Chapter 3: The Darklake

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Jan 14, 2017 3:39 pm
OOC:
Drama what thread is the map of the Underdark posted in?
Jan 14, 2017 4:37 pm
OOC:
This one. :P
http://www.enworld.org/forum/attachment.php?attachmentid=70123&d=1441493930
Jan 14, 2017 6:11 pm
Dustin will pick up the blindfolded Stool.

It's me friend don't worry. Were going to get out of here. Dustin will look for the best path to get to the boats unseen by that thing trashing the city.

Rolls

Perception - (1d20+5)

(4) + 5 = 9

Jan 14, 2017 6:14 pm
Even just a glance outside lets you see that Demogorgon is only attacking structures. Some kuo-toa get in the way, but they seem to be incidental at this stage. If you run straight back the way you came and head just a bit south, you'll hit some docks that weren't destroyed.
Jan 14, 2017 6:41 pm
"Ok everyone grab what you can and follow me. Try not to look at that monstrocity out there."

Dustin will dart from place to place carrying Stool and heading for the docks.
Jan 14, 2017 7:15 pm
Taking an action to pull that hood up.
Jan 14, 2017 9:18 pm
I motion for everyone to follow and make for the docks. I intend to cut across the lake to get to Neverlight Grove. Isn't that where Stool is from?
Jan 14, 2017 9:37 pm
Bildaweer stays close to Dustin and Stool, following where ever they go to protect them.
Jan 14, 2017 10:02 pm
https://s29.postimg.org/evkfi82hz/udarktravel.png
OOC:
As a reminder, the Darklake, as a zone, is a collection of lakes, rivers, and swampland-type areas. Here's the rub, knowing your way through the morass of tunnels requires special training that not even Sarith had. Your only full navigator is out. If you're lucky, the boat(s) you steal will have charts that allow you to navigate. Yes, Stool is from Neverlight Grove.
You all make the run, darting in between pods of fighting kuo-toa to get to the docks. When you look at the keelboats tied up at their moors, you notice they only have space for 6 people each. As you look among yourselves, you realize you have 9 in your entourage. You'll need to either leave people here or take 2 boats.

The choice, as they say, is yours. Each boat will need 2 rowers to move it at any point in time.
Jan 14, 2017 10:44 pm
OOC:
Two PCs to a boat. Bildaweer and I should be in separate boats so we don't put both our navigators in one basket. I'll take Shushaar with me to see if I can do anything for him. Lets do Bildaweer, Cemos, Eldreth and Francis in one boat, Me, Dustin, Stool, Shushaar and George in the other.
OOC:
Edit: On second thought, Cemos should see if he can heal Shushaar magically. I'll take Francis with us instead.
Last edited January 14, 2017 10:45 pm
Jan 14, 2017 11:10 pm
OOC:
Remember that Eldreth is also unconscious. The second proposal leaves Bildaweer and Cemos with no other conscious people.
Jan 15, 2017 12:07 am
OOC:
Right. In that case let's go with my original proposal.
Jan 15, 2017 3:57 am
Provided that there are no issues with Fang's suggestion, we can hand-wave a bit of the RP of who sits where. Given that, here's some of the changes for the next phase of our adventures through the Underdark:

Waterborne Travel - You're travelling in a pair Keelboats. They have a pair of oars to help move you along when there is no current. If you choose to row WITH the current, you move at a "Fast" pace. If you row AGAINST a current, you move at a "Slow" place. If you just allow the current to carry you OR row without a current, you move at a "Normal" pace.

Unlike travelling across land, moving through the water doesn't prevent you from foraging. Additionally, foraging will not require anyone to forgo other activities.

Travel Times - We're going to continue in the vein of the river trip. You'll all specify how many days in a row you guys want to attempt to travel and I'll let you know the outcome. There are chances that you'll encounter weird terrain things (like an island or something) or possibly other creatures. This has existed as a possibility for all of your travel thus far, you've just not encountered many of them. If during your trip you DO encounter them, we'll play it like we did with the traders where we drop into "regular" speed from the fast forwarding, play out your encounters, and then resume our zippy travel handwaving (unless you really want daily posts of "we row, we sleep, we row").

The Boats - The two keelboats you are aboard are the Sea Mother's Grace and the Gaze through the Dark. They each have 100 hit points, a damage threshold of 10, and an AC of 15. The Damage Threshold shows how much damage the boat must sustain to suffer any hit point damage. So if it takes 9 points, it takes none. If it takes 11 points, it takes all 11. You can, with proper tools, repair boat damage by taking 1 day and 20 gp worth of materials PER hit point restored. The boat must be berthed to repair.
[ +- ] General Look Of the Boats
All sleeping is done in the singular cabin. Inside, there are four hammocks strung up like bunk beds near the aft of the ship and two proper beds near the fore of the ship. A single small table is built into the foreward bulkhead. There's also a small window in both the fore and aft bulkheads that allow you to see before and behind you.

Boat Handling - You may run into nasty water hazards (underground rocks, low hanging issues, rapids, etc.). In those situations, each boat needs to make a Group Dexterity check. Basically this means all of you on each boat makes a Dex save. If at least half of you make it, the boat makes the save. I'll leave it up to you guys how you want me to manage it. We can either have you all roll the saves on your own or I can tell you that you encounter a hazard and roll all the saves on my own to keep the pace flowing. I don't care either way.

In order to row, you must have 2 people engaged at rowing. This involves kneeling on either the foredeck or aftdeck areas and using the long pole-like oars to help propel you. When you are under oars, that's all that's required to maneuver properly. If you are just riding the current, there is a tiller in the back that must be used to move side to side in the water. If you choose to have a "tillerman" during your rowing times, you will get advantage on any dex saves to maneuver the boat around hazards.

If you are all attempting to sleep at the same time in a current, you have to find some way to secure the boats (they have no anchors), or else you face increased risk of crashing. If you are in still water, this risk doesn't exist.

Hopefully this all makes sense and we can get under weigh!
Jan 15, 2017 1:34 pm
OOC:
No problem with Fangs suggestion. Let's get going to the Neverlight Grove. If you wanted to roll for us to speed things along. I am ok with it.
Last edited January 15, 2017 1:54 pm
Jan 16, 2017 1:42 am
OOC:
Sounds good to me.
Jan 16, 2017 1:10 pm
OOC:
aaaannnnndddd I'm back wooo.

If I am with eldreth I'll check and see if I know how to help her.

Post roll: wow
Last edited January 16, 2017 1:11 pm

Rolls

Med check - (1d20+4)

(1) + 4 = 5

Jan 16, 2017 1:20 pm
OOC:
let me know when I can preform another med check on her
Jan 16, 2017 1:42 pm
Dustin splashes some water in Eldreth and Shuushar's faces hoping to wake or rouse them.
Jan 16, 2017 3:22 pm
Neither of the two are roused, regardless of your machinations. If it weren't for the steady rise and fall of their chests, you would think they were dead.

As you all board the keelboats, you find the mooring lines easily and cast off into the Darklake. WIth a few minutes of searching, you find an unlocked chest with a large collection of rolled charts tattooed onto scraped animal hides. Water beads up and rolls off without interfering with the ink.

For each craft, please give me a Survival check (Bildaweer for one, Fang for the other). The presence of the charts and your knowledge of the Underdark allow you to make your check at whatever your regular Survival skill is.

Rolls

Secret Roll

Jan 16, 2017 3:42 pm
OOC:
Survival check

Rolls

Survival - (1d20+1)

(19) + 1 = 20

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