DM-Camris' SAVAGE TIDE: Chapter 4, Here There Be Monsters...

Game Master Camris

Section 5: SHRINE to DEMOGORGON
The heroes must escort a ragged band of castaways through monster-infested wildlands in order to reach the safety promised by the colony of Farshore.
After following the road south leads to a dead end, the castaways are forced to turn inland, into the heart of the jungle...
ROLL20 TACTICAL MAP
Google Map TACTICAL MAP
Quick Sketch of the Isle of Dread


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Fighter2/Witch5 Eldritch Knight1~ AC17 tch14 ff14 ~ HP 48/60 ~ Fort+7 Ref+5 Will+5 ~ CMD20 ~ Init+3, Per+2

I’ll swim out.” Burian nods to Amella.. “One of those planks would be good for hauling supplies back as well.
He begins stripping down to his underclothes and body wrap before wading into the water with a plank under his arm. His hair weaves itself into a tight braid as he enters the reef.

casting Mage Armor, and heading out once those going are ready
swim: 1d20 + 8 ⇒ (18) + 8 = 26


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny is immediately distracted from poor Master Bryson's dilemma by Mister Burian's comment about swimming.

Eagerly scampering over and helping with moving the various selected planks into the waters of the cove and offering to help others with the task that comes completely natually to herself.

Can easily and automatically 'Take Ten' for any actions relating to anything in the water.

She hefts one fo the urchin spine tipped javelins she's fashioned with Tavey's help as others (May or may not) begin to wade into the water.

(^_^)


Bryson:
You wing over to the ship, your presence kicking up a cloud of avian creatures repelled by your presence.
The ship looks like a wreck; masts shattered, lines draped over the ship and into the water, the ship itself impaled on the reef rock. You might, with a lot of carpentry work and wood, be able to fix it, but you don't see how you can lift it off the reef rock impaling her. No predators you can perceive though.

The volunteers swimming out to the ship on planks have a time learning how; but by sticking together, they intimidate predators into giving them a wide berth.
When you get to the ship, well, the ship looks like a wreck; masts shattered, lines draped over the ship and into the water, the ship itself impaled on the reef rock.

Craft:Shipwright, Profession:Shipwright, Knowledge:Engineering:
Despite appearances, only one rib is shattered. A fully outfitted salvage expedition might be able to step new masts, carpenter a new rib and hull strakes, and finally lift it off the rock. Since it's twelve feet off the sea level, it should be pretty dry until and unless you get back to her.

Inside is a mess. Practically every door and hatch has been knocked open and their contents scattered across the decks.
Make Perception and Survival checks to search for useful stuff.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Craft;Woodworking:1d20 + 6 ⇒ (7) + 6 = 13

Profession(Carpenter):1d20 + 5 ⇒ (15) + 5 = 20

Perception:1d20 + 9 ⇒ (5) + 9 = 14

Survival:1d20 + 5 ⇒ (2) + 5 = 7

(^_^)


Half Fiend Half Elf Druid 8| HP 94/94| AC 22 (25), FF 19 (22), Touch 14| Fo +10 Re +5 Wi +12; SR 20| Init +3| Percep +23, Darkvision 60', Low-Light Vision| Wildshape 3/3, Destructive Smite 9/9

Bryson starts looking for useful items before the rest get there. He wants to have some things for when they arrive.

Perception: 1d20 + 21 ⇒ (14) + 21 = 35
Survival: 1d20 + 17 ⇒ (16) + 17 = 33


Bryson:
With those rolls, you can find just about anything you could need aboard the ship. In particular, a couple of the cargo crates destined for the Farshore colony broke open, revealing all kinds of useful stuff; shovels, machetes, tarps, waterproof bags, shelter halves...


Male Human Wizard 8

Marius opted to join the salvage party, swimming out with the aid of a newly developed spell. He would have preferred to have made use of it under less trying circumstances, but it was undeniably useful.

The ship's state wasn't exactly encouraging. Even given his limited knowledge of such matters, Marius was at a loss to see how they could salvage it with their available resources.

Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Cast Ride the waves, granting the ability to breathe water, a 30 foot swim speed, a +8 bonus to swim checks and the ability to take 10.


