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A Clue


DM Kathy 
Monday May 8th, 2017 10:13:32 PM

Now that the question of ghost ships has been laid to rest, many of you are eager to return your attention to the slavers that can be found in the local waters. Reggie has personal reasons to go after them, as does Zod.

In fact, when he first joined you, Zod had a clue to the slavers, a letter he'd received from a former mentor. Now that you have a moment, you can take a look at the letter and see what you can decipher.

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5) 
Monday May 8th, 2017 10:22:57 PM

As the ship sinks, Terser has a thought towards selling tours of the ghost ship in Hometown Harbor. He would need support from Rill to get the appropriate spells cast, but there could be some good tourism from it.

On hearing of a lead to the slavers, Terser is excited both at a chance to rid the seas of one of the worse brands of pirates and also at the chance to recover Reggie's son from his bonds. How many other loved ones will be freed from this venture as well?

Zeoll (Cayzle) (AC26; HP62 of 62) 
Tuesday May 9th, 2017 9:57:16 AM


When the haunted ship is dismantled and scuppered, Zeoll is careful to make an event of it. He does his best to spread the word that the Lionfish have removed yet another threat to the people of Bonetown, this time a raider led by a necromancer. With Biloopl, the Sea Serpent, and this Haunted Ship, Zeoll is hoping to boost the reputation of the Lionfish here in town.

Later, he discusses strategy with his friends.

"Cleaning up slaverry is a good place to starrt in fixing what's wrrong with Bonetown," Zeoll says. "I'm inclined to go to the Captain's Council and tell the captains therre that the Lionfish is declarring warr on slaverrs. Any ship that carrries slaves is ourr enemy, and we will attack on sight. This gives the captains the chance to back us. And if they won't, they'll look bad."

"Anyone have any improvements to the plan?"

Zeoll first goes to the Harbormaster to let him in on the idea, and asks when the next Captain's Council is being held.

(Ed) Reggie | AC : 23 / Touch 22/ flat: 19 | HP: 120 / 130 | Rage used 0 /18 
Tuesday May 9th, 2017 5:34:51 PM

{ooc: not sure the cost for a balista and the mounting, but Reggie is willing to spend her money on it.}

"If goin after slavers is the next way to go. Then the Bloodkin should be our primary target. I know a little of their waters. but caution would be advised as they can easily out number us." Reggie offers her advice.

Reggie tries to split her attention to the planning and making the arrangements for a balista.

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP90/99 
Tuesday May 9th, 2017 6:07:02 PM

Jozhur is happy to finally have a chance to go after the slavers and hopefully help Reggie find her son. He gives Zeoll his input. "I would prefer a little more subtlety, at least until we find Reggie's son. Wouldn't want to scare off all of the slavers too quick. But that is just my opinion. I suppose it also depends on what information Zod has for us.".

(MikeK)Bralin (AC32 / T17 / FF29)CMD 29 - HP 141/141) 
Tuesday May 9th, 2017 7:23:54 PM

Bralin regards Zeoll.
"Mayhap we first sound out the captains regarding their thoughts on slavers? Should they be inclined against slavers already, an ultimatum on our part may cause more harm than good."

The dwarf nods at Zod.
"What does your letter say?"

Zod |&| Kunda (Damarr) HP: 52|66 AC:22|26 T:21|15 FF:20|20 CMD: 36|31 
Tuesday May 9th, 2017 7:57:43 PM

Zod feels a bit put-on-the-spot & unprepared as signs indicate he knows more than he thinks he does, and the others look to him. He gladly hands over what information he has. "Tobias, an old mentor of mine, Captain in the Mailed Fist, retired now, was, I found out, looking into a few disappearances in the island waters here."

"I was returning home to the 'Isles for personal matters, and the Fist requested I check on Tobias, who hadn't reported for a time. I make my way to the City of Rum, easy enough, and find the old warrior's room empty, with a letter and some notes that look as if they were meant for you all..." Zod furnishes what pages he grabbed from the retired Captain's pad. "Not sure if there was more info to be had at Tobias' place... I just thought I'd get this to you and see where to go from there."

