• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

[LPF] Beggar's Belief


log in or register to remove this ad

[sblock=OOC]I expect a slow down due to Easter as well.

For Spells, Afg was allowing the same thing that I am in my game (since I borrowed it from him in the first place). The spells are available after your preparation (praying or studying if appropriate) without needing to rest again. Basically you can level up and get full advantage if your characters can take 15 minutes IC to complete things if necessary. That was what I was doing with Ariel.[/sblock]
 

[sblock=OOC]I'm a whole week behind, apparently. I kept thinking Easter was the next weekend, not this one. We can take it easy or just wait til Monday if that works better for everyone.[/sblock]
 

Stump points to a dark patch of water.

The tunnel is there after a short dive,
I’ll join your number to make us five,
(Presuming your friend above is still alive).
I hope, finally, to avenge my wife,
To avenge my boy and retake my life.


The first of you into the water dives down, though the entrance to the underwater tunnel isn’t too far below the surface of the water. The water is murky and it takes a brief moment to find the entrance. The entrance and the tunnel behind is smooth, as if worked stone. After a short swim the water visibly lightens and you can see dark forms darting through the waters.

[sblock=OOC]I’ll need swim checks for when you all enter the underwater tunnel (and for each round that you are in the water after that), a marching order and initiatives. Presuming you make your skill check one full round of swimming will see you through the tunnel and you’ll just need to surface (which will require two rounds of successful swimming, barring any combat) and wade ashore.

If you all could let me know who is wearing armor and who isn’t and also what sort of preparations you are making for your gear then that would help get this rolling. Also, I read back from when the characters entered the tunnels/caves under the island and didn’t see any reference to a boat except by the characters. Perhaps I missed it. Presuming there is a boat, even weighted down it would be very difficult to move it down through the water without it tipping and losing the pocket of air that it might have. It would also slow your speed and require all of you to keep it level (Str check, DC 15 from each of you).[/sblock]
 

Ariel Esimae, Female Aasimar Cleric

[sblock=OOC]Fester (our 4th player) is no longer in the party, not even NPC'd. He stayed behind topside and is gone.

The boat is Stump's. It is there, we did not make it up. ;)

I went back and checked and we never actually agreed on the submerged boat plan. I still would rather use it for a pocket of air AND still use the goblin squids for a distraction for sharks as Megan suggested. VV & WW?

So the plan is to use rocks, the treasure and bundles of our armor (both the Guardian and Ariel posted removal of such) to counterweight the upside down boat to get neutral buoyancy. With the treasure dangling below the upturned boat, it's center of gravity will be easily below its center of buoyancy. This will mean that it will be stable on its own and we can easily guide it slowly with any checks required taking a 10.

However, without adequate data (size of the boat and actual weights of the ballast) we cannot do the math on this physics equation. But, there is no need, since we can use more rocks to add additional ballast to achieve the neutral buoyancy. Needing difficult Strength checks to keep it stable in that case would be unreasonable in my opinion (I have had basic Naval Architecture classes in my Naval Career) since we would not need to use our own bodies as ballast to stabilize our makeshift submarine.

The plan is that we can actually walk the boat along the bottom being able to breath in the pocket of air taking turns. Then once outside we would need to swim upwards pushing it, but we can be assisted but cutting loose a few of our ballast rocks to get some positive buoyancy and float upwards.

Take 10 on Swim for an 11 until we are in Combat.
Initiative: 1D20+2 = 18


I think we would be in a box formation. Guardian and Megan up front and Ariel and Stump in the rear?[/sblock]
Ariel helps get the boat ready upside down and properly weighted.

"I think we should still use the pocket of air plan. But, we should also use the goblin squid corpses and dead thugs for distracting sharks like Megan suggested."

She plans to keep her scimitar and belt around her waist.

[sblock=Actions]
Standard Action:
Move Action: [/sblock][sblock=Mini Stats]Initiative: +2
AC: 19 (17 without shield/flat-footed, 12 Touch)
HP: 9 Current: 9
CMB: +1 CMD: 13 Fort: +4 Reflex: +4 Will: +6 (+8 vs. Fear)
+1 for all with Resistance
Resistance: 5 Cold, 5 Acid, 5 Electricity

Current Weapon in Hand: none

Fire Bolt: 5/6 Remaining Channel Energy: 4/5 remaining
Deflection Aura: 1/1 remaining
Spells Remaining: Cantrips: (Light, Resistance, Guidance)
1st Level 3/3 [/sblock]___________________________________________

Nicki-Aycox_9-29-03_Wescyde-Scan.jpg
Ariel Esimae
 

A bit of preparatory exploration indicates that the top of the tunnel that leads out into the surrounding body of water is only a few feet below the surface of the water of the cave. The tunnel itself is a hole nearly five feet in diameter. The water surrounding the entrance is deep and so will require a bit of swimming to reach.

