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Re: IC 004 - Water Never Sleeps

Posted: Wed Jul 12, 2023 2:17 am
by Enoch
Lavin frowns as she squats in front of the rough bridge.

"Maybe I should cross. Then I can tie off a rope, and we can use that as a hand-rail of sorts for everyone else." She swings her pack down in front of her and unties the thongs holding the rope to the side, then begins looking for something to tie it off on on this side.

Re: IC 004 - Water Never Sleeps

Posted: Wed Jul 12, 2023 4:07 am
by Marullus
"...do we put the mules on the raft, or tie them here?" Gars asks, worried.

Re: IC 004 - Water Never Sleeps

Posted: Wed Jul 12, 2023 4:40 am
by Rex
Ciarra

"I say leave them for now. Won't be able to take them into the cave anyways."

Re: IC 004 - Water Never Sleeps

Posted: Wed Jul 12, 2023 7:06 pm
by sulldawga
Enoch wrote: Wed Jul 12, 2023 2:17 am Lavin frowns as she squats in front of the rough bridge.

"Maybe I should cross. Then I can tie off a rope, and we can use that as a hand-rail of sorts for everyone else." She swings her pack down in front of her and unties the thongs holding the rope to the side, then begins looking for something to tie it off on on this side.
There is a solid tree close enough to the water's edge that Lavin can wrap one end of the rope around its trunk.

Re: IC 004 - Water Never Sleeps

Posted: Wed Jul 12, 2023 7:46 pm
by Rex
Ciarra

Ciarra will remove their packs, saddles etc (except bridle obviously) and give them a good brushing.

Re: IC 004 - Water Never Sleeps

Posted: Fri Jul 14, 2023 12:04 am
by Enoch
After tying one end of her rope around the trunk of a sturdy tree, Lavin gathers the coils over one arm and begins picking her way gingerly over the crude bridge, her glaive held out horizontally for balance.




Into the drink she goes!

EDIT: Wait, those are supposed to be 2d6, not 1d20.
Let me try that again:


Still splashes!

Re: IC 004 - Water Never Sleeps

Posted: Fri Jul 14, 2023 2:15 am
by sulldawga
Anyone want to assist?

Re: IC 004 - Water Never Sleeps

Posted: Fri Jul 14, 2023 2:49 am
by Marullus
Gars drops his shield as he runs to the bank. He reaches out his hands instinctively, the smoke materializes into a long, two-handed polearm which he extends out for Lavin to grasp before she is swept away...

Dex+Exert (+1-1) [2d6]=7

Re: IC 004 - Water Never Sleeps

Posted: Fri Jul 14, 2023 4:19 am
by Rex
Ciarra

Ciarra will get a hold of the rope that is tied to Lavin and tries to pull her to shore.

Exert (Str or Dex, both +1) [2d6+1]=5+1=6

Re: IC 004 - Water Never Sleeps

Posted: Fri Jul 14, 2023 3:39 pm
by sulldawga
Lavin gathers the rope and steps out onto the tree trunk bridge. Almost immediately, she realizes that the wet, moss-covered trees are quite slippery but she continues.

As she begins to slip and waver, her companions attempt to help but it is of no use and she ends up in the drink! Her arm painfully slams into one of the boulders and causes her to lose her grip.

Lavin takes 1 HP damage.

You have a choice, Enoch. You can drop your halberd and hold onto the rope, in which case you're close enough to the other side that you can make it over and tie it off. But there's a chance your weapon disappears down the river before you can retrieve it. Or you can drop the rope, in which case you make it across but your companions don't get the benefit of the rope.

Re: IC 004 - Water Never Sleeps

Posted: Fri Jul 14, 2023 7:15 pm
by Enoch
Lavin treads carefully across the slimy logs. One foot slips off, but after a moment's wobble she recovers her balance and continues. She speeds up as she closes on the far bank, but as she transfers weight to her left food it shoots out from underneath her. She lands hard on her knee, toppling backwards off the rude bridge and into the river.