Half Fiend Half Elf Druid 8| HP 94/94| AC 22 (25), FF 19 (22), Touch 14| Fo +10 Re +5 Wi +12; SR 20| Init +3| Percep +23, Darkvision 60', Low-Light Vision| Wildshape 3/3, Destructive Smite 9/9

When the salvagers make it to the wrecked ship, Bryson has built up a small pile of what he hopes is useful gear: tarps, machetes, waterproof bags. He offers to show what he's found and help look for more while the team ferries the stuff back to shore.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

While innitially rather disheartened that all the work she'd done helping fix the ship has been seemingly undone by the freice storm Sunny as she clambers up onto the ground ship's canted deck. her mood mercurialy shifts as she exhuberantly glomps Mister Bryson to show her appreciation for his cleverness at finding all tha stuffs. (^_^)

As quickly she's off poking and looking about to see what she can see in this new looking environment.

Perception:1d20 + 9 ⇒ (16) + 9 = 25

Survival:1d20 + 5 ⇒ (1) + 5 = 6

Oopsie! I thunk I done fall down sumit....

(>_>)


With that roll, Sunny starts packing all the foodstuffs that will rot instantly in a jungle environment...;)


Professor Forol puts his head together with Ghirrak in the Captain's cabin.
Looking over the notes and sketches Lavinia had shared with them on the voyage over, the information on the Isle of Dread itself is frustratingly vague. Over several hours, he is able to calculate that the Savage Kraken had wrecked on the NorthEastern shore of the large island, and sketched out a rough map of the region they would have to travel through to get to the colony of Farshore, a little island way down at the farthest southern point of the landmass.

QUICK MAP SKETCH


Running his dividers across the map, and working some quick figures, Professor Forol nods.
"Yes. I estimate we will be able to make the trek through the jungle in about ten days.
"Water will not be an issue, because of the frequent tropical rain showers, as well as the number of streams.
"We will need about ten pounds of food, minimum. But we will be able to find sufficient food in the jungle itself to stretch that out indefinitely."
He said confidently.


Half Fiend Half Elf Druid 8| HP 94/94| AC 22 (25), FF 19 (22), Touch 14| Fo +10 Re +5 Wi +12; SR 20| Init +3| Percep +23, Darkvision 60', Low-Light Vision| Wildshape 3/3, Destructive Smite 9/9

Can we make a raft or flotation device to better ferry stuff back to shore?

Bryson will help find stuff that others are looking for, like Skald's bow.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21
DM-Camris wrote:

With that roll, Sunny starts packing all the foodstuffs that will rot instantly in a jungle environment...;)

But... but.. Thay is all so tasty! ^^'


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21
Bryson Deepwinter wrote:

Can we make a raft or flotation device to better ferry stuff back to shore?

Bryson will help find stuff that others are looking for, like Skald's bow.

At Mister Bryson's suggestion Sunny stops what she's doing and begins scampering around looking towards removing and salvaging the ship's more damaged timbers and planks to enact just such a plan.

Craft Woodworking:1d20 + 6 ⇒ (4) + 6 = 10

Prof Carpenter:1d20 + 5 ⇒ (14) + 5 = 19

(^_^)


It is a simple task, made easy by many hands among the crew familiar with carpentry, to assemble a couple of rafts with the crates of equipment your complement will need to cross the dangerous expanse of jungle territory.


Ghirrak:
While in the Captain's Cabin working with the maps and journals, your eye happened to fall on the ship's treasure chest. An iron banded heavy oak chest with masterwork dwarven padlocks that contained the majority of the gems, jewelry and coinage (that you don't pack around yourselves) that you have discovered along your voyage.
Leaving it here seems to you risks having it taken by who or whatever stumbles over it. Scavengers, natives, pirates; and it will be weeks at least before you can return.

Bryson:
You note, when you find Skald's equipment, that he makes use of several varieties of poisons in his Adventurer's belt, as well as some specialized alchemical delivery arrows.


Half Fiend Half Elf Druid 8| HP 94/94| AC 22 (25), FF 19 (22), Touch 14| Fo +10 Re +5 Wi +12; SR 20| Init +3| Percep +23, Darkvision 60', Low-Light Vision| Wildshape 3/3, Destructive Smite 9/9

DM Camris:
Bryson says nothing just gives a look so that Skald knows he knows and doesn't care as long Skald knows how to handle such things.

Bryson continues to help where he can.


