Chapter Five: Bapdis Orjo's Gift of Reconciliation
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Jan 25, 2017 4:41 pm
OOC:
I'm wondering if there's something about the spell level and the type of spell that goes into the calculation of explodiness; Feather Fall and Knock don't cause damageJan 25, 2017 4:47 pm
Mordred attempts to charge his ring.
Edit: The ring seems to have charged successfully.
Edit: The ring seems to have charged successfully.
Rolls
Burning Hands - (1d20+4)
Jan 25, 2017 4:55 pm
Zangua doesn't say it aloud, but thinks, Of course it doesn't blow up when it's a devil-kin.
Jan 25, 2017 5:09 pm
Three more days go by. The rain stops and the sky clears up. You sail past the sprawling, colorful city of Darcra and cross paths with an Engolan longship, whose crew jeers and taunts you in a sophomoric fashion as you pass by.
Cornflower remains taciturn, but little by little, bits of his life story come out in conversation. He was born in Tamoachan, a kingdom in the far south of Hafer. At some point, for some reason, he left, and served for a while as a mercenary on a Mezian war galley. After acquiring his current ship, an Utwar-built cog (and how this came about is also not explained), he served as a privateer for a while, but found that the loss of his crewmen in this dangerous line of work weighed too heavily on his heart. His business is trade and transport now.
Cornflower remains taciturn, but little by little, bits of his life story come out in conversation. He was born in Tamoachan, a kingdom in the far south of Hafer. At some point, for some reason, he left, and served for a while as a mercenary on a Mezian war galley. After acquiring his current ship, an Utwar-built cog (and how this came about is also not explained), he served as a privateer for a while, but found that the loss of his crewmen in this dangerous line of work weighed too heavily on his heart. His business is trade and transport now.
Jan 25, 2017 5:54 pm
Mordred tries to get a sense of the ship's morale.
Rolls
Insight - (1d20+3)
(19) + 3 = 22
Jan 25, 2017 6:00 pm
Burning Hands is a Level 1 damaging spell, FWIW. I bet it is +1 to the DC per level or something.
Jan 25, 2017 6:03 pm
Zangua continues trying to learn ship handling to assist the crew, while playing cards during rest.
Jan 25, 2017 6:11 pm
The conditions seem pretty good for the crew. The cultural and language differences make it hard to get an accurate read on them, but for the most part they seem to do their jobs with a good attitude.
Three more days under sail takes you around Point Dragola. The winds are heavy here. Sood is less than a day away, and Cornflower announces his intentions to drop anchor there and buy fresh provisions before leaving the coast and heading into the open seas toward Vorch.
Three more days under sail takes you around Point Dragola. The winds are heavy here. Sood is less than a day away, and Cornflower announces his intentions to drop anchor there and buy fresh provisions before leaving the coast and heading into the open seas toward Vorch.
Jan 25, 2017 6:30 pm
When they reach Sood, Zangua will, if at all possible, remain onboard and below deck.
Jan 25, 2017 7:14 pm
Sood looks forbidding from this distance, as the most visible features are its fortifications and the massive central citadel. Cornflower sends four of his men out on the rowboat to procure what they need from the city.
They return that evening, and in the morning, a Soodese boat pulls up to the Swiftness of Camazotz carrying jugs of water and wine, fresh fruits and vegetables, oil, dried meats, and other necessities.
"We will not see land again until we reach Vorch," Cornflower says as the crew loads the goods into the cargo hold. "Are you prepared for this?"
They return that evening, and in the morning, a Soodese boat pulls up to the Swiftness of Camazotz carrying jugs of water and wine, fresh fruits and vegetables, oil, dried meats, and other necessities.
"We will not see land again until we reach Vorch," Cornflower says as the crew loads the goods into the cargo hold. "Are you prepared for this?"
Jan 25, 2017 7:16 pm
Curious to learn more about the magical rings, Vhezyen continues to study them during the voyage in an effort to understand their full potential.
With his Sage (Researcher) background he would be used to long hours of research work, which would help facilitate his efforts. In this case these efforts would include further attunement, Guidance cantrips, and prayers to Thoth, asking the Lord of Magic and Keeper of Knowledge and Secrets for his help in learning about the rings. He'd also cast additional Identify spells on it as needed ("...you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any...").
Given these efforts, could we translate this into understanding the ring's game mechanics?
Also, I'm fine with moving on.
With his Sage (Researcher) background he would be used to long hours of research work, which would help facilitate his efforts. In this case these efforts would include further attunement, Guidance cantrips, and prayers to Thoth, asking the Lord of Magic and Keeper of Knowledge and Secrets for his help in learning about the rings. He'd also cast additional Identify spells on it as needed ("...you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any...").
