Warriors Of The Coast

Jango slides his legs and torso over the edge of the crevasse, and begins searching for something to place his feet on... an outcropping, a hole, perhaps a piton that used to hold the ladder in place? His casting of a spell of light has illuminated the area with a soft glow and has made things a little easier to see. However, he stops his casting of the spell of expeditious retreat, as he remembers that it only helps with regular walking and running... no other forms of movement. As he finds a foothold and puts his weight down on it... he feels the tension begin creeping up his leg. He is not very strong at all... and he hopes against hope that he can make it down safely.

Jango begins to climb down... foot by foot... slowly but surely... can... he... keep... his... grip? [Climb check: TN 15 / 14-1=13]

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OOC: Velmont, you will be making two Climb checks at a -1 (due to your STR modifier and no skill in Climb). The TN for both is 15. After you see the results of each roll, you'll have to decide if you want to spend an Action Point on it as well before I reveal what happens. Each check will be made seperately. Your first check is posted above.
 

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Skarghash and Ari share a couple drinks and discuss the goings-on around Newthrone. Because of Skarg's natural unattractiveness and Ari's "severe" look, the two of them are ignored by the others in the tavern. After about an hour, the halfork goes upstairs and to bed.

Early next morning he gets up, cleans up, packs up, and leaves the establishment. Checking around, he finds that while no caravans are heading north, there are a few boats that are chugging up the river. He books himself passage on the next one that leaves within the hour, then has to decide what (if anything) he needs to purchase while he's still in the city... equipment, rations and the like.

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OOC: Brogarn, if you are going to buy any equipment before you leave - magical or otherwise - please let me know.
 

Jango is determine to go there, and it is not the time to get hurt, so as he feels something sliding, he stay focus and his grip as firm as possible.

OOC: Jango will spend an AP on that roll. If he is at 15 feet or less, he will let himself fall, which should give him only 1d6 of nonlethal damage, which is easier to heal than lethal. IF he is too high and would take more danage, he will continue to climb down.
 

OOC: Brogarn, if you are going to buy any equipment before you leave - magical or otherwise - please let me know.

Skarg goes over his inventory and decides that he could use a couple of days of trail rations. He seems to have everything else he'll need as far as he knows. So he quickly heads to the nearest shop he can find that sells that kind of thing. Once that's done, he heads back to the boat and gets settled in for the trip.
 

As Jango places his foot onto a small rock outcropping, he slowly lowers his weight onto it. Suddenly, the outcropping snaps off from underneath him and he loses his grip! Griot immediately senses Jango's panic as his begins slipping down the shaft and the eagle squawks and flaps it's wings. Jango uses everything he can to find a grip and thankfully he is able to slam his back to the other side of the shaft and regain control with his legs. [Climb check: TN 15 / 14-1=13+5AP=18 *success*]

His breathing is hard, and he takes several minutes to steady himself. The drop would have been a good thirty feet or so as he looks down... and Jango thanks his lucky stars the shaft was narrow enough that he could brace his back against one side and his feet against the other. He thinks back to the pirate who dropped down this shaft after getting hit with an arrow, and he remembers the sickening crunch as the body landed. If he were to fall, there's no telling how bad his injury might be.

After calming himself down, he begins slowly inching his way down the shaft again. This time he spends a bit more effort to make sure his feet and hands are secure, and he is able to get much further down the shaft. However... the loose quality of the rocks make their presence known again, and once more he loses his grip. This time however, he is unable to stop himself and he drops down the remaining feet and lands hard on the stone floor. [Climb check: TN 15 / 7-1=6 *failure* / damage 3 HP] He feels a sharp pain in his ankle, but doesn't believe it's very bad.

When Griot flies down and lands on his shoulder, Jango looks down the long tunnel. He has fifteen minutes of walking at least before he re-reaches the maze... and then he has to get back into the temple proper. The voice had told him the first time he heard it that it would give Jango the knowledge to get back in... and Jango hoped that it was right.

He begins the long walk into the darkness.
 


Jango is stting on the ground. His ankle hurt and take a look at it. After a thought, he found it funny that he didn't get hurt at all against those creatures and when he just try to climb down that edge, he hurt his ankle. He stands up and the wight make his ankle hurt more for a moment, but he seems to tolerate it well after. As Griot lands next to him he tells him "It's hurt a bit but I'm fine. I would like to have wing like you... I hope my magic will allow me someday to do so."