Male Half-orc Monk (Iron Mountain) 8 |HP: 60/61 | AC:26 Current 29, T 19, FF 21 | Fort: +9 Ref:+10 Will:+12 (+14 Enchantment) |CMB +12 (+16 grapple), CMD 25 (27) | Init+3 | Perc +13 | Ki Pool 9/9

GM:
About how heavy are we talking?


Ghirrak:
Around 450lbs.


Male Human Wizard 8

One thing Marius could contribute, both to the immediate salvage operation and to an overland trip, was a floating disc spell to ferry at least some of the equipment and supplies around.

He was making a deliberate effort to stay busy, helping out where he could. He was less than optimistic about the prospect of gathering food as they marched, and wanted to make sure they were as well prepared as they could be.


Male Half-orc Monk (Iron Mountain) 8 |HP: 60/61 | AC:26 Current 29, T 19, FF 21 | Fort: +9 Ref:+10 Will:+12 (+14 Enchantment) |CMB +12 (+16 grapple), CMD 25 (27) | Init+3 | Perc +13 | Ki Pool 9/9

GM:
Okay so I can carry it, but slowly and encumbered, or easily drag it.

A character can lift as much as double his maximum load off the ground (300 x2=600lbs), but he or she can only stagger around with it. While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action).

A character can generally push or drag along the ground as much as five times his maximum load (3x5=1500lbs). Favorable conditions can double these numbers, and bad circumstances can reduce them by half or more.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny continues to clamber about the grounded vessel attempting to help her freinds with the salvage of gear and tallying of equipment.

(^_^)

Here? Whut's under tha' ship? Jus' rocks an' stuff? Tha' ship in't landed on nuffin' worse, right?

*Leans over the railing and looks down* Perception:1d20 + 9 ⇒ (15) + 9 = 24


Sunny: The ship landed on top of a reef; a bare rocky outcropping about 20 yards wide by 40 yards long at base and about 30 feet high at the top. The top ten feet of the outcropping has speared through the fore port side and up into the cargo bay. The rest of the ship's hull rests on the rock, rolled about 20 degrees to port.
The ships keel rests about 15 feet above the high tide mark, so the ship should be structurally safe until you come back for it.


It is in the afternoon, with most of the crew rafting supplies from the ship to the beach, the rest of the ships partners hear a step-grind-thump.
From the passageway, Captain Ghirrak drags the ship's heavy treasure chest out onto the deck.


Seeing the chest, Bonden gave a sudden grin.
"Hey, good thinkin' cap'n!"
Then he gave a sharp glance towards the beach encampment.
"But let's keep 'er outta sight an' wait until dark sir. Then we can take her up the beach a bit and bury 'er in the tree line." He said quietly. "Showin' the chest... well it gives the wrong people idears."


Half Fiend Half Elf Druid 8| HP 94/94| AC 22 (25), FF 19 (22), Touch 14| Fo +10 Re +5 Wi +12; SR 20| Init +3| Percep +23, Darkvision 60', Low-Light Vision| Wildshape 3/3, Destructive Smite 9/9

How heavy is it? Bryson has a heavy load limit of 400lbs.

He tries to lift it. "What kind of ideas."


Male Half-orc Monk (Iron Mountain) 8 |HP: 60/61 | AC:26 Current 29, T 19, FF 21 | Fort: +9 Ref:+10 Will:+12 (+14 Enchantment) |CMB +12 (+16 grapple), CMD 25 (27) | Init+3 | Perc +13 | Ki Pool 9/9

450lbs between the two of us we can carry it without problem


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21
DM-Camris wrote:
.... The ship's keel rests about 15 feet above the high tide mark, so the ship should be structurally safe until you come back for it.

Oh goody! So, no critters scamperin' about, then? (^_^)


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny bounces over.

"Ah! Ye found tha' shiny!" She happily grins.

"We can be puttin' it over tha' side an' tuckin' it away in'a rocks 'neath tha' ship." Sunny suggests helpfully.

"That t'is... If'n ye dun't wants ta' be luggin' it all about, like?" She looks about at her gathered freinds brightly. (^_^)


So what do the partners say? There are no more supplies to ferry; do you raft the chest to the beach now, after dark, something else?


Sunny: Aside from smallish crabs, medium things that feed on crabs, birds of all types roosting on the convenient ship rails and spars, no unusual creatures seem to be interested in your ship.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21
DM-Camris wrote:
So what do the partners say? There are no more supplies to ferry; do you raft the chest to the beach now, after dark, something else?

