| Seven.teen |
Survival: 1d20 + 0 ⇒ (15) + 0 = 15
Seventeen notes the footprints and takes a closer look. "Humanoid tracks, presumably from the Androids. Maybe we should re-locate the Dusklight." suggests Seventeen.
| GM Niles |
Eh, there's no problems in a swamp that a decent survival skill won't get you past...and you guys have plenty of Survival. However, it looks like you guys are taking the Dusklight...Where to! (Take a look at the map and tell me where)
Jarreck Lightfoot
|
Thanks Niles
Moving behind the gunnner's seat, Jarreck instructs the Guaire in the different knobs and switches. "Have a light touch on the control stick or you'll be chasing the target all day long. The further out it is, lead it a little more. Much like using a bow."
Turning towards Omo and Seven, "If we are going in with this why don't we head towards the fork in the river? From there we can study the waters coming from the swamp, if it's blighted like the rest of this canyon, then perhaps another ship, or piece of one is down in there as well."
Jarreck's talking about point 'G' on the map as a starting point for entry to the swamp.
| Seven.teen |
"A logical suggestion." Remarks Seventeen, "Afterwards we should try to find someplace else to leave this, preferably not too visible."
| GM Niles Iron Gods |
The Heroes head back into the Scar and needless to say, nothing interferes with their travel. After only a few minutes of travel (vs hours walking) the Heroes arrive at the confluence of the streams.
It's a simple task for Mort to realize that the worst of whatever pollutes this area comes from the West (where Isuma said the fallen Dropship is located). The stream heading SouthWest is less polluted, but its obvious whatever plagues the Scar of the Spider is active in that water was well.
The map is updated, labeled ...you should take a look.
| Seven.teen |
Niles how steep are the sides? Can the dusklight get up to the forested high ground?
| GM Niles Iron Gods |
Yes, in spots its too steep, but in others the slope is more gradual and can be climbed. Why though?
| Seven.teen |
We probably shouldn't leave it on display, or it's likely to get stolen. I thought there's more space up there to find a suitable parking spot that isn't too far from the swamp. Could be wrong of course.
Jarreck Lightfoot
|
perception (DC32): 1d20 + 14 ⇒ (2) + 14 = 16 add +3 vs traps [ooc]nope]/ooc]
Jarrell looks at the water as Mort gives his diagnosing,"Clear the swamp first, and find this robojack? Seven what are you planning? he ask catching her contemplating the sides of the cavern.
| Seven.teen |
Seventeen relies, "We need to decide where to leave the Dusklight. One option is on the flat up there. Another might be near the swamp assuming we can find solid ground." I hope we don't spend ages deciding, my vote is the southern bit where Niles wrote 'the slope isn't as steep here'.
Jarreck Lightfoot
|
"So long as it's parked out of sight from the mothership over there I'm good with it. Would hate to go mucking through the swamp only to come back and find our favorite ride surrounded." Jarrell quips.
Niles does the dusk light have any kind of active camouflage?
| GM Niles Iron Gods |
It doesn't. Earlier you guys hid it in some bushes, you can "take 20" to hide it using whomever has the highest Stealth score with Aid Anothers equaling to +2 per person aiding. This'll take a few hours though.
Jarreck Lightfoot
|
"Lets find a parking spot and get in and out of this swamp. The less time we're here the better I'm thinking."
| Seven.teen |
"Agreed." replies Seventeen.
She tries to help Omo find a suitable place to park, and then disguise the Dusklight with whatever foliage they can find.
Stealth aid another: 1d20 + 3 ⇒ (20) + 3 = 23
Jarreck Lightfoot
|
With a suitable location found, Jarreck joins Seven in camoflauging the Dusklight
Stealth: 1d20 + 15 ⇒ (18) + 15 = 33
Heading towards the swamp, Jarreck ranges ahead.
stealth: 1d20 + 15 ⇒ (12) + 15 = 27
perception: 1d20 + 14 ⇒ (18) + 14 = 32 +3 vs traps
More used to the backwaters of town, Jarreck appears somewhat out of his element in the swamp
survival: 1d20 + 4 ⇒ (8) + 4 = 12
| Mortimer 'Mort' Burrwaddle |
Perception: 1d20 + 19 ⇒ (11) + 19 = 30 Aww so close
Mort equally helps out camouflaging the Dusklight and brings in an eye of natural camouflage so it blends in better.