He nods to Zeoll's plan, although he agrees with Johzur's preference for stealth. "Scaring off the slavers is what we want," Zod says with a smile, "But it does no good if they hear we're coming so they just pick up and replant elsewhere in the Wold to prey on other goodly folk, putting us further off their trail."

"Maybe if we bring a few to justice, as we did the Ghost Drivers, that will also give our words to the Council more credence."

Zeoll (Cayzle) (AC26; HP62 of 62)  d20+25=26
Tuesday May 9th, 2017 8:28:05 PM


Zeoll agrees with this wisdom. Take the low hanging slaver fruit while they can, get some solid victories under their belts, and after some wins then we can approach the captains.

So he spends some time in town seeing if he can hear word of any slaver ships operating locally, Bloodkin or otherwise.

Gather Info 26

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)  
Tuesday May 9th, 2017 8:58:51 PM

Tishe' is all for removing slavers. "We had terrible problems with the Barons in The Sargrass who were slavers. And Cinnamon Valley had a slaver ring, too, headed up by this scum-bag named Skalipy. Slavers bite Grass."

But one question bugs the Spellweaver. "Who are this Bloodkin? If they are slavers I want to know all about them and how they are perverting a great name like 'bloodkin'. Very close to my old Bloodpack." Her eyes glitter dangerously.

Rill (MarkB) HP 102/103 - AC 25/15/23 CMD 2259 
Tuesday May 9th, 2017 10:15:18 PM

"Hey Zod, what's your letter say?"

DM Kathy 
Tuesday May 9th, 2017 10:29:01 PM

Reggie looks into buying a ballista. You can get one for 500 gold; getting it installed is a pretty incidental expense.

Zeoll suggests putting the Captains' Council on notice about slavery, but Jozhur and Bralin advise caution. Perhaps it's best to do some investigating of your own first.

Zod once again brings out his letter. Everyone gets a chance to study it. Working together, you realize that parts of the letter are written in an archaic form of the Taur language. Deciphered, these lines describe a location in the Middle Seas. You study your charts, and can find nothing shown there--nothing so much as a reef. As far as you can tell, that area is open ocean. But there is no doubt that's the spot the letter describes.

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5) 
Tuesday May 9th, 2017 10:36:34 PM

"A spot in the middle of the ocean? How reliable are the charts we have of this spot anyway? And the Gods can raise a new island if they so choose, or hot rock could erupt from the ocean floor and do it for them. Either way, it bears investigation."

Zeoll (Cayzle) (AC26; HP62 of 62) 
Wednesday May 10th, 2017 10:05:20 AM


Zeoll explains what he knows about pirate slavers who are known in Bonetown. The Bloodkin are the most notorious and least secretive about their foul deeds. They have a reputation as cannibals. These orcs tend to work their slaves to death. They fly a crooked red skull. The Elfbloods are also known slavers, but they try to hide it. We found out about their slave tendencies when one of their escaped slaves joined our crew for a while. They are a mix of races, and they fly the bloody hand.

That evening, Zeoll studies the map and concentrates on it. He seeks insight about that location in his dreams (Seer Read Dream ability).

The next day, it is time to seek out this location. How long will it take to get there? Zeoll gives the command to weigh anchor with the morning tide.

Rill (MarkB) HP 102/103 - AC 25/15/23 CMD 2259  d100=34 ; d100=9 ;
Wednesday May 10th, 2017 12:06:34 PM

Rill asks that we delay departure for a day. He has a spell to cast that requires 24 hours, and some other preparations. If this is agreed to, he will cast Hallow at the center of the Lionfish. This costs 1,000 GP which Rill is happy to provide. He does not add any other spells to the casting unless someone else wants to front that money (see link.)

He gathers some supplies. He visits a silver smith he knows, and has a silver signet ring enlarged to minotaur size. Likewise he makes his best sizing estimate on a couple other silver signet rings he has. Since it's a rush, he'll pay the man extra for his work. As always, offers to see to any healing the smith or his family may need. He will write a scroll of Plane Shift.Given his Ring of Sustenance, he does not need to sleep more than 2 hours, so that should help.

