Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
Playing the Game
Play by Post
The Western Jungle (PbP)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="MacConnell" data-source="post: 7862607" data-attributes="member: 6855223"><p>[gm]From Before:</p><p>[spoiler=Night Vision]Effectiveness: Essence + Collegiate + post-Collegiate + pre-Alteration + Confluence</p><p>Sheldon: 41%</p><p>Merin: 61%</p><p>Vadin: 41%</p><p>Matumbo: 23%[/spoiler]</p><p>This means that Merin can see 61% as well at night as he could during the day. Sheldon and Vadin can see less than half as well, while Matumbo can only see 23% as well as he could during the day.[/gm]</p><p>Sheldon answers, "<span style="color: rgb(97, 189, 109)">Well, we wanted to see how the Da'Roneh were managing to make raids on the caravans. Also, to go at your former village first, we would have had to go through the jungle and come at the valley from the other side. Merin and I thought this would be better when we discussed it some several days back, long before we even decided to make the trip</span>."</p><p></p><p>Like Merin had, Matumbo begins to walk away, but as soon as he is away from the dim light stone that Sheldon is holding, he realizes that he can barely see to walk around, much less actually find anything. From a pouch sheldon pulls three more of the dimly glowing stones and hands them to each of the others.</p><p></p><p>"<span style="color: rgb(97, 189, 109)">I can make several of these at a time. I chose to keep them dim because I do not want the light to penetrate the jungle and alert the Da'Roneh village. They will glow for most of the night</span>."</p><p></p><p>The party uses the available huts and spends the night in relative comfort. In the morning light, everyone gets a clear picture of where they are situated. The lookout camp is built back into the trees, but a bald outcropping juts toward the east at this location. A person can readily see the road from the outcropping, but the chances of being noticed from below are negligible, especially if the lookout is lying down.</p><p></p><p>West of the immediate treeline, back toward the hidden valley, it becomes evident that Sheldon's previous caution was for naught. The mountain chain rises again, cutting off egress. The only path to this lookout and from the road to the village at this location is the fatman's misery, a ravine so narrow it seems to have been designed for the Faethrin by the gods.</p><p></p><p>Following the cut in the rock it does not really matter who is in the lead, for travel is necessarily slow. The cut opens on the other side of the peaks, still at a relatively high elevation. The larger of the trees that contain residences for the Da'Roneh can be identified as the poke above the rest of the canopy. Some hint of structure way on the other side of the valley must belong to the Deviard who reside there.</p><p></p><p>Out of the cut in the rock and down into the valley, the four men can fan out and walk parallel paths. From this secret direction, there does not appear to be guard posts as there were on the north end of the lake, which means that the nearest structure, secured up in a gigantic tree, should be a residence. Rope ladders allow access and arboreal pathways have been manufactured between the structures.</p><p></p><p>The sounds about the village all seem normal, voices can be heard, and the party is not near enough to have yet been noticed.</p></blockquote><p></p>
[QUOTE="MacConnell, post: 7862607, member: 6855223"] [gm]From Before: [spoiler=Night Vision]Effectiveness: Essence + Collegiate + post-Collegiate + pre-Alteration + Confluence Sheldon: 41% Merin: 61% Vadin: 41% Matumbo: 23%[/spoiler] This means that Merin can see 61% as well at night as he could during the day. Sheldon and Vadin can see less than half as well, while Matumbo can only see 23% as well as he could during the day.[/gm] Sheldon answers, "[COLOR=rgb(97, 189, 109)]Well, we wanted to see how the Da'Roneh were managing to make raids on the caravans. Also, to go at your former village first, we would have had to go through the jungle and come at the valley from the other side. Merin and I thought this would be better when we discussed it some several days back, long before we even decided to make the trip[/COLOR]." Like Merin had, Matumbo begins to walk away, but as soon as he is away from the dim light stone that Sheldon is holding, he realizes that he can barely see to walk around, much less actually find anything. From a pouch sheldon pulls three more of the dimly glowing stones and hands them to each of the others. "[COLOR=rgb(97, 189, 109)]I can make several of these at a time. I chose to keep them dim because I do not want the light to penetrate the jungle and alert the Da'Roneh village. They will glow for most of the night[/COLOR]." The party uses the available huts and spends the night in relative comfort. In the morning light, everyone gets a clear picture of where they are situated. The lookout camp is built back into the trees, but a bald outcropping juts toward the east at this location. A person can readily see the road from the outcropping, but the chances of being noticed from below are negligible, especially if the lookout is lying down. West of the immediate treeline, back toward the hidden valley, it becomes evident that Sheldon's previous caution was for naught. The mountain chain rises again, cutting off egress. The only path to this lookout and from the road to the village at this location is the fatman's misery, a ravine so narrow it seems to have been designed for the Faethrin by the gods. Following the cut in the rock it does not really matter who is in the lead, for travel is necessarily slow. The cut opens on the other side of the peaks, still at a relatively high elevation. The larger of the trees that contain residences for the Da'Roneh can be identified as the poke above the rest of the canopy. Some hint of structure way on the other side of the valley must belong to the Deviard who reside there. Out of the cut in the rock and down into the valley, the four men can fan out and walk parallel paths. From this secret direction, there does not appear to be guard posts as there were on the north end of the lake, which means that the nearest structure, secured up in a gigantic tree, should be a residence. Rope ladders allow access and arboreal pathways have been manufactured between the structures. The sounds about the village all seem normal, voices can be heard, and the party is not near enough to have yet been noticed. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
The Western Jungle (PbP)
Top