Burian Faldaeral |
“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
'Sunny' |
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.
(^_^)
DM-Camris |
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.
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.
'Sunny' |
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
(^_^)
Bryson Deepwinter |
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
Marius Hawk |
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.
Bryson Deepwinter |
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.
'Sunny' |
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....
(>_>)
DM-Camris |
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.
GnomeMaleNPC1 |
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.
Bryson Deepwinter |
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.
'Sunny' |
With that roll, Sunny starts packing all the foodstuffs that will rot instantly in a jungle environment...;)
But... but.. Thay is all so tasty! ^^'
'Sunny' |
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
(^_^)
DM-Camris |
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 Deepwinter |
Bryson continues to help where he can.
Marius Hawk |
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.
Ghirrak Ironfist |
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.
'Sunny' |
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
DM-Camris |
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.
MaleNPC2 |
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."
'Sunny' |
.... 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? (^_^)
'Sunny' |
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. (^_^)
'Sunny' |
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'.
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. (^_^)
DM-Camris |
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?
Bryson Deepwinter |
"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."
Ghirrak Ironfist |
"Agreed, we'll bury in the tree line and take note of where we left it." Ghirrak says after reconsidering for a moment.
'Sunny' |
Sunny shrugs but agrees. (^_^)
'Sunny' |
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.
(^_^)
Burian Faldaeral |
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
DM-Camris |
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.
'Sunny' |
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
(^_^)
DM-Camris |
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.
DM-Camris |
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?
Bryson Deepwinter |
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.
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.
'Sunny' |
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. (^_^)
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.
Bryson Deepwinter |
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.
'Sunny' |
Sunny's post made me realize I should have included some rolls.
Yay! I is inspirin'!
(^_^)