Rill inform his church where he is headed. Seeking divine guidance, he will cast two Divination spells, asking, "How can we find the island on Zod’s map?” and “What will we encounter on our journey to this island?” (Both succeed with a 34% and 9%.)

----------------------------
Divination - ... a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice granted by the spell can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the die roll fails, you know the spell failed, unless specific magic yielding false information is at work.


Zeoll (Cayzle) (AC26; HP62 of 62) 
Wednesday May 10th, 2017 12:56:37 PM


Zeoll listens to Rill's plan to cast Hallow, but the old liontaur has deep reservations. "My frriend, if you make the Lionfish into a holy strructurre devoted to Garrgul, how am I going to prray to the Lady and rrecoverr spells herre? Plus, while perrsonally I do not mind yourr devotion to the diety of life and death, I'd rratherr not live in an actual churrch to the god. Since I am a clerric of a differrent one, you know!"

[OOC: Plus, it seems bogus to cast it on a sailing ship rather than on a stationary place / building. Plus, Zeoll has 8 hours a day of Magic Circle vs Evil already via his two Horns of Goodness.]

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5) 
Wednesday May 10th, 2017 4:13:12 PM

"You could fight it out! Winner gets the Hallow the fore, the other gets the stern! Besides, that invisibility purge sounds like a pretty neat feature, considering that's how those guys got away from us the first time. "

(MikeK)Bralin (AC32 / T17 / FF29)CMD 29 - HP 141/141) 
Wednesday May 10th, 2017 4:15:05 PM

Bralin makes a quick trip to the Catacombs, and then settles in to wait for the Lionfish's departure.

To while the time, the dwarf carves a piece of soapstone, its shape still undefined.

Rill (MarkB) HP 102/103 - AC 25/15/23 CMD 2259 
Wednesday May 10th, 2017 5:22:44 PM

"My good Zeoll, while I will call upon Gargul's divine power to create the Hallow effect, it will not consecrate the area to Gargul, nor to any deity for that matter. It merely protects those aboard as if they were under a Magic Circle against Evil. Evil summoned creatures will be held at bay, and we will be protected from mental control. I cannot see where this would give anyone offense. Well, except for those dedicated to the precepts of evil that is. Maab may be a bit chaotic from time to time, but I do not believe she would mind the ship providing such protection."

------------------------------
(Nothing in the Hallow spell suggests it is devoted to any deity or ethos beyond being a "good" spell.)

Zod |&| Kunda (Damarr) HP: 99|70 AC:22|26 T:21|15 FF:20|20 CMD: 36|31 
Wednesday May 10th, 2017 5:50:06 PM

Plying his connection with the natural Wold to the tenets of Imod, best he can, utilizing the power set there by the King & Queen of the Fey, Zod is pretty neutral about sailing on a ship Hallowed by the God of Death. That is, until Terser suggests they duke it out for the right to a divine patron. "Well now, there aught to be a place for Domi on the ship as well, don't you think?" Zod says with a laugh, bobbing his fists in a mock boxing stance before giving Rill a friendly clap on the back.

"So long as your spells keep us off his docket, I'll gladly walk the deck of Gargul's holy ship." He tells the white-clad priest with a big grin.

Before they leave, Zod asks the Black Lions about a Sages' Guild presence in Bonetown, and looks about the island for any of the scholars. The minotaur also intersperses his favorite carving pastime with what looks like a lot of doodling, copying and reworking a few of the symbols etched into the minotaur's skin.

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)  
Wednesday May 10th, 2017 8:55:55 PM

Tishe' is fascinated if distracted about the map. "Sounds like we have a place to go!"



(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP90/99 
Wednesday May 10th, 2017 10:35:11 PM

If it can be done without getting in the way of the large crew members, Jozhur assists Reggie with acquiring a ballista and getting it fitted to the Lionfish. While not much in the way of siege weaponry, it would be better than nothing. He will pay half the cost if it is possible.

He ponders Rill's idea of Hallowing the ship. "I suppose a permanent bless spell would be nice. How much would that cost?"

