Kwava

Caasi Jecir's page

85 posts. No reviews. No lists. No wishlists. 1 alias.


RSS

1 to 50 of 85 << first < prev | 1 | 2 | next > last >>

"Naturally the smelliest members of the group are the ones to join me in the scouting party..." I say with a heavy sigh, resting my hands behind my head and exposing my underarms.


"Lighthouse means shipping traffic.. shipping traffic means boats.. boats mean rescue.. rescue means no more island with odd people who are beginning to smell. Yes... Lighthouse.

I volunteer to be apart of the scouting squad. Gives me a chance to clear my nasal passages up-wind of you fine people."


"Is that food?" I say sniffing the air.


I see, LOL no big deal.
I'm still a little at a loss though. I suppose a better question would be: what different ways do experience affect our characters in this game?


"I like the sound of that plan"


"I wouldn't call it an orphan, it has a mama. a camp full of mama's really. We have all become one with the mama we ate, and Sasha adopted the thing."

"I agree Malchi, though if we do come across a village we need to be extremely cautious while we check for friendlies. I don't want to find out the hard way that cannibals really do live on this island."


"Well I don't know about the rest of you but a permanent camp close to a cliff edge sounds lovely. A wonderful view don't you think?" I say in light sarcasm. "Ruby would at least find it to be a fine home I'm sure, despite the memories. Likewise Mama-Fangbird would probably feel the same. I know the one in my stomach agrees; it seems to have grown contently silent. Speaking of, how long until Ruby is grown and trained enough to be more than lunch meat?
"No offense to the cute little morsel" I add, turning to Sasha.


I turn towards Janrose upon overhearing him. "A ship on the island?"


"I have feeling... I expressed feeling.. I'm just being practical."


"We have some preserved food from the ship, though Janrose spent time in the kitchen prepping Mama Ruby, I can cook her up. I'm assuming that survival includes cooking over fires, 'Though I would imagine that our new Mama-Fangbird wont bee too keen on eating her pet's next of kin."

survival: 1d20 + 8 ⇒ (1) + 8 = 9


"How about Omelet or din din... I'm hungry, lets get back to camp"


Cold some explain experience dings to me?


climb: 1d20 + 5 ⇒ (13) + 5 = 18


"I would suggest, since I don't think either of the two have rope, that one of you place a rock in my bag (emptied) and tie straps in a loose loop around my grapple rope so that it will fall straight to me." If I don't have my bag.

From here I'll climb up with one arm through the bag.


Can I make another roll?

I'd like to put the thing in my bag so I can get back up without strangling the thing. If I didn't climb with my bag then could I yell up at Sasha and Malchi to find some way of lowering it down.

What is around me I can use? perception: 1d20 + 7 ⇒ (6) + 7 = 13 Is the ledge where the nest is big enough for me to at least stand on?

I realize now these would have been good questions to ask before I went over the edge


"I can use my grappling hook to go down there and get it. As I said I have experience handling animals."

handle animal: 1d20 + 5 ⇒ (5) + 5 = 10


"I'll go" I reply. Making sure Aerys has possession of her flask once again. "I'm not in the mood to stay still; we may happen across something other than eggs, sounds fun to me. I also have experience handling animals. Might be useful if the eggs aren't eggs anymore."


I give Janrose an odd look and continue to hold out the flask. "Where again does a Paladin abstaining from alcohol get his information on what to do when one is intoxicated? Don't you guys usually spell it away? The alcohol and the vomiting causes dehydration, as does hiking. Trust me, it will help. In fact, everyone should drink some water."

not that it effects the game much, except I wouldn't mind befriending a fellow half-elf


I sigh, barely holding the annoyance with the state of the retching Aerys from my face. "Malchi, I hate to use you like a water barrel but could you spell up some water in this flask?" I ask, pulling Aerys' flask from my bag. "She's going to need it when she's done."


I remove my arrow from the thing to check if it is still useable (Is it?)

"Here you can have this one" I jest, tossing the dead creature to the ground at Sasha's feet, "It won't eat you in your sleep, I guarantee it."


attack+damage: 1d20 + 5 ⇒ (11) + 5 = 161d8 ⇒ 7
If I get to a shot before someone else kills it.

If necessary: initiative: 1d20 + 4 ⇒ (15) + 4 = 19


Crap....

Are these considered animals or monsters?


initiative: 1d20 + 4 ⇒ (2) + 4 = 6

I attack using my bow
attack+damage: 1d20 + 5 ⇒ (14) + 5 = 191d8 ⇒ 1


perception: 1d20 + 7 ⇒ (1) + 7 = 8


Since no one seems to be making a move I speak up. while making sure all my gear is in order I say "Is anybody not ready to move on?"


Once at the top I do an immediate scan for any danger.
perception: 1d20 + 7 ⇒ (16) + 7 = 23


There are three grapples total. "There is a grapple still in the gear I left at the bottom of the cliff and Klania has one of her own if I remember correctly, and she is willing to use it. If everyone is coming up this way, let us at least be efficient."