Spluttering, she rises from the water and jambs the butt of her glaive between two jutting rocks, bracing herself. Her mouth drops open as she watches the rushing waters quickly uncoil her rope and carry the loose end downstream.

"Untie the other end and bring it over with you, would you?" Her face is grim as she carefully picks her way out of the shallows and up the far bank, limping, drenched and muddy.

Re: IC 004 - Water Never Sleeps

Posted: Sat Jul 15, 2023 4:16 am
by Rex
Ciarra

"I am next."


She uses her spear for balance.

Exert [2d6+1]=9+1=10 [2d6+1]=8+1=9 [2d6+1]=6+1=7

Re: IC 004 - Water Never Sleeps

Posted: Sat Jul 15, 2023 11:25 am
by Enoch
You would actually be rolling 2d6+0 (you take a -1 penalty for not having any ranks of Exert), but it won't change the results.

Re: IC 004 - Water Never Sleeps

Posted: Sat Jul 15, 2023 3:00 pm
by Rex
Thanks for the explanation, still learning. Does she make it across?

Re: IC 004 - Water Never Sleeps

Posted: Sat Jul 15, 2023 5:10 pm
by Marullus
The last one left behind, Gars pets the mule's noses and reassures them, as much as he reassures himself. He considers the packs that Ciarra set aside. He finds a concealed thicket where he can hide Belegroc's pack harness, and then also the tarps from Fred's load. He does his best to make sure the gear stash is hidden, then also leads the mules to where he can obscure them with a blind.
Int+Survive [2d6+2]=8+2=10

Taking the remainder of Fred's pack and slinging it over his own shoulder, Gars looks at the slippery log and the doused Lavin, visibly pale and queasy. He sighs heavily, then holding his long-handled shovel for balance as well, makes his way across...
Dex+Exert (+1-1) [2d6]=5[2d6]=11[2d6]=9

( I have 7 slots for stowed encumberance, and Fred's tightly-secured pack is 6 slots without the tarps.)

Re: IC 004 - Water Never Sleeps

Posted: Sat Jul 15, 2023 8:19 pm
by Enoch
Rex wrote: Sat Jul 15, 2023 3:00 pm Thanks for the explanation, still learning. Does she make it across?
No worries; the penalty for not having the skill (as opposed to skill-0, where there's no penalty) is a weird little quirk. You made it with a 9, 8, and 6--you'd slip a little (one failure) but make it across just fine.

Re: IC 004 - Water Never Sleeps

Posted: Sat Jul 15, 2023 8:30 pm
by Rex
Thanks for the explanation.

Re: IC 004 - Water Never Sleeps

Posted: Mon Jul 17, 2023 2:07 am
by sulldawga
There is not much in the way of cover but Gars is quite clever with the use of the tarps and the blind, and he is confident that the party's gear stash and mule are as well hidden as possible.

Other than Lavin being soaking wet, you all are none the worse for wear having crossed the river.

Gars examines the smashed statues but there is nothing to be learned. They are too old and weather-beaten, not to mention in multiple pieces. Examining the columns next to the entrance, Gars sees evidence of wards, now long-dead and lacking any magical power. He also notes the personal symbol of a mage, which he doesn't recognize but is sure represents that of a necromancer. He is fairly certain this was a wizard's sanctum.

There are some bootprints on the ground both entering and exiting. Also evidence that something decently-sized was dragged in. Hard to say how recently. Days, weeks, maybe months ago, but no older than that.

It is dark within the doorway.

Same marching order? Who is carrying a light source? Remind me what spell or effect gives Gars Detect Magic at will.

Re: IC 004 - Water Never Sleeps

Posted: Mon Jul 17, 2023 2:22 am
by Rex
Ciarra

"I should probably not go first since I am the healer if needed. I have a spear so may be able to attack from the second rank in some cases."

Re: IC 004 - Water Never Sleeps

Posted: Mon Jul 17, 2023 2:47 am
by Enoch
Lavin nods in agreement as she wrings muddy water from her mantle. "That makes sense. Gars, do you want to lead off, or shall I?"