DM Kathy 
Wednesday May 10th, 2017 11:01:51 PM

Terser immediately questions the accuracy of your charts, and points out that new islands can appear if the circumstances are right.

Zeoll decides to sleep on the matter. As he dreams, he gets a distinct picture: a sweep of shoreline with two large piers jutting into the sea. You see no other structures; only a lot of vegetation.

Rill casts Divination. "How can we find the island on Zod's map?" Follow the signs you have been given. "What will we encounter on our journey to this island?" Nothing you do not bring with you.

Tishe' is also interested in the directions in Zod's letter--which, your DM feels compelled to point out, are not a map, even though everyone seems to think they are. :) They are directions; a description of a location written in words. There is no map--unless one of you creates one.

Bralin makes a quick trip to the Catacombs, while Jozhur endorses Reggie's ballista idea--if it can be done without interfering with anybody's movement.

The rest of you are taken with Rill's suggestion of casting a Hallow on the Lionfish, which I'll say more about in email.

Based on the instructions, you believe you'll arrive at the location sometime on the third day after you leave Bonetown.

Zeoll (Cayzle) (AC26; HP79 of 62)  d8+10=11 ; d8+10=17 ; d20+9=26 ;
Thursday May 11th, 2017 8:18:31 AM


After talking with Rill and consulting his own inner sense of his connection to the divine, Zeoll is pleased to have Rill Hallow the Lionfish. "It is a blessing, Rrill, especially to the crrew, the like of which we will not see again on this side of the veil," the old liontaur says. He offers to add Queen Maab's assistance to make the miracle more effective.

[OOC: Spending 2,000 gp and casting Aid to add it to the Hallow. Therefore, everyone of good alignment gains +1 morale bonus to hit and +1 morale bonus vs fear when aboard, and also temporary hit points. Rolling for the bonus hit points added ... rolled a 1, and per Wold house rules, rolling again, hope that's OK ... 17. All good creatures gain +17 hit points aboard the Lionfish.]

Zeoll is happy at last to order Tula to set sail on the heading indicated by the hints in the note, where he expects to find an island with two huge docks, per his dream, which he relates to his friends.

Profession Sailor to help Tula navigate: 26

On the voyage, he tells tales of the Fey King, inspiring those who wish it [Cradled ability - +2 on your first save coming up].

But when the ship is say a half a day's voyage out from the destination, he urges his friends to think about a solution other than just sailing up to the docks. "Perrhaps we should scout out this island firrst, orr send scouts that we summon. In my drream, I saw only vegetation, but if therre arre caves orr buildings hidden in the foliage, we should know that. It may be that we will wish to land quietly and sneak up on the slaverrs, if possible."

Rill (MarkB) HP 102/103 - AC 25/15/23 CMD 2259  d100=47 ; d100=52 ;
Thursday May 11th, 2017 4:50:59 PM

Rill shares the results of his Divination spells with the party. He is happy to work with the old Liontaur on the Hallow and Aid effect aboard the ship.

Once we are underway, he listens to the old Liontaur's tale of the Fey King. This Fey King seems clever, but rather undisciplined. On the voyage, Rill will again cast a couple of Divination spells, asking "Will we encounter undead on this island we seek?" and "Will we encounter extraplanar creatures on this island we seek?" (rolled 47% and 52% - both succeed.)

Other than that, Rill occupies his time either on deck enjoying the salt air, or below praying. He also tends to any injuries or illness that may occur.
----------------------------
Divination - ... a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice granted by the spell can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the die roll fails, you know the spell failed, unless specific magic yielding false information is at work.


Zod |&| Kunda (Damarr) HP: 106|70 AC:22|26 T:21|15 FF:20|20 CMD: 36|31 
Thursday May 11th, 2017 5:11:32 PM

((OOC: Do the Temp HP go away if we leave the ship, and come back when we return, or do they last until used, coming back the first time you board the Lionfish each day and lasting again until used? What if the temp HP are used while still on the ship? It's a constant Aid effect, so wouldn't it technically just replace the temp HP as they are lost?))

While traveling to their mysterious destination, Zod goes through his daily Mailed Fist training regimen with Kunda, allowing Zod to use his Paired Opportunists teamwork feat as if the snake also had the feat.