Aid Stealth: 1d20 + 7 ⇒ (14) + 7 = 21
Mort transforms into a Raven and scouts from above to see if there's any problems up ahead.
Perception: 1d20 + 19 ⇒ (18) + 19 = 37
| GM Niles Iron Gods |
Thinking the Dusklight sufficiently hidden, the Heroes depart for the Swampy area to the South of them.
The farther south you travel in the Swamp vegetation grows more brittle and ashen.The vegetation is strangely dry and has a chalky, ashen texture. But elsewhere in the swamp, the vegetation seems eerily abundant and mobile; tree branches writhe and sway despite the lack of wind, while roots and swamp fruits bulge with foul-smelling fluids. At night, the entire swamp glows with a faint radiance.
Mort's scouting reveals two cave systems. One, just a small cave mouth (Area j) and another with several cave entrances that seems larger (Area k).
WANDERING MONSTER TIME!: 1d20 ⇒ 13 nvm
| Guaire |
Spike's scent perception would give us a heads up vs adversaries, possibly?
Spike sniffs the air, as he walks alongside Guaire.
*Grunt*
Yet he has nothing to report.
"Seems he's getting a bit more restless."
"This swamp is quite the contrast to itself."
| GM Niles Iron Gods |
Yeah, maybe. But that's not really how Animal Companions work....they are still animals not PCs. IE: They have below 3 INT.
| GM Niles Iron Gods |
Yes, absolutely. However, that bark could mean "Danger" or "Food" or simply "Hey I'm happy to be alive!" Not "Hey, there are 12 orcs approaching from the northwest. One of them is a wizard" Basically, you'd know something was up, but specifics would elude you.
| Seven.teen |
I'm going to assume Mort has told us what he fond.
Seventeen suggests, "Perhaps we can avoid walking too much in the swamp if we go around the high ground before finding a safe way down. I propose we clear the smallest cave system first before returning to the larger one on our way back. If the Robojack isn't in either we shall have to search the swamp."
Jarreck Lightfoot
|
"Sounds like a plan"
Jarreck nods and heads off towards the direction of the smaller cave.
stealth: 1d20 + 15 ⇒ (2) + 15 = 17
perception: 1d20 + 14 ⇒ (10) + 14 = 24 +3 vs traps
GM, I'm on the road will continue to try and post daily, bot though if needed to keep things going
| GM Niles Iron Gods |
Hidden under a pile of rubble was a decayed corpse, bones really, carrying the following a tattered leather pouch that contains 490 gp minted in Alkenstar, a dozen pieces of artfully carved jade worth 1oo gp each, a +1 huntsman double-barreled pistol, three lesser burrowing bullets, and a delicate golden wayfinder inlaid with bits of chrysoberyl. The inside of the wayfinder's lid contains a detailed portrait of a handsome man wielding a pair of pistols
Jarreck leads the heroes towards the smaller of the cave systems. The entrance looks small, only about 3' wide.
| Seven.teen |
Is the wayfinder unusual in any other sense - some very rare ones have extra functions. Seventeen would have checked it for magical auras before now.
Seventeen whispers something in the spider like language of the art and Jarreck promptly vanishes. She cautions him "Don't fight anything Jarreck, that will fade instantly if you attack."
She cast regular invisibility (1/6 level 2 spells cast) which lasts for 9 minutes - plenty of time for him to have a look-see.
| Seven.teen |
In the other game Jarreck mentioned he might need bottling, so I'll make a couple of rolls on his behalf and hopefully not get him killed!
Jarreck cautiously enters the mouth of the cave, careful not to touch anything.
