford at this time of year will be very difficult... but we must ford the Taraska. The only other option is to travel three hundred miles to the east to travel around the mountains from which it flows. Any ideas?"

Hattori Aiko |

"Does anyone have magic that could create a temporary bridge of wood or stone, or freeze the river?" asks Aiko.

Tallak Sigurdarson |

Tallak kneels by the river bank as Nightfang takes a drink himself. The Ulfen runs his hand through his beard before saying back over his shoulder, ”I maybe could convince the river to recede some...but likely not enough to change things. I could also let one person or creature walk on the winds to cross. Several more could walk on the waters themselves.”
Could either use Control Water or Air Walk. Then use Water Walk on 2. Then Communal Water Walk on several more, but they’d have to hurry across.

Tallak Sigurdarson |

Main complication I’m seeing are the wagons. The spells won’t affect those. So maybe we could rig up some way to carry them across with the spells on our strongest? Maybe some Ant Haul?

Clarabibulus Flingflopsparkfizz |

"Huh." Clara scratches her hair with sticky orange fingers from the morning's experimentation. "Now I wish I'd read up a bit on bridge building. I'm afraid even my fizzy lifting drinks won't really help much with this one."
"Clarabibulus," says Aiko, carefully using the gnome's full name, "I've heard you mention fizzy drinks, but the only one I've seen is the explosive one that you used in our recent combat. I presume you do not mean that you would give people explosives to imbibe?" Her brow is furrowed with legitimate confusion.
"Oh! Fizzy drinks can do anything. I mean, in theory anyway. I'm still studying and experimenting, and trying to work out the details, but by the end of this quest I hope to rediscover the lost formula for the Ultimate Fizzy Drink, which was originally created by great-great-great-grandpapa Umbilicus, back in the Age of Destiny, and was lost in the tragic Tarrasque invasion. There's some debate in the family as to whether the Ultimate Fizzy Drink was best enjoyed as a beverage or thrown at one's foes, but all agree that it was zesty, uplifting, and very very fizzy.
"In practice, some of experiments turn out different from others--and that's great! If a formula's a bit too fizzy, I can always shake it up and through it some monsters or evil ninjas. And when they turn out just right, they taste delicious!.
"Here, would you like to try one?"
Aiko, I realized I didn't reply to your question when you posted it so (if you'll indulge me) I'll write as though you'd just asked it now instead.
.
As far as their taste...they aren't too everyone's taste (and they tend a bit toward a gnomish overcomplexity) but she brews a pretty mean sodapop...sometimes with benefits like invisibility or levitation.

Hattori Aiko |

Aiko nods slowly as Clarabibulus explains fizzy drinks. "So... they have a variety of uses. But you know in advance if you are giving someone a drink that is poisonous or explosive, I hope?" she says quizzically.
She hesitantly accepts Clara's offer. "What does this one do? Is it just a tasty beverage or does it have unusual powers?"

leinathan |

I'd say this river is about 100' across, and about 25' deep at its deepest point. There are rocks and ice floes, so Aiko could use light steps to cross it in 2 rounds.
Each wagon should be (according to wikipedia) about 1,300 pounds without any weight on it, but you also have 1,400 pounds of cargo.
There isn't any particular time limit you have here, its just that there's really no set, safe path to the east in the mountains.

Tallak Sigurdarson |

If Tallak could use a combination of the spells he has described, he will do so to get the caravan across. Bending nature to HIS WILL MWAHAHAHAHA!”

leinathan |

If Tallak could use a combination of the spells he has described, he will do so to get the caravan across. Bending nature to HIS WILL MWAHAHAHAHA!”
I believe Tallak could use control water to lower the water down to a trickle across the river, if he uses it twice.

Hattori Aiko |

Anyone have the ability to scribe scrolls who could work with Tallak so that we could spend a day or two getting a second control water?
Aiko looks across the river dubiously. "I can get across, but that doesn't help the caravan. Can we get the horses to walk on water with magic? Um, that wouldn't help the wagons. Never mind. Hmm."

leinathan |

Koya shrugs. "Sorry, Aiko. I can brew potions, but not scribe scrolls yet."
Ulf grunts. "We could just... build a bridge. Right?"
Shalelu has input as well. "If we are strong enough and the river was a little lower, with some ability to breathe water we might be able to drag the empty carts across the riverbed."

Hattori Aiko |

Aiko says, "That's... a good idea, Shalelu. As long as the current doesn't drag them off while they're full of water." She looks to the group's magicians for their input.