He is just as eager as ever to listen to the old taur's tales of the Fey.

Zod will offer to Wildshape into an aquatic or aerial animal for reconnaissance, although it's fairly obvious he would prefer not to act as a lone scout unless Zeoll requests it (in which case he'll do it with minimal grumbling... something about a Lantern Archon that Zeoll sent to investigate under similar circumstances).

(Ed) Reggie | AC : 23 / Touch 22/ flat: 19 | HP: 120 / 130 | Rage used 0 /18  d20+19=25 ; d20+16=31 ;
Thursday May 11th, 2017 5:19:43 PM

Reggie can confirm Zoell and and add her own thoughts. though the Bloodkin are a topic she seems to have nothing but pure hatred of.

Though she does share one thing, "not every bloodkin are so evil. I should know." she adds.

{ooc: Reggie will buy the ballista and make the arrangements to get it installed}

Once at sea Reggie keep a weather eye out for slavers, knowing the Bloodkin tactics she knows what to look for.

{ooc: profession sailor = 27, Perception = 31}

(MikeK)Bralin (AC32 / T17 / FF29)CMD 29 - HP 141/141) 
Thursday May 11th, 2017 6:54:38 PM

"The Bloodkin sound like a good place to start reducing the number of slavers," Bralin agrees.

This is the dwarf's second voyage, so at least he knows his starboard from his port. Bralin observes the crew, and decides a good place to start learning more is this whole deal with the various knots they use in the ropes. Discerning, with approval, that each type serves a purpose, he endeavors to learn their usage as well as tying them.

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP90/99 
Thursday May 11th, 2017 6:55:21 PM

Jozhur pays for half the ballista and gets Cato to help install it. "Now, does anyone really know how to use this thing?"

He spends the voyage helping with the sailing of the 'Fish and mingling with the crew, something he didn't do much of as captain.

Jozhur offers to scout once they reach the island, but has no way to actually get to the island from a distance.

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)  
Thursday May 11th, 2017 7:54:32 PM

Tishe' continues to be an elemental of juxtaposition. A fairly experienced sailor, she got most of her sailing experience on the Sargrass where water was very rare and very very dangerous. So she is at the same time comfortable and scared about sailing on the ocean. When she starts looking at the water expecting horses of insects to eat everyone at a moments notice, she fingers her Pearl of the Sirene and reminds herself "I'm not in Sargrass anymore"

DM Kathy 
Friday May 12th, 2017 12:52:03 AM

Zeoll is at last persuaded to agree to the Hallow spell, and even contributes to its casting, adding an Aid. He helps Tula with navigation. She doesn't really need help, but seems to appreciate the company.

[OOC: My reading of how the Aid interacts with the Hallow is that it works like a single casting of Aid that lasts an entire year. So, at the time the Aid is triggered, everybody gets the temp HP, which remain until they're knocked off with damage, or until the year elapses. The bonuses last for a year--but only on people who were present at the time of the casting. If you guys get a new member, that person will not get the benefit unless you decide to re-cast Hallow and Aid. Anyway, that's how I read it.]

Rill casts a couple of Divination spells, and learns that you will encounter neither undead nor extraplanar creatures on the island.

As you travel, Jozhur and Tishe' help sail the Lionfish, while Reggie keeps a watchful lookout and Bralin learns all about knots.

Reggie spots land as the sun is rising on the third day; you're about two hours out. Zeoll suggests pausing to reconnoiter from a distance, and Zod reluctantly offers to shape shift into something that can sneak up and check it out.

Do you want to try to scout the island first, or do you want to continue sailing toward it?

Zeoll (Cayzle) (AC26; HP79 of 62) 
Friday May 12th, 2017 7:57:54 AM


Zeoll proposes that the Lionfish lay in wait out of sight of shore. The party can travel underwater to the island. Before we surface and go ashore, we buff up. Zeoll casts Mage Armors and blows his Horn. Tishe can spam us some Invisibility, etc. Once ashore, let Zod, Reggie, and Jozhur go out stealthy like in front a good 100 ft. Then Zeoll, Rill, and Tishe. Then Bralin and Terser. We can use Message cantrips to keep all in touch. We can approach from the far side of the island, away from the docks, and just explore. Maybe talk to animals and plants to find out more. Maybe summon something little and stealthy to scout as well. If we find a building, passwall our way in through some direction they will not expect, and then attack with surprise. Maybe we can find and target leadership before they know what hit them.