[sblock=OOC]'k, first things first: Stump's boat. Considering Stump is small and had to either transport the boat down here by himself or fabricate it, the 'boat' is a small coracle three feet in diameter and no more than 12 inches deep at the center.

I'll forgo a big discussion of the mechanics of the situation to say that your characters, based on the information already given (the 20 ft. shaft down to the cellar/cave) and what they can calculate of distances based on what they've experienced of the island, can figure they'll only have to swim approximately 40 feet.

If you still wish to use the boat, I can see reducing the checks to one DC 10 Str check (total per round, not per PC) but the need for swimming is enough of a distraction that you can't take 10. Handling the boat will also reduce your movement for the round by five feet.[/sblock]
 

The Guardian already travels light, his armor so fine it doesn't bother him more than mere clothes. He is willing to try it with boat or without.
 

OOC: Sorry for not responding on a timely manner. I just got back from vacation and my computer's broken. Will only be posting at work.


"Let's get going before Knesh get impatient." Says Megan as she helps her comrades carry the boat into the water. "Since Stump is coming with us, we should collect the laid out treasure and hide it somewhere. And since maneuvering the boat requires such concentration, I am not sure we can bring the goblin corpses along."
 
Last edited:

Stump snickers as the boat is prepared for its underwater journey.

An under the water boat
When it should really float!
What next will I see?
He shakes his head in exaggerated disbelief but is smiling as he makes a final comment.
Humans are all crazy.

The small group slides into the deeper water with the overturned boat that somewhat resembles a turtle shell. A little air is lost finding the balance but there still remains enough so that the group won’t get desperate for air though the shallowness of the air means only one can take advantage of it at a time. Megan goes first with a gracefulness in the water that is surprising though her assistance with the boat is minimal.

Stump flails about in the water making no progress and his fingers slip from the edge of the coracle. Ariel also has some difficulty swimming. Megan and the Guardian make it into the underwater passageway with the coracle but when Stump and Ariel are forced to let go the coracle tilts and the air escapes in a stream of bubbles. Luckily, the coracle was inside the passageway when it sank so it doesn't go far before it settles on the bottom.

[sblock=OOC]In the interest of moving past this scene which really has little relevance to the adventure (but adds a fair amount of mechanical complication) I made first round swim/str checks. If the swim check failed then that character couldn't help stabilize the coracle.

Round One - no combat, coracle sank, sharks spotted, Ariel and Stump failed swim.
Round Two - need actions, swim checks.

Initiative Order
Megan
Sharks
Ariel
Guardian
Stump[/sblock]
 

Attachments

  • water map 1.jpg
    water map 1.jpg
    99.2 KB · Views: 114
Last edited:

Ariel Esimae, Female Aasimar Cleric

OOC: Are we going to lose the treasure and gear attached to the boat? Or can we have a tether line attached and can pull it up from shore?

Ariel tries not to panic when the others fail to keep their pocket of air from being lost. She makes another attempt to swim forward through the tunnel to catch up.

[sblock=Actions]Standard Action: Swim (1d20+1=11)
Move Action: Move to E3[/sblock][sblock=Mini Stats]Initiative: +2
AC: 19 (17 without shield/flat-footed, 12 Touch)
HP: 9 Current: 9
CMB: +1 CMD: 13 Fort: +4 Reflex: +4 Will: +6 (+8 vs. Fear)
+1 for all with Resistance
Resistance: 5 Cold, 5 Acid, 5 Electricity

Current Weapon in Hand: none

Fire Bolt: 5/6 Remaining Channel Energy: 4/5 remaining
Deflection Aura: 1/1 remaining
Spells Remaining: Cantrips: (Light, Resistance, Guidance)
1st Level 3/3 [/sblock]___________________________________________

Nicki-Aycox_9-29-03_Wescyde-Scan.jpg
Ariel Esimae
 

Into the Woods

Remove ads

Top