Vashta Denaria |

Vashta nods. "I guess it's that or trying to find the other pass."
Will our various protective magics also help us with the water? I can use prestidigitation to dry us out afterward, but want to make sure we don't ford the river only to all die of hypothermia.

Tallak Sigurdarson |

So, Tallak can do the following:
1) Give Ant Haul to 3 people carrying the wagons.
2) Give Water Breathing for 14 hours, time divided amongst several targets.
3) Give Water Walk to Nightfang (Tallak will be riding him across) and 6 others for 70 minutes.
4) Give 28 people/creatures Water Walk for 10 minutes each via Communal Water Walk.
5) Control Water to shrink the river.
This would expend every slot he has not already dedicated to the caravan for endure elements and food, or his Domain Spells.

Vashta Denaria |

As long as we have three people we can get to Str 16, that should do the trick (and we could rest afterward to regain spells if we're worried). With control water, it's only 60 feet of deep water, which means there's more than enough time to cross back and forth with 70 minutes. Str 16 gives a carrying capacity of up to 230 lbs. (heavy load). Triple that with ant haul and it's at 690 lbs; if those three combine, they should be able to carry a wagon -- they'd have a combined max load of 2,070 lbs. and even fully laden, the wagons should be less than 2,000 lbs. (each is 1,300 lbs., plus 1,400 lbs. of cargo divided in some fashion between them). Calder has Str 16, but I'm not sure about any of the NPCs (Shalelu? Kelda? Ulf? Ukshakka?).
Also, with the water walk, I wouldn't think we need water breathing for anyone, unless we want to worry about potential disasters...

Tallak Sigurdarson |

He kneels beside the river and begins muttering chants and prayers to the spirits and ancestors. Once he feels the spell energy of the earth, water, and wind enter him, he rises and awaits the others to be ready. He approaches the three designated to carry the wagons, ”Ancestors. Bless these souls with the strength of the earth. The might of the aurochs. The fortitude of the mighty mammoth.” They then feel their muscles tighten and grow more solid.
He then turns to everyone, animals and all, and begins making a mark of blue paint across their foreheads or fur as he prays chants, [b]”May the waters be as stable as the plains. Steadfast as the mountains. Let not the tides of the sea or the flows of rivers hinder our passage.”
Finally, he turns to walk to the edge of the river itself. He calls out in a powerful, commanding voice, ”Mighty river! You are the lifeblood of the earth! You give rise to crops, provide for the men and beasts of the earth when we thirst! You give rise to the oceans themselves! But today we need you to recede! Slow your mighty currents! Let us cross over you without hindrance!” He sprinkles some dust into the flowing waters. ”I, Tallak, son of Sigurdar, by the power of my ancestors, command you to recede!”

leinathan |

Shalelu is at 12 Str, Kelda and Ukshakka are at 14, and Ulf is at 16, but won't volunteer for the dangerous mission of dragging the wagons across the river.
I suppose I am assuming we're going with Tallak's plan of control water, ant haul and water walk. Who is doing the dragging? How is everyone else getting across?

Tallak Sigurdarson |

I could ditch 2 castings of Communal Water Walk for 2 castings of Bull's Strength. That'd bring the Communal Water Walk target count down to 14.

Vashta Denaria |

I think that should be fine. Considering the width, it should take only a handful of seconds (couple rounds) to cross barring something going wrong. That gets us Tallak and Calder at 16 minimum. Anyone else able to help? Unfortunately, I don't think Vashta, Akio or Clara have much in the way of strength. Maybe the two of them and the three other PCs at 10 can do it? It's not like there aren't plenty of handholds.

Clarabibulus Flingflopsparkfizz |

Clara looks up from a bubbling beaker.
"Oh!"
"I guess I could give some of us the ability to swim like a fish too. A kinda slow fish, but it might be better than nothing. I could give it to the animals too, assuming they like fizzy drinks."
Perhaps Monkeyfish (which grants a 10' swim speed) could make up for those that don't have water walk on them. Clara can also shink to tiny and ride on someone's shoulder.

leinathan |

There is no way that you get to move full speed across the river while dragging an underwater wooden wagon at your heavy load.
So, you are going to water walk across the river, pulling the wagons (which will be underwater) by their ropes? Or will the draggers be underwater? Tallak and Calder are going to do it? Who else will help? You can certainly ask an NPC if you like.