I say we simply sink tha' shiny right here. We know where tha' boat is bein'. Puttin' it in'a hole we can lose dun't seem ta' be tha' cleverest thing ta' be doin'.

DM-Camris wrote:
Sunny: Aside from smallish crabs, medium things that feed on crabs, birds of all types roosting on the convenient ship rails and spars, no unusual creatures seem to be interested in your ship.

That's good-er. Glad I am that tha' boat weren't dropped down on some critter's home, like. (^_^)


OK, I have:
Ghirrak wanting to haul the treasure chest along with you as you travel south through the jungle.
Sunny wants to sink it out in the reef water.
Bonden wants to bury it in the tree line, out of sight of the rest of the expedition. (And make a map that will lead you to it when you come back.)
How say the other partners?


Half Fiend Half Elf Druid 8| HP 94/94| AC 22 (25), FF 19 (22), Touch 14| Fo +10 Re +5 Wi +12; SR 20| Init +3| Percep +23, Darkvision 60', Low-Light Vision| Wildshape 3/3, Destructive Smite 9/9

"Luggin' it through the jungle ain't smart. We don't know how water tight it is, so sinking it might turn out bad. Bury'in it is the only way to go."


Male Half-orc Monk (Iron Mountain) 8 |HP: 60/61 | AC:26 Current 29, T 19, FF 21 | Fort: +9 Ref:+10 Will:+12 (+14 Enchantment) |CMB +12 (+16 grapple), CMD 25 (27) | Init+3 | Perc +13 | Ki Pool 9/9

"Agreed, we'll bury in the tree line and take note of where we left it." Ghirrak says after reconsidering for a moment.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny shrugs but agrees. (^_^)


Male Human Wizard 8

Fine with burying. Let's just avoid a fifteen men on the dead man's chest situation.


And who will know exactly where the chest is buried? Just Ghirrak? The partners? The partners and crew?


Male Half-orc Monk (Iron Mountain) 8 |HP: 60/61 | AC:26 Current 29, T 19, FF 21 | Fort: +9 Ref:+10 Will:+12 (+14 Enchantment) |CMB +12 (+16 grapple), CMD 25 (27) | Init+3 | Perc +13 | Ki Pool 9/9

Partners is fine. Bryson probably has the best sense of location


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny makes sure there's some shovels collected with the stuff peoples will be taking back to the beach.

She's quite happy to be going swimming again.

(^_^)


Fighter2/Witch5 Eldritch Knight1~ AC17 tch14 ff14 ~ HP 48/60 ~ Fort+7 Ref+5 Will+5 ~ CMD20 ~ Init+3, Per+2

Burian nods in agreement with Bryson's suggestion, and responds "Aye Captain." as Ghirrak voices his acceptance of the plan.

"And after that? Search for food, and survey the perimeter?"

Welt flies over to his side, and gently lands.. nuzzling against his boot.
"Keep in mind, anytime we could use some information, Welt and I can commune with the cosmos. We are able to be granted answers only to yes or no questions, but... I'm certain it could be of use in the coming days."

He then looks over the ship to get an idea of how much work it would take to get her seaworthy again before they return to the beach.

shipbuilding: 1d20 + 8 ⇒ (19) + 8 = 27


Burian:
Despite appearances, only one of the ships' ribs is shattered. A fully outfitted salvage expedition would be able to step new masts and carpenter a new rib and hull strakes. There is plenty of lumber both hard and soft to hand in the jungle.
Finally, lifting the ship off the rock will be an engineering (or magical or both) feat, but not unsolvable you are confident.
If Lavinia has made it to Farshore, her ship would be ideal to mount a salvage expedition from.
And as it's twelve feet off the sea level, it should be pretty out of reach of tides or rogue waves until and unless you get back to her.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny sees about getting her gear together and ready to aid in moving stuff back to shore. (Her nets, floats etc)

She also looks around for something to offer Welt to nibble on.

Perception:1d20 + 8 ⇒ (14) + 8 = 22

Survival:1d20 + 5 ⇒ (6) + 5 = 11

(^_^)


After dusk, you partners assemble a large enough raft to support the weight of the treasure chest, carefully drag it aboard and set off to shore. Helped by the waxing tide, you paddle it further north up the beach until you were out of sight of your campfires.

