[Adventure] Marna is Missing (DM: pacdidj, Judge: renau1g)

[sblock=ooc]Any PC that wishes to enter the thicket via the river may do so, using the swim rules (PHB pg. 183), unless you can come up with another method for travel over/through water. Note the errata that say swim can apply to any action that grants movement, not just a move action. Keep in mind that the river has a constant effect of push 1 downstream (SE), and that you move half your speed when you swim.

If the majority would rather continue on to the gnomish village, skirting around the thicket would likely be the quicker option.[/sblock]
 

log in or register to remove this ad

[sblock=ooc]
I'm interested in seeing what the cave has in it as well, but I don't want to hold up anyone wanting to join our party in the Gnome village.[/sblock]
 

[sblock=ooc]We ought to be able to bring in the new folks either way. It'll just take a little more creativity on my part to RP them in if you guys want to stay and search the thicket. But, I'm definitely up for the challenge ;) I just need a group decision from the 3 of you, and we'll move it forward.[/sblock]
 

OOC: I'd hate to be standard bound prisoner found at remote location, but if you want to search the cave, go for it. I have other games going so it's not like I'm waiting doing nothing. That said, I'd like to get in as soon as possible, I don't earn DM credits and therefore need all the adventures I can get :)
 

"Let's have a look" Jezebel says decisively. "We may find the owner of the rusted chainmail inside, along with his hopefully non-rusted valuables. Or better yet, Bann-ur may have taken refuge inside."
[sblock=ooc]I vote we check out the cave. No guts, no glory![/sblock]
 

Standing at the edge of the river, the party can see that, though the water flows fast, a decent swimmer should be able to push themselves enough to make it to the clear patch on the opposite river bank, and perhaps climb back up the muddy slope.

[sblock=Swimming and Terrain]For any move action through squares that are at least half-occupied by the dark blue river water, please make an athletics check per the swim rules (PHB pg. 183) versus DC 15 (the river is rough water) to move half your speed. Keep in mind that the dark blue river water will push you 1 square downstream (SE) once per turn. The rapids (any square with white water) will push you 2 squares, so be careful at the top of the falls as it is a 15ft drop into deep water if you get pushed off.

As a reminder the large mangrove roots are difficult terrain, as is the light blue (shallow) water, and any square partially occupied by the smaller mangrove plants. Squares totally occupied by these plants are impassible.

You can post your turn in any order, but you may want to think about/discuss ooc ways for those with better athletics scores and movement to help those without.[/sblock]
 

Attachments

  • E2r12.jpg
    E2r12.jpg
    243.6 KB · Views: 86

[sblock=swimming] My suggestion is that Alnar (or Ferris) take a rope with them to M29, tie it off and the other two can use that to help themselves. Alnar has a +7 to Athletics and Ferris has a +5.[/sblock]
 

[sblock=swimming] My suggestion is that Alnar (or Ferris) take a rope with them to M29, tie it off and the other two can use that to help themselves. Alnar has a +7 to Athletics and Ferris has a +5.[/sblock]
[sblock=swimming]That is a good idea, I'll do it unless anyone has any other ideas :)

Nobody can teleport can they?[/sblock]
 

[sblock=swimming]That is a good idea, I'll do it unless anyone has any other ideas :)

Nobody can teleport can they?[/sblock]

[sblock=swimming]No one in the party has teleport abilities. In the interests of moving things along, why don't you go ahead and post your rolls and actions. You can take multiple turns consecutively if need be.[/sblock]
 
Last edited:


Remove ads

Top