Vashta Denaria |

No, but we don't really need to move full speed. My understanding is we'll have Tallak and Calder water walking and carrying the wagons, which will be clear of the water.
Vashta tries to persuade Ulf to help.
"The magic should make it relatively easy, and otherwise we're talking days more to cross the river."
Diplomacy: 1d20 + 13 ⇒ (13) + 13 = 26

Hattori Aiko |

Sorry I'm out of useful ideas. Last thing I could think of was air walk + bull's strength + ant haul on our strongest person. :/
"I suppose I'll run interference over the river to respond in case anything tries to come out and have lunch."

leinathan |

Ulf rolls his eyes, but grunts in affirmation. When the time comes, he allows Tallak to cast the spells upon him, Calder, and Tallak himself. Their strength massively improved, they are able to brace themselves and physically lift each wagon once the wagons are unloaded of gear. Being at a completely heavy load means that it takes about three minutes of grunting and struggling to get one wagon across. A quick dash back across the river allows a second wagon to go across. The other wagons must wait for the following day.
How are you going to camp with your wagons split for the night? At least Calder, Tallak and Ulf are on the far side of the river with the first two wagons. Also, I'm sorry for the slowdown.

Clarabibulus Flingflopsparkfizz |

"Thanks, guys!" Clara grins at Ulf, Calder, and Tallak, "You must be exhausted. Here, have a fizzy drink!"
Just regular tastey fizzy pop, unless someone wants an extract of something.

Hattori Aiko |

Aiko, of course, sets up to sleep on whichever side of the river Ameiko sleeps on.
"That was an impressive bit of magicking," she says. "Truly. And will save us quite a lot of time."

Clarabibulus Flingflopsparkfizz |

Clara will stay back with Shalelu, but she'll give Ameiko a Monkeyfish extract before she goes over, in case someone on the far side needs to get back.
Looks like we're:
Far: Ameiko, Aiko, Ulf, Calder, Tallak,
Near: Shalelu, Clara, (and I'll suggest Koya, Vashta, Sandru)

leinathan |

It also gives the close people an easy chance to get across the river :)
Far: Ameiko, Aiko, Ulf, Calder, Kelda, Brandy, Eglin
Close: Shalelu, Clara, Tallak, Koya, Vashta, Sandru, Belevek, Vankor, Ukshakka
The group beds down for the night, separated in two by the roaring spring Taraska river. As per the previous discussion, Ulf and Shalelu are both awake under the effects of keep watch today, all night long.
It is the dead of night, and Aiko is currently on watch. The roar of the Taraska river drowns out most noise, and the darkness is absolute. Ulf ruled that campfires not be allowed all night long because it attracts attention, so the three watchers currently watch in the darkness of night.
If you are not on watch, you take a -10 penalty on these Perception checks due to being asleep. Those on both sides of the river are experiencing the same thing, so people on both sides should make Perception checks.
Stealth (circumstance, distance): 1d20 + 6 + 4 + 4 ⇒ (1) + 6 + 4 + 4 = 15
Stealth (circumstance, distance): 1d20 + 6 + 4 + 4 ⇒ (12) + 6 + 4 + 4 = 26
A trio of large aquatic creatures are crawling out of the water's edge and stealthily creeping towards you in the caravan... Though it is difficult to make out what they might be due to the total darkness, you can tell that they are armed and they probably do not want to talk.
Success on this check allows you to make a single action before combat is joined. If you are asleep, you begin combat prone inside of a tent or wagon. If you are on watch, you begin standing on the outskirt of the caravan.
Though very strong, you have certainly faced far more powerful enemies. They have no special abilities, resistances, or weaknesses.
Ulf Perception (plot course): 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Shalelu Perception: 1d20 + 13 ⇒ (16) + 13 = 29
Something important that I forgot to mention: As long as you are with Ulf and you are on his plotted course (such as right now), you gain a +2 bonus on initiative rolls, as well as Knowledge (geography), Perception, Stealth, and Survival checks involving traveling.

Tallak Sigurdarson |

Tallak Perception (Sleeping): 1d20 + 10 - 10 ⇒ (11) + 10 - 10 = 11
Nightfang Perception (Sleeping): 1d20 + 7 - 10 ⇒ (8) + 7 - 10 = 5

Clarabibulus Flingflopsparkfizz |

Perception (Sleeping): 1d20 + 9 + 2 - 10 ⇒ (3) + 9 + 2 - 10 = 4

leinathan |

1st - ant haul (4), endure elements, calm animals
2nd - bull's strength (2), hold animal, spiritual weapon, silence
3rd - water walk (2), create food and water, dominate animal
4th - control water, summon nature's ally IV

Hattori Aiko |

Perception, +Ulf's bonus: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26
"TO AAAAAARRRRRMMMSS!" shouts Aiko at the top of her voice.
Distance to targets?