Grounding at the thin beach you drag the chest up through the soft sand and into the treeline. There you bury it six feet deep.
You take careful notations of a nearby stone stelae (too weathered to make out who made it), a lightning blasted bare treetrunk, and the islet where the Savage Kraken is stranded. You're confident you'll be able to find your way back again.


With that settled, you make your way back down the beach to your secure camp, where you get a fitful night's rest. The cries and shrieks of the nighttime scavengers keep many awake, and it's clear that staying this close to the dinosaur carcass is making your camp untenable.

The next day dawns, and your combined party gets everything all packed and start hiking single file into the jungle.

Where are you located, in the front in the middle of the pack, or trailing behind?
Also, are you arming the passengers as well? With cutlasses and/or pikes?


Half Fiend Half Elf Druid 8| HP 94/94| AC 22 (25), FF 19 (22), Touch 14| Fo +10 Re +5 Wi +12; SR 20| Init +3| Percep +23, Darkvision 60', Low-Light Vision| Wildshape 3/3, Destructive Smite 9/9

Active Effects
Longstrider
Grove of Respite (each night)

Bryson casts Grove of Respite close to the tree line to make the night a bit more comfortable.

Grove of Respite:

Duration: 14 hours
Area: 20' rdius
Effect: You conjure a sheltered grove of trees surrounding a shallow spring. The grove appears from nowhere even in the most barren, rocky soil regardless of season, but the spell must be cast outside on open ground.

The area within the grove is temperate and comfortable, like that of a tiny hut, although the grove provides no illumination and provides no protection from the elements. The water in the grove’s spring is clean and drinkable. Additionally, the trees provide a variety of ripe fruit, regardless of season, which acts as a goodberry spell for up to eight people. The grove is warded with an alarm spell that alerts you whenever any creature enters the area. Once the spell expires, the grove vanishes, including all fruit, water, and other materials from it, although any nourishment or healing gained from its effects remains.

Did Skald get his bow? Bryson would have searched for it when they were on the ship.

"The jungle is a dangerous place. We'll all do what we can, but each of you should carry a weapon, just in case. Even just a ax machete to cut through the undergrowth would be good."

Bryson will be in front. If the group knows that Skald is a rangery type then he'll offer Skald to share the duty with him.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

With the bulk of the ship's salvage brought to shore. Sunny skips off and rejoins the camp. leaving Master Bryson, Captain Ghirrak etc to burry the box.

To Sunny, the night's sounds are normal. This shore and beach sounds more like 'Home' than any night spent aboard ship.

Diplomacy:1d20 + 4 ⇒ (6) + 4 = 10

She spends the evening interacting with folks. (^_^)

DM-Camris wrote:

Where are you located, in the front in the middle of the pack, or trailing behind?

Also, are you arming the passengers as well? With cutlasses and/or pikes?

Sunny is eager to see this new land. Her lythe, tanned form flexing and twisting through the jungle fronds and growth.

Acrobatics:1d20 + 8 ⇒ (17) + 8 = 25

Climb:1d20 + 7 ⇒ (3) + 7 = 10

Survival:1d20 + 5 ⇒ (4) + 5 = 9

Perception:1d20 + 9 ⇒ (12) + 9 = 21

(^_^)

Sunny is simply wending her own way through the foliage. Not hacking or cutting her way through the jungle's greenery.

Acting more as a scout.

Try and give people as many pole arms as we can. With the basic instructions of grouping together and holding the weapons out defensivly if/when anything crosses the party's path.

How many of the simple, Urchin spined javelins did Sunny manage to make?

Since people are moving along, single file.... Only a few people would be 'trail blazing', yes?

Leaving the bulk of people to simply walk along and help carry all the stuff people are taking with them along the journey.


Half Fiend Half Elf Druid 8| HP 94/94| AC 22 (25), FF 19 (22), Touch 14| Fo +10 Re +5 Wi +12; SR 20| Init +3| Percep +23, Darkvision 60', Low-Light Vision| Wildshape 3/3, Destructive Smite 9/9

Active Effects
Longstrider
Grove of Respite (each night)

Sunny's post made me realize I should have included some rolls.

Perception: 1d20 + 21 ⇒ (13) + 21 = 34
Survival: 1d20 + 17 ⇒ (10) + 17 = 27 +2 to find food and water

If you'd prefer, Bryson can Take 10 on them each day.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21
Bryson Deepwinter wrote:
Sunny's post made me realize I should have included some rolls.

Yay! I is inspirin'!

(^_^)

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