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Kulan: Knightfall's Heroes of Carnell Game [OOC]
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<blockquote data-quote="Knightfall" data-source="post: 8305236" data-attributes="member: 2012"><p>So far, you know that Tarrak has with him at least <u>2 acolyte zombies</u>, <u>2 senior acolytes</u>, <u>4 hell hounds</u>, and an unknown number of <u>ghasts</u>. While Aries doesn't know how many ghasts there are, Xander believes there are only a handful of them. Xander knows that Tarrak has tried to recruit allies from the Underearth caverns below the island, but he doesn't know if the Ghast Lord was successful.</p><p></p><p>Aries believes the flight of rook-harpies numbers two dozen, but Xander says it likely won't be more than a dozen. They are both sure that the cult's adult anathaema eagle went with the rooks and carries a senior acolyte (named Crisenth) as a rider.</p><p></p><p>There are two fledglings in the cult's aviary. They aren't large enough to be ridden, and they aren't normal animals, so spells that affect animals won't work on them. There is also a murder of crows in the aviary, a female rook-harpy who tends to the young anathaema eagles (unless she went with the other rooks), and a dangerous plant creature.</p><p></p><p>Sharks are known to swim in the waters of the Karmine Sea near Gurnard Island, so trying to swim back to the mainland isn't a good idea unless you can befriend some of the sharks first. Dolphin pods aren't unheard of but aren't common. The waters are too shallow for larger creatures such as whales. There are eight or nine smaller islands that surround the island but most of them are barren rock that small sea birds use for nesting.</p><p></p><p>[USER=6790669]@Tellerian Hawke[/USER]:</p><p>It is currently three hours after the tides lowest point. The sand isthmus is still traversable for Angus for another hour, but he'd be moving across soft sand and through rising water, which would slow him down (see below). If he doesn't reach the shore within 1 hour, he'd have to swim the rest of the way. He'd likely have to leave his mithral armor (-4 AC check penalty for Swim) in the launch to be able to swim at all. I see he has 2 ranks in Swim for a total of +7. For each hour of swimming, he'd have to make DC 20 Swim checks to avoid taking 1d6 nonlethal damage.</p><p></p><p>In this area of the Karmine Sea, the current is considered <strong><em>vigorous</em></strong> as per the section under Water Hazards on p. 10 of <em>D&D Stormwrack</em>. The sand isthmus is considered to be soft sand whether it is high tide or low tide. Thus, it costs two squares of movement to move across the isthmus. Angus would only to be able to move at 35 feet or 3-1/2 miles per hour. (He probably should lose another 2 squares for the rising water, but I'm not going to worry about it.)</p><p></p><p>While I'm fairly certain Angus can't run, he <u>might</u> be able to hustle. If he can hustle, he can make it <strong><u>7 miles</u></strong> before having to Swim the rest of the way. He swims at half his normal movement rate, so Angus swims at 3-1/2 miles per hour, but he has to fight the current which is 15 feet/round or 1-1/2 miles per hour, so he can only make 2 miles per hour of headway against it. Thus, he'd have to make 5 separate Swim checks to avoid nonlethal damage.</p><p></p><p>If he fails any single check, he becomes fatigued. If he fails more than once, he becomes exhausted.</p><p></p><p>BTW, If he hustles with a rider (Maur), any hustle damage he takes is considered lethal damage not nonlethal.</p><p></p><p><strong>DM's Note:</strong> Kulan has two moons, so it's tidal action is a little more <em>chaotic</em> than Earth's. Kulan's second moon orbits three times as distant at its farthest point (than Earth's moon) and twice as far at its closest point. The primary moon is like our moon, exactly. The second moon is not tidal locked and is a water world with scattered islands.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 8305236, member: 2012"] So far, you know that Tarrak has with him at least [U]2 acolyte zombies[/U], [U]2 senior acolytes[/U], [U]4 hell hounds[/U], and an unknown number of [U]ghasts[/U]. While Aries doesn't know how many ghasts there are, Xander believes there are only a handful of them. Xander knows that Tarrak has tried to recruit allies from the Underearth caverns below the island, but he doesn't know if the Ghast Lord was successful. Aries believes the flight of rook-harpies numbers two dozen, but Xander says it likely won't be more than a dozen. They are both sure that the cult's adult anathaema eagle went with the rooks and carries a senior acolyte (named Crisenth) as a rider. There are two fledglings in the cult's aviary. They aren't large enough to be ridden, and they aren't normal animals, so spells that affect animals won't work on them. There is also a murder of crows in the aviary, a female rook-harpy who tends to the young anathaema eagles (unless she went with the other rooks), and a dangerous plant creature. Sharks are known to swim in the waters of the Karmine Sea near Gurnard Island, so trying to swim back to the mainland isn't a good idea unless you can befriend some of the sharks first. Dolphin pods aren't unheard of but aren't common. The waters are too shallow for larger creatures such as whales. There are eight or nine smaller islands that surround the island but most of them are barren rock that small sea birds use for nesting. [USER=6790669]@Tellerian Hawke[/USER]: It is currently three hours after the tides lowest point. The sand isthmus is still traversable for Angus for another hour, but he'd be moving across soft sand and through rising water, which would slow him down (see below). If he doesn't reach the shore within 1 hour, he'd have to swim the rest of the way. He'd likely have to leave his mithral armor (-4 AC check penalty for Swim) in the launch to be able to swim at all. I see he has 2 ranks in Swim for a total of +7. For each hour of swimming, he'd have to make DC 20 Swim checks to avoid taking 1d6 nonlethal damage. In this area of the Karmine Sea, the current is considered [B][I]vigorous[/I][/B] as per the section under Water Hazards on p. 10 of [I]D&D Stormwrack[/I]. The sand isthmus is considered to be soft sand whether it is high tide or low tide. Thus, it costs two squares of movement to move across the isthmus. Angus would only to be able to move at 35 feet or 3-1/2 miles per hour. (He probably should lose another 2 squares for the rising water, but I'm not going to worry about it.) While I'm fairly certain Angus can't run, he [U]might[/U] be able to hustle. If he can hustle, he can make it [B][U]7 miles[/U][/B] before having to Swim the rest of the way. He swims at half his normal movement rate, so Angus swims at 3-1/2 miles per hour, but he has to fight the current which is 15 feet/round or 1-1/2 miles per hour, so he can only make 2 miles per hour of headway against it. Thus, he'd have to make 5 separate Swim checks to avoid nonlethal damage. If he fails any single check, he becomes fatigued. If he fails more than once, he becomes exhausted. BTW, If he hustles with a rider (Maur), any hustle damage he takes is considered lethal damage not nonlethal. [B]DM's Note:[/B] Kulan has two moons, so it's tidal action is a little more [I]chaotic[/I] than Earth's. Kulan's second moon orbits three times as distant at its farthest point (than Earth's moon) and twice as far at its closest point. The primary moon is like our moon, exactly. The second moon is not tidal locked and is a water world with scattered islands. [/QUOTE]
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