Raist hops over the side. Treading water.effortsly. he figures with the ring and water breathing he can just torpedo through the water like a fish or dolphin
If but words of wisdom could but assuage his compatriot, Doozey might've offered them. But as tongue failed to form them, in the end the halfling but nodded in acceptance, then gave Biscuit, Sagin, and Villonah one final look before diving into the water. What he lacked in form during the initial dive, as he had no extensive history of swimming, he more than made up for in trusting his instincts, and that subtle thrum of connection to the greater world than went deeper than just the physical. And without needing fear the inevitable burn of aching lungs, he could let himself focus purely on motion and pushing his senses to their limits to better feel out currents and accordingly adjust his course to maintain his momentum with minimum loss and fatigue. To any onlooker during the few moments in which he'd surface just to reorient himself a little more, one might even mistake him for an otter.
At first, all seems to be going well. Raist jumps overboard and relies on his Ring of Swimming to shoot forward much like a dolphin would. Doozey relies on his instincts and connection with the wider natural world to swim through the waters like an otter. Neya relies on her training and focus to exploit surface tension and step quickly through the water surface as if it was as solid as ice.
Utar takes the boat out about halfway but is taken by surprise when several small waves begin to hit the boat in rapid succession. One or even a few of them wouldn't be much trouble, but their relentless continued strikes begins to rock the boat sideways and Utar, in that moment, feels lost about what to do to stabilize the vessel. By the time he regains control, both Biscuit and the male halfling civilian have already fallen overboard. Out of the two, it becomes very clear that the halfing is the worst swimmer. In his despair, he begins drowning almost immediately.
-> Biscuit does not have a swimming speed. If he would like to climb back on the boat, I'll need a athletics check. Alternatively, he can also roll an athletics check to try to swim the rest of the way. The DC for the second option is higher, but those already in the water can try to help him somehow. The DC for the first check is lower, but Biscuit would be on mostly his own, as those on the boat are not in a condition to try helping Biscuit up onto the boat at this moment.
-> The male halfling civilian is beginning to drown and cannot take any actions at this moment. His survival will depend on others. Any PC can try to save him. NPCs are unavailable to help with this at this time.
- Biscuit Athletics: 8. (To get back into the boat)
- Doozey's Attempt to get the halfling back into the boat: 7. (If he can sub out athletics with survival or persuasion to either first get the halfling stable in the water or calm down enough to coach him through get back into the boat, add 5 or 6 depending on which option is possible)
(OOC: Flavor to come in a separate post once I see how decent the rolls are)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Unfortunately for Biscuit, without a little halfling luck on his side, he spends far too long floundering in the water and trying to orient himself, making little in the way of progress in reaching the darn thing! But at the very least, he needed not fear drowning any time soon. Just an all too likely exhausting swim to shore...
The same couldn't be said for the halfling civilian! Sensing a disturbance in the water, Doozey turns about, flounders for half a second in surprise, but then immediately jumped into action in swimming to his fellow halfling. "I got'chu man, I got'chu! But calm down! The more you flounder like that, the harder it's gonna be. Just focus on steadying out first and we'll get you back in the boat."He says, or more accurately called out. But even with the blessings of nature eliminating the threat of drowning for at least the ranger, the roiling waters and frantic flailing of limbs made it no easier getting the halfling in a mind space to get back into the boat, let alone his own attempts at manhandling the civvy back to relative safety.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Neya, seeing the trouble the halfling citizen is having, runs over, lets herself fall into the water and try and support him by trying to keep his head above water.
Biscuit first attempts to jump back onto the boat but that proves to be a taller order than the mastiff can manage in his moment of confusion. Although it takes some time for him to finally listen to Doozey, once he does, Biscuit instead focuses on swimming the rest of the way.
The halfling civilian struggles considerably more. When Doozey first arrives to help, the desperate dude clings to his better trained kin for survival, making it harder for both of them to remain buoyant. The ranger has to deliver soothing words of reinforcement and support in between gulps of air while waiting for further help to arrive. It does in the form of Neya, who splashes down and helps stabilize the victim.
