Malvoisin's Savage Tide, Act 1 - There Is No Honor


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Keoni shrugs at the interaction between Col and Bael.

"More likely, the smugglers simply expanded existing caves. They had no need or time to alter this portion. It does mean that there might be a natural exit around, but it could well be under the waves."
 

Anar takes a few moments to examine the foul corpses of the zombies, but, like the previous ones, their only possessions are their moldy, rotten suits of leather armor.

Shrugging, Anar begins to lead the way west into the sea caves. Bael's sunrod, held high overhead, lights the way. The golden light of the sunrod reflects off of the shiny, colorful spines of the urchins.

Anar begins to wade out into the water, and finds the he must tread carefully and surely to maintain his balance. The water ebbs and flows around his legs as he wades out into water that is about a foot deep.

The sea cave winds in serpentine fashion until it reaches a fork, with one branch leading directly west, and one heading off to the southwest. As the group pauses to consider which direction to go, a particularly powerful tidal current sweeps across the adventurers' legs! Chongo, Kalen, and Col all manage to keep their footing (Balance Checks succeed), but Keoni, Anar, and Bael are not so sure of foot (Balance checks fail). All three lose their balance and fall over into the shallow water with a splash!

As they fall, Keoni and Anar manage to avoid injury to all but their pride (REF saves succeed). Bael, however, lands right on a patch of sea urchins (REF save failed), whose spines lance into his skin painfully. (2 damage). The warmage fights back the urge to vomit as feels the urchins' venom begin to work its way into his system. (Primary poison, FORT save succeeds).

(Bael 9/11 hp)
 

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Col wobbles for a moment, then seeing the elf fall in, hunkers down and takes a look at the urchin. "Hrm." He says, staring at it intently, seemingly oblivious to Bael's discomfort.

OOC: Kn (nature) on the urchins and any way to cultivate/protect ourselves from them (and what their badness is).
 

Anar shakes his head and climbs to his feet, shaking water from his limbs. Then, he begins to laugh. "Ha, ha, ha. Well, that is certainly a change. At least there are no zombie sea urchins!"
 

As Col examines the urchin, he scratches his chin absently at Anar's quip. "Thar do be advantages to an undead urchin, methinks. No need to be feed'n them in th'water fer one, but they still do be poisonous. Be a nasty surprise fer someone bed to be sure, har!"
 

Bael leans up against the wall face first. A green looking elf mutters, "I don't feel so good. Damned things have venom. Anyone got a paste or something to help?"
 

Chongo lets the others tend to their companion's wounds as he peers down the hallway, alert to any other dangers - rushing water, zombie water elementals, fungal druids, what else lurks in these tunnels?
 

Legildur said:
Bael leans up against the wall face first. A green looking elf mutters, "I don't feel so good. Damned things have venom. Anyone got a paste or something to help?"
Poking at the water gently with his dagger, Col rejoinders, "Quit yer belly ache'n, elf. I be look at yer wound soon enough, 'less some do be gotten more train'n than I do. Not much of a ships doctor was I, har!"

OOC: After Col finishes his studies, he'll do an untrained Heal check to help fend of the poison.
 

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