He asks Zod if he can divine the location of underwater or under-island caves or tunnels. Commune with Nature? And he asks Tishe about that Weave Elements spell she is famous for. Maybe Rill can call a planar ally to use as a spy or scout?

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)  
Friday May 12th, 2017 7:04:07 PM

Tishe' is game. Casting eight spells of Invisibility wouldn't reduce her offensive capability by much, but she warns that would only give 12 minutes of Invisibility for everyone. "Maybe it would be better for later?"

(MikeK)Bralin (AC32 / T17 / FF29)CMD 29 - HP 141/141) 
Saturday May 13th, 2017 1:08:59 PM

Bralin gears up, but doesn't cast any buffs yet. Regardless of the approach, it will take some time to reach a point where his specialty is required.

He nods at Zeoll's logic on bringing up the rear. Plodding along in platemail is not exactly stealthy.

Zod |&| Kunda (Damarr) HP: 106|70 AC:22|26 T:21|15 FF:20|20 CMD: 36|31 
Sunday May 14th, 2017 2:27:03 PM

((OOC: Please bear with me as I continue to familiarize myself with the Druid spell list for non-combat situations. I am going to assume Zod prepped Commune with Nature to use once the island is within the spell's 10 mile radius; knowing the rough coordinates of our destination, and also that there's an island there from Zeoll's dream. Just to note, at the Lionfish's listed 96 mile/day travel rate on the wiki, there won't be enough time to prepare that 5th level slot again before we reach the island. Thanks for the spell reminder, C!)

Zod agrees with Zeoll's plan to approach the island from the back, and asks the Captain to wait a few minutes for Zod to better appraise the environment. After the 10 minute casting time for Commune with Nature, Zod sits down in a meditative trance. As his mind and spirit become one with the surrounding 20 miles of the Middle Seas, Zod focuses his attention on the island, learning up to three facts in the following subjects.

Ground or Terrain - Are there caves, underground caverns, mountains, valleys or other significant geographical features, particularly those that would help in a stealthy approach from sea? Can I get the location of these features as part of the same fact?

People - Are there any on the island or surrounding seas? If so, where, roughly? (Assuming this category includes all intelligent creatures that typically form communities?).

Presence of Powerful Unnatural Creatures - Are there any on the island? Where, roughly?

If each "where" is a separate fact, the "where" of powerful unnatural creatures is the least important question to answer, unless there are none present (and therefore no "where") for the other subjects.