I can't tell if that is enough.. lol


"we need better eyes if we are going forward or back"
I want to climb the cliff. I can use the grapple I have with me to pull up my gear so I can climb unhindered.

climb: 1d20 + 5 ⇒ (4) + 5 = 9


I pick up Aerys' abandoned flask and put it with my gear in case she wants it when she is sober; and hey, if she doesn't then I get a new flask.

"Looking at the beach, the tide will come in at least seven feet with no weather. Jask, if you agree, I would say we have a couple hours before it is a problem but the cliff might not be scalable by then. Perhaps also, better for a drunk woman to walk on a cliff than for her to climb one or attempt swimming against the tide if there are no safe spots along the beach to hunker down. I would risk it myself, but the whole group with all the gear.. probably not wise."


survival: 1d20 + 8 ⇒ (10) + 8 = 18


I have less than no experience with tides. Before joining the Jenivere I was much more inland. I'll back up on this. I'll go with what you guys decide.


"I'm not liking the idea of having a shoulder to the jungle and another to a 40 foot drop off... especially with alcohol Aemyrs stumbling along. The map I recall showed the beach going all the way around so we can walk the beach. You are right though, we would have to climb to get access to the jungle from here on out. we do have the grapples though, so that helps."


I look up along the edge and scan for anything possibly threatening or worth note. perception: 1d20 + 7 ⇒ (12) + 7 = 19


Walking the beach would be roughly five to seven miles to reach the bay, but I agree; particularly with a sizable group it would be faster and safer to walk the beach.


I gather the group to listen to my plan.

"The only way to get off this island is to build a craft to get us out or signal for help. As Malchi said, it isn’t wise to brave the ocean on a raft, at least not with these numbers and not when we are on such a large island we could easily survive on.

For signaling, I recommend heading for the light house. We could stay and light big fires on the beach but the light house is where it is for a reason. They aren't going to build one on the opposite side of The Island that all the ships pass. The island is shaped as a ball with a curved peninsula coming off the east side, protruding north and curving to the west (these are relative descriptions but accurate enough to be useful). We are on that curve.
To get to the light house we can either walk east, then south, then all the way to the south west side of the island, through jungle… not preferable but possible, especially since there are some rivers to travel on for some of the distance. The other option is to raft around the west side of the island. Also not preferable, less so than the previous option because we could easily smash into rocks like the ones our ship met, or the ones near the lighthouse itself.

The best option I can see is to cut directly south of here through the jungle. It is not a lot of jungle because again, we are on a peninsula. On the other side of this jungle there is a bay made by the curved peninsula. We can raft across the bay and walk the rest of the way to the light house. If we aim for the far west section of the opposite side of the bay, we will significantly closer to the lighthouse.

If we move now we can move now and reach the other side of the jungle by nightfall, or we can set up camp, eat, and get some rest, starting for the bay first thing in the morning. If we start on camp now we can make this place defendable. I would rather do the second. We can start fires with Malchi’s spell and some lamp oil that we have and the plenty of wood we can pull from the Jungle (or if Malchi can cast a flame spell powerful enough then we can just catch the wood on fire without the oil). If Malchi can’t cast the spell, I can start a fire, it will just take some time. We have dead crustaceans to cook and other supplies from the pantry (which we should ration). We have canvas to create a roof for a quick shelter that could fit most of us if we don’t have a problem smelling each other. There are obviously hostile creatures here, and a rumor of some natives who would gladly invite us in for dinner, but not with the kind of hospitality any of us would approve of, So we will need to set up a watch, preferably two people at a time throughout the night; we have plenty of people to do that. First thing we will need to do is gather fire wood and shelter material. Shelter should go up first, then fires. While most of us work on that, a group of two or three can look for water in the jungle (close by) and other supplies that may be along the beach from the wreck. We should also remain in groups of two or three whenever we split up, for safety and efficiency."

(What gear belongs to Jask?)


How far are we from other land? Knowledge (geography) +5: 1d20 + 5 ⇒ (10) + 5 = 15

After I know that I have a plan to discuss with the group.


I'm not risking it. Anything I can foresee being in the pantry is not something I can't live without or at least replace with something on this island.


"Venom, not poison. Venom is injected via sting or bite, poison administered by touch, inhalation, or ingestion.

Malchi, if you can grab the lanterns, three shovels, and the block and tackle then Janrose and I have the rest."

Calling out to Janrose I ask if he can locate any grog in the kitchen from where he is. I also head for the exit. I don't want to be here a second longer.


"I'm headed out, we all should before the tide comes in. We still have to make it back to the beach."


I rolled perception for the Captains Quarters


I want to check the Captain's Cabin for anything Malchi might have missed. Those map drawing tools, alcohol, and anything else.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15


I'll grab the rope, two shovels, and the block and tackle.


If we can access the crew quarters, I want to go there.


Janrose, lets get these out of here.


I'll take the grapples and the oil.

How many lanterns are there?


Can I take the grappling hook, lanterns, and lantern oil?


I want to examine the body.
Perception: 1d20 + 7 ⇒ (19) + 7 = 26


Is there anything in here that I can use later?


"Who all can heal? If there is someone in here, they are injured and will need help."

1 to 50 of 85 << first < prev | 1 | 2 | next > last >>