Given these efforts, could we translate this into understanding the ring's game mechanics?
Also, I'm fine with moving on.
Jan 25, 2017 7:21 pm
Vhezyen spends some of his travel time studying the rings. The first and most obvious conclusion he reaches is that copper simply isn't a strong enough metal to stably contain volatile magical energies, such that even the smallest of flaws in the casting -- a quaver of the voice, an imprecise gesture, a defect in the material components -- could produce instabilities that overload the ring's capacity and produce a spontaneous thaumaturgical discharge. He wonders if the rings were made by an inexperienced enchanter, or perhaps as practice, never meant to hold anything more than a simple cantrip.
Jan 25, 2017 7:49 pm
"I may be better prepared, thanks to your teaching," says Zangua, referring to his instruction on ship-handling.
Jan 25, 2017 7:52 pm
Mordred has been mildly seasick the entire voyage and the rations are not to his liking, so he is eager to get this over with as soon as possible.
Jan 25, 2017 8:30 pm
After three more days of sailing under leaden gray skies, the island of Vorch is within sight.
The island looks to be about four miles wide, with two prominent hills equidistant from the east and west coasts and each other. Faintly, you can see a column of smoke rising from the eastern hill. The whole island looks to be well covered in trees and greenery.
Cornflower sails as close as he dares to a narrow beach on the north side. Heavy waves crash as fat raindrops begin to fall. He gives the order to drop anchor, and names two crewmen to row the party ashore. Neither of them look pleased to be assigned to this task, but they lower the rowboat as ordered.
"We will watch the beach for your return," Cornflower says as you board the rowboat. "I will remain hopeful for your safety."
The rowers take you out through the surf, onto the narrow beach. The sand is coarse. Ahead is a dense, tangled forest of broad-leafed trees, ferns, and vines. The rowers waste little time in fighting their way back against the tide and toward the ship.
The party has reached the island of Vorch.
The island looks to be about four miles wide, with two prominent hills equidistant from the east and west coasts and each other. Faintly, you can see a column of smoke rising from the eastern hill. The whole island looks to be well covered in trees and greenery.
Cornflower sails as close as he dares to a narrow beach on the north side. Heavy waves crash as fat raindrops begin to fall. He gives the order to drop anchor, and names two crewmen to row the party ashore. Neither of them look pleased to be assigned to this task, but they lower the rowboat as ordered.
"We will watch the beach for your return," Cornflower says as you board the rowboat. "I will remain hopeful for your safety."
The rowers take you out through the surf, onto the narrow beach. The sand is coarse. Ahead is a dense, tangled forest of broad-leafed trees, ferns, and vines. The rowers waste little time in fighting their way back against the tide and toward the ship.
The party has reached the island of Vorch.
Jan 25, 2017 8:46 pm
Zangua tightens the straps on his armor and hefts his glaive. His eyes are on the forest, as though he could see through the trees.
Jan 25, 2017 9:04 pm
"Well," Domarc says, taking in the scenery. "He's not on the beach. And no one to ask, either. Unless the trees talk..."
Jan 25, 2017 9:12 pm
Refreshing portent rolls.
Rolls
Portent 1 - (1d20)
(6) = 6
Portent 2 - (1d20)
(11) = 11
Jan 25, 2017 9:18 pm
Vhezyen turned his attention toward the column of smoke rising from the eastern hill. "Perhaps we should start there? The smoke lends itself to some type of sentient presence on the island, although we cannot be certain. There may be creatures that possess the power of fire as well, perhaps magical in nature." He narrowed his eyes, assessing the smoke. "Either way, we should proceed with caution."
Vhezyen casts Guidance on himself.
A Perception check, to see anything that might otherwise be missed, or to garner additional details that might prove useful.
An Investigation check, in an effort to make a deduction regarding the column of smoke, regarding the size of the fire that would make it, or if anything can be discerned from the color of the smoke.
Adding 1d4 for Guidance to Investigation check.
Vhezyen casts Guidance on himself.
A Perception check, to see anything that might otherwise be missed, or to garner additional details that might prove useful.
An Investigation check, in an effort to make a deduction regarding the column of smoke, regarding the size of the fire that would make it, or if anything can be discerned from the color of the smoke.
Adding 1d4 for Guidance to Investigation check.
Last edited January 25, 2017 9:19 pm
Rolls
Perception - (1d20+8)
(18) + 8 = 26
Perception (Advantage via Owl familiar) - (1d20+8)
(17) + 8 = 25
Investigation - (1d20+10)
(3) + 10 = 13
Guidance added to Investigation - (1d4)
(4) = 4
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