Jarreck stealth: 1d20 + 15 + 20 ⇒ (13) + 15 + 20 = 48
Jarreck perception: 1d20 + 14 ⇒ (9) + 14 = 23 +3 vs traps
Niles is there a map for this new cave?
| Seven.teen |
Niles? :)
Jarreck Lightfoot
|
Thanks, Seven & Niles, will be away longer than I thought, spent the week in Clemson putting it back together and they sent us to Orlando to put it back together. Able to read the post but mentally drained ATM when it comes to posting. Hopefully heading home Wednesday or Thursday and back to a slightly more normal schedule.
| GM Niles |
I was kinda waiting to see if anyone else was gonna post anything. I'll get us a post up later.
| GM Niles Iron Gods |
Jarreck enters the cave and finds it devoid of light. The entrance to the cave is only 3 feet wide so Jarreck must squeeze to move through the narrow confines. The cave itself is quite damp, with walls
dripping with runoff and moisture.
Jarreck goes about 40' into the cave before the narrow passage widens into a larger cave. He doesn't hear anything out of place.
Map updated
| Seven.teen |
I guess Jarreck is still busy? What about the rest of you? Mort I hope all that marking isn't getting too much, I know my wife hated it :)
So lightly footed it was if he was a ghost, Jarreck continues to explore the cave before returning to let the others know what he finds.
Niles does the different floor coloration mean anything? It wouldn't do for Jarreck to step into something nasty, especially when he's being botted!
Stealth: 1d20 + 15 + 20 ⇒ (19) + 15 + 20 = 54
Perception: 1d20 + 14 ⇒ (5) + 14 = 19+3 vs traps
| Mortimer 'Mort' Burrwaddle |
Not marking, just a lot of preparations for classes ^^
Mort changes into an owl and follows Jarreck into the cave, until he finally perches on his shoulder.
| GM Niles Iron Gods |
The darker green is water. Just water this time, not toxic sludge...
Using his illuminated tattoos Jarreck scouts the cave and finds the skeletal remains of a humanoid being slumped against the western wall in between the two pools of algae ridden water. Jarreck also notices that a small tunnel connects the southern pool to some other portion of the cave not shown.
Jarreck Lightfoot
|
heal (untrained): 1d20 + 0 ⇒ (12) + 0 = 12 Jarrell makes a cursory examination of the dead fellow, trying to determine u is c a use of death. AND checks for anything of value.
Continued searching brings his attention to the tunnel, "Appears your feathers are gonna have to get wet if you follow me, wait here and get help if I don't come back soon."
Entering the water Jarreck takes a deep breath and swims down into the tunnel.
perception: 1d20 + 14 ⇒ (15) + 14 = 29 +3 vs traps
| GM Niles Iron Gods |
The remains have lain here too long for Jarreck to determine cause of death IE the DC is too high now.
Jarreck, roll Stealth please, it matters.
Jarreck Lightfoot
|
Stealth: 1d20 + 15 + 20 ⇒ (10) + 15 + 20 = 45
Attempting his best recon ranger imitation Jarreck eases up from the water looking round.....
| GM Niles Iron Gods |
Damnit. Posting from my laptop at home is pissing me off. Another post that didn't take.
Map is updated, the lack of light is hindering Jarreck
Jarreck rises a little from the water and he sees a shape standing very still in the darkened cave. Jarreck doesn't think he was noticed as the shape hasn't moved.
Jarreck Lightfoot
|
Niles, does Jarreck think the creature is facing him or away from him? Can he tell from the silouette?
| Seven.teen |
As they wait outside Seventeen notices Guaire pacing softly. In a low voice she told him, "Pacing is illogical, I'm sure he's fine Guaire. If anything went wrong no doubt we'd hear it..."
| Ryan Taskerhill |
Unsure as to which way the creature is facing, Jarreck slips back under the water and returns to where he left Mort and the others. Wriggling up to where Guaire and Seven wait he says quietly.
"Something is within, the first room has the remains of a long dead humanoid, through a water filled tunnel another creature waits. I don't think it saw me, appears to be man-sized though."
| Seven.teen |
"Ah there he is Guaire." notes Seventeen before listening to Jarreck's report. "Based on the preponderance of data I suppose whatever it is will prove to be irrationality aggressive." she replied before asking, "Could you try and describe it, we might be able to determine what we are dealing with."
Niles did Jarreck see enough for us to make any knowledge rolls?