[Adventure] The Lost Treasure of House Cannith (Judge: Evilbob)

Thalin watches the captain resume his meal before responding, Our business is our own, and quite legal. Time is of the essence for us however, and lives may be lost if we tarry. I cannot speak for the others, but I have been on a boat a few times in my life, and would be agreeable to assisting your crew if it will either lower our price, or hasten our voyage.

[sblock=Time check]Would it be possible to get some type of time update on major plot advancements? Something like “20 hours until last train leaves” kinda thing so that we know how we’re doing for the time bonus? It’ll be one thing to get told a few hours pass, another to know we went from 5 hours left to 1:30.[/sblock]
 

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[sblock=Time]It's still about 10am. I'll try to remember to post time updates, but just holler if you want one because our ideas of when they're helpful may be different.[/sblock]
 

Karananak descreetly slips his portion of the boat fee to the bard, instead of just dropping gold on the table in a tavern common room.

[sblock=OOC] Alrighty then, moving along to after breakfast ;)[/sblock]
 

[sblock=ooc]Sorry for my slowness on this update. I wanted to give you some time to RP with the guy and then I got distracted over the weekend. ><[/sblock]

The captain looks somewhat taken aback by the half-elf's response, but says nothing more about their business.

"Fine, fine. I get that ye be in a hurry then. I 'preciate the offer o' help, but I don' think it'll do much good. We be gettin' there fast as we kin either way. The 50 gold ye offered be fine enough."

Sensing that the group won't tolerate any more delay he finishes up his breakfast and leads you out to his ship. It's a small craft with a small, bustling crew, but it looks sturdy enough. He collects his payment from the goup before allowing you on board.

[sblock=ooc]Feel free to split that up any way you like, but please be sure to note it.[/sblock]

You make yourselves as comfortable as possible on deck. It takes a bit of time to get underway, but not an unreasonable amount. The river water seems calm enough, at least in the beginning. After some time, though, The Mist begins to creep in on you. Slowly you notice it is becoming harder to see, and the water does seem to be a bit rougher, although it's still within the bounds of normal.

[sblock=Perception 25]If you look over the edge of the boat, you occasionally notice large, dark shapes moving in the water. They don't look like rocks, or even like any normal water creature. They don't come too near the surface, but you imagine that whatever these things are could be the cause of the minor turbulance.[/sblock]

If you attempt to engage the crew in conversation after hitting The Mist, they only grunt in answer, having all their attention focused on trying to properly maneuver the boat. The boat comes to dock in The Mournlands after only a couple of hours travel. As you depart, the captain speaks to you again.

"I be comin' back at dusk. If'n ye're not here, I'll leave an' return in the mornin'. If ye're not here then either, I'll not be comin' back. Good luck to ye."

The boat takes off again almost immediately. It's clear that none of them want to spend more time in The Mist than is absolutely necessary.

[sblock=ooc]Well, you're now on the other shore. If there's anything you want to do before I move on with the next step, let me know. If not, I'll move on. Especially be sure to let me know if someone decides to carry a torch or something. A general marching order or set-up (since you may not want to walk in a straight line) would also be nice.

It's about noon. You figure you have about 6-8 hours before "dusk".[/sblock]
 



Colgrave peers around the misty shore with a grimace of distaste. "Not what one would call salubrious, this mist. The sooner we're out of it, and on our way back to claim our time bonus, the better it'll be for all of us I think. Shall we?"

[sblock=sblocks]I can open all those sblocks fine, but I've had trouble with the odd one before. They still seem intermittantly a bit buggy since the problems the other week.[/sblock]

[sblock=Money]10g each seems like a no-brainer. Any objections?[/sblock]

[sblock=Marching Order]Colgrave would like to have less squishy people guarding as many sides as possible. ;)[/sblock]
 

[sblock=occ]
They are working now.
Perception 1d20+7=15

354b can cover the rear, he's got decent hp. Also it would be beneficial to stay within burst 5 of him until combat starts, if we have combat.

After getting off the boat 354b forms his daily free Tenser's floating disk to carry any extra gear, and his Everburning Torch goes on top of the gear.
Arcana check 1d20+12=15 so it can carry 500lbs
[/sblock]

354b, quickly finishes his ritual and is ready to go.
 

Taking point comes naturally to Kaelan, who's senses are already used to the mists from his previous years in the Mournlands.

"You'll want to keep your eyes open and your swords at ready" he comments as he keeps a steady pace. "This place can be quite treacherous if you're not careful." Suddenly remembering what he saw in the river he adds, "Don't even think about going back by any other means save for the boat. I'm not sure if you all noticed but there are ... things... moving below the surface."
[sblock=River fare]10gp each it is then [/sblock]

[sblock=Combat Stats]
HP 41/41 Temp HP 0
Initiative +7, Passive Perception: 25
AC 23, Fort 16, Reflex 18, Will 16
AP 1, Surges 9/9
Elven Accuracy [ ]
Drunken Monkey [ ]
Eternal Guidance [ ]
Supreme Flurry [ ]
Masterful Spiral [ ]
[/sblock]
 

On the Far Shore:

Karananak glances out into the swirling and murky water, shaking his afro'd head. "I an I goan be mawvin eena safa fawm an dwant bee talkin a haul lot. Froam dee map, we bee needin tuh be eadin dis way den?" With that his features morph into a mask of writhing swarm creatures, at first in his humanoid form, then dropping into the rough shape of a hunting cat made entirely out of the little beasties. All of his gear and even his flimsy staff seem to dissolve into the myriad biting and hissing little critters.

Eve climbs up into a mounted position on the swarms "back' area as if he was her steed. The low hum that issues from the swarm seems to whisper its readiness to get going. The swarm positions itself about 4 squares away from the monk, also at the front of the party as a couple hundered sets of eyes are better than one.
[sblock=Actions]Free: speak
Minor:
Wild Shape (Swarm Form)
Move: onward to victory
Standard: [url=http://invisiblecastle.com/roller/view/2669356/]Perception (1d20+12=26)[/URL], Nature (1d20+14=21)[/sblock][sblock=Swarmwhisper]Karananak Bole—Male Wilden Druid 4; Resist 5 Fire, (Resist 4 Melee/Ranged in Beast Form)
Initiative: +2, Low-Light, Passive Perception: 22, Passive Insight: 22
AC: 17, Fort: 18, Reflex: 15(17 in beast form), Will: 19 — Speed: 6
HP: 45/45, Bloodied: 22, Surge: 11, Surges left: 11/11
Action Points: 1/1, Second Wind: Not Used, Milestones 0
Powers -
Savage Rend
Locust Swarm
Cold Wind

Scattered Form
Voyage of the Ancients/Wrath of the Destroyer/Pursuit of the Hunter
Battering Claws

Summon Pack Wolf
Healing Infusion

Item Powers:

Character Sheet
[/sblock][sblock=OOC]10g is fine by me. I used Nature to determine the direction to the settlement if that's ok.[sblock=Translation]I'm going to be moving in a safer form, and won't be talking a whole lot. From the map we need to be heading this way right?[/sblock][/sblock]
 

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