He put his backback at his feeet and take teh lantern. He grabs on of the tindertwig he took from the pirates and light it. The lantern project a beam of light. Jango scans the place before going down the cave. As he walks, his memory bring back the events of the last day. What Khalia would say of seeing him here. She was almost apnicking when he was looking at a statue... And Ari? Would he understand his reason of being here. He had his mark, but he seems to handle it better than him, he seems to not matter about it.

As he walks inside the cave, he feels the darkness closing the way behind, just as if it was to late to turn back. He didn't liked the idea, but it was true it was too late to turn back... and that voice, it has shown sign of being kind and dangerous... which feeling he should trust?
 

Khalia begins her research by examining the claims of the people who say they saw the lyncathropes on the shores of the Adder Valley. All of them seem circumstantial, and it's impossible to tell if this is a true lycan menace or just shifter or druidic activity.

Khalia does however find something interesting... maps of the location where the lycans were supposedly seen note several ruins further into the jungle to the east. These large ruins (it is said) are almost completely covered by the jungle vegetation and thus have not been explored to any real degree. [Knowledge: Dungeoneering: TN 20 / 17+10=27 *success* / 4 points gained]

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OOC: drothgery, I actually made a small change... rather than Decipher Script being one of your checks, Knowledge: The Planes will be used instead.

The order of the checks will be: Dungeoneering, History, Arcana, Religion, The Planes

Take 20 still available / double & triple points still to be found

Next check: Knowledge: History (your current skill mod is +6)

Please select your TN.
 

Brogarn purchases his extra trail rations and then returns to the docks. The loading and unloading of boats are quick and plentiful, as preparations for the tournament and celebration occuring in the city in about a week are in full swing. Finally, the captain of the boat heading north to Whitecliff gives a shout for all aboard, and the halfork bounds up the gangplank.

The day and night of travel are uneventful, although there are several times Skarg is questioned about where he is getting off. There apparently is no dock or port on the river where his map tells him he should go to shore, so several of the sailor wonder just what the Watchman could possibly want in the area. Skarghash of course gives curt answers that satisfy their questions without giving any useful information.

It is in late afternoon on the following day that the captain whistles for a full stop. Skarghash looks out from the deck to the eastern shore and sees lots of heavy vegetation... trees, scrub brush, vines, flowers, grasses. It is so thick, it almost looks like a solid green wall. The captain shouts to him, and Skargash moves to the side of the boat, climbs on over and into a smaller dingy, then one of the sailors rows him to shore. A short time later the halfork jumps out, the sailor nods and rows back to the ship... and he watches as his transport continues sailing north up the river again.

When it is finally out of sight, he turns into the trees and looks around for any signs or indications of what he's supposed to do now. According to the map, the Valenar and the Daggerspell Guardian encampment is somewhere into jungle. He now just needs to find it.

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OOC: Brogarn... now comes your turn to be active! :)

You have to find the Guardian camp somewhere in the jungle, and the map does not give any real directions. To do this... I'm leaving it to you to tell me how you want to go about doing this... either by using skills, special abilities, tracking, etc. etc. When you write your rp about advancing through the jungle, you should end it with an OOC note about what kind of single check you want to make to see how successful you were. Please note that this isn't as simple as just one Survival check... it will be just as complex as Khalia's research. You might also want to throw in other checks as well on occasion (Spot, Listen, Knowledges, Hide, Move Silently etc.) to help you in your travels. You have no idea what might be out there that you need to watch out for.

So at the end of your next rp, tell me what check you wish to make... and only one check can be made per rp. Choose wisely, based upon your current situation.

Any questions, write them over in the Talking The Talk forum thread. Thanx!
 

Skarg wipes the sweat off his forehead then looks at his now wet palm with a bit of disgust. Sweaty and bug bitten by the time I get there. Assuming I get there. Ya, this oughta be fun. Taking in a deep breath, he says out loud Nothing for it then. and starts scanning the trees in front of him, looking for any sort of path or break in the trees.

OOC: Spot check, please.
 

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