Zod shares what he learns with the Bonetown Heroes.

~~~~~~~~~~~~~~~~~~~~~~~~~~
Commune With Nature (Divination) - You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.

In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings—caves, caverns, and the like—the spell is less powerful, and its radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.


Rill (MarkB) HP 102/103 - AC 25/15/23 CMD 2259 
Sunday May 14th, 2017 8:38:57 PM

"I agree with the value of scouting the island, and Zod's Commune with Nature is particularly helpful. My divinations suggest there are no undead or extraplanar creatures on the island. Perhaps the island has a portal to somewhere else. But after a bit of scouting, I suggest a direct approach. We should dock at those piers and have a look about. If we decide to move into the island, we can send the Lionfish safely back out to wait for our signal."

Rill reminds Tula of the two feather tokens he gave her some time back - a Swan Boat as a lifeboat, and an Animal Messenger should she need to contact us. Rill also reminds everyone that he has two Status spells cast from the night before covering the party.

"If any of you do go to scout, I will know if you've been hurt or otherwise affected."

----------------------------
Casting extended versions of Longstrider and Status in the evening before others sleep has been SOP for Rill. He has two Rods of Lesser Extend and a 2nd level Pearl of Power to facilitate this.

DM Kathy 
Sunday May 14th, 2017 10:38:39 PM

As you approach the island, Zeoll proposes a stealthed approach underwater. Tishe' is willing to cast the necessary spells, but warns about spell durations.

Rill is on board with scouting, but suggests a direct approach once the scouting is complete. He casts some spells to help him keep track of his companions.

Bralin gears up, but is noncommittal as regards a specific plan.

Zod takes the time to cast Commune with Nature. You learn that the seabed here is uneven and somewhat rocky, but there are no underwater caves or passages to the island. There are no people other than yourselves on the sea, but there are people on the island, They are away from the shore, perhaps 200 yards from the docks. There are plenty of natural critters, but no powerful unnatural creatures.

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP90/99 
Monday May 15th, 2017 1:20:24 AM

Jozhur chimes in, "Well, go ashore away from the docks and approach on foot seems reasonable to me."

Zeoll (Cayzle) (AC26; HP79 of 62) 
Monday May 15th, 2017 10:45:09 AM


Zeoll likes what he hears. If there are no objections, let's follow our plan. But yes, maybe save the Invisibilities for when we get closer. Does casting Passwall end invisibility? Do we want to summon a scout to look around before we get there?

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5) 
Monday May 15th, 2017 1:39:42 PM

"Approaching with the small boat seems to be a sound idea. That leaves the Lionfish out to sea for a hasty getaway if necessary, and if we need to get back faster, that saves Rill's magic for the run out. We can always replace the rowboat if necessary."

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)  
Monday May 15th, 2017 6:18:38 PM

Tishe' shrugs. "I haven't ever cast Passwall when Invisible, so I don't know", the Spellweaver says brightly, "but we can find out!"

Her Pants O Plenty full and her magic at her fingers, Tishe' settles for a demure ride in the boat to the dock.

....
Lvl.... 0. 1. 2. 3. 4. 5
Slot....* 8. 8. 8. 6. 4
Used. * 0. 0. 1. 0. 0

(MikeK)Bralin (AC32 / T17 / FF29)CMD 29 - HP 141/141) 
Monday May 15th, 2017 7:01:50 PM

Bralin settles in beside Tishe for the ride over to the island. Should manual oar power be required to move, the dwarf grabs one and starts rowing.

Zeoll (Cayzle) (AC26; HP79 of 62) 
Monday May 15th, 2017 7:30:25 PM


Zeoll urges that the group land on the far side of the island, away from the docks, and then sneaks in through the foliage, with invisibility when we get closer.

If no one else does so, Zeoll will summon a Lantern Archon to scout ahead once the party makes landfall.

[OC: Sorry for the second post. Just wanted to clarify -- assuming no one objects.]

Zod |&| Kunda (Damarr) HP: 99|70 AC:22|28 T:21|17 FF:20|21 CMD: 36|30  d20+11=17 ; d20+3=16 ; d20+5=11 ; d20+19=28 ;
Monday May 15th, 2017 8:23:24 PM

Zod agrees to the plan. "Out on this remote island, the people hanging out a short ways from the docks are probably not expecting much company. Less so approaching from the opposite side of the island."

As they depart, Zod casts Reduce Animal, Longstrider, and Greater Magic Fang on Kunda. He also casts the Woldian-unique spell Myrridan's Blackthorn on his quarterstaff.

Kunda will swim alongside the boat to shore, and use her Scent ability to help Reggie & Johzur scout. If the terrain permits, she will use her climb speed to move through a tree canopy, cliff face, or any elevated height, and pace Reggie & Johzur from that vantage. (Taking 10 for Climb 29)

Zod, being Large and not very stealthy, hangs back with Tishe, Zeoll & Rill in the middle of the travelling order that Zeoll suggested, helping shore up the casters with a bit of melee strength in case of an emergency.

Kunda: Stealth 17, Survival (Scent) 16, Perception 11.

Zod: Perception 28.

Updated header for Kunda's reduced Medium size (numbers after the line | ).

Active Effects:
Highlight to display spoiler: {Zod: Myyridan's Blackthorn (10hr)
Kunda: Longstrider (10hr); Greater Magic Fang (10hr); Reduce Animal (10hr)
}

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