Several minutes later, the entire group finds itself back at the docks. Most are just a bit shaken by the experience, but everyone is safe again. Biscuit had the hardest swim among the group, and finds himself feeling a bit exhausted (one point). The halfling civilian is unconscious but stable. His two companions are ready to take over care duties for him until he wakes back up, but are not sure that they can do that and keep pace with the group at the same time. They ask for a safe house where they can wait for CRAP’s return. Sagin seems fond of this idea as well. The kobold is clearly scared of coming across the creatures that Raist called basilisks.
Doozey, who had taken to petting and looking over Biscuit since finally reaching land, turned first to the party, and then back to civilian that asked and says, "Safe harbor is ever gonna be a question when it comes to things in the city right now. But our next destination aughta be secure enough and ain't so far from here. And with any luck, the one we're s'pose to meet up with aughta be there by the time we arrive too."He says, keeping his words decisively vague on the very off chance something or someone unwanted might be listening in. That said, if any of the others volunteer more clear answers, the halfling but quietly sighs and pushes on to the next point. "Fer now, and I'm sorry Biscuit, but let's get our halfling friend situated on Biscuit's back 'fore we get a move on. I know he ain't exactly in the best state to be move'n 'im, but I don't see us coming back to the docks again."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Encouraging all to keep moving, Doozey proposes a quick solution to the issue of moving the unconscious hallfing, even if it puts the burden on an exhaustedBiscuit.
Villonah nods in agreement with Doozey and, risking being a bit clearer, she whispers: "To the Laughing Goblin, then?"
Just as she finishes her question, CRAP hears the 10th bell toll. Someone must be taking their job very seriously even in this dire situation.
(OOC: Villonah's question also serves an as out-of-character confirmation here. Is this where you are planning to go, or will you be headed elsewhere, such as the Cracked Crown?)
The path connecting the main docks of Phlan to the Laughing Goblin tavern is not only a well-traveled one for CRAP, it is also quite short. The building stands as CRAP had left it. The front door and all windows are shuttered, the damage on the southwest corner of the building has been patched with debris, crates, and boxes as to not easily serve as an alternated entrance, and the only readily available way in remains the backdoor to the kitchen.
CRAP and followers enter the kitchen first and then arrive into the tavern's main open floor. Inside, you find Captain Aleyd Burral already waiting for you. She is in the company of three other Knights of the Black Fist who she judges to remain loyal to Phlan and the Lord Regent. "About time you lot showed up. I arrived just a few minutes ago, but when I saw that those we left here had departed, I feared the worst possible case had happened. I see Villonah is here, but where are the others? Also, there are some new faces with you... care to explain?"
There is one more person accompanying Aleyd who is currently standing a bit farther away in a corner. A young female half-elf wearing a suit of ill-fitting leather armor and carrying a battered longsword. Over this, she wears a tabard emblazoned with the holy symbol of Kelemvor. Neya, Utar, and Doozey recognize the young cleric of Kelemvor as Cassyt, the strong-willed acolyte of the God of the Dead who acted as their guide in the catacombs beneath Valhingen Graveyard. Raist would recognize her a fellow scholar who would visit the library every so often, though she tends to focus on theology instead of the arcane, and she is much more junior in her studies than the elf.
Raist hops over the side. Treading water.effortsly. he figures with the ring and water breathing he can just torpedo through the water like a fish or dolphin
Laissez les bons temps rouler
If but words of wisdom could but assuage his compatriot, Doozey might've offered them. But as tongue failed to form them, in the end the halfling but nodded in acceptance, then gave Biscuit, Sagin, and Villonah one final look before diving into the water. What he lacked in form during the initial dive, as he had no extensive history of swimming, he more than made up for in trusting his instincts, and that subtle thrum of connection to the greater world than went deeper than just the physical. And without needing fear the inevitable burn of aching lungs, he could let himself focus purely on motion and pushing his senses to their limits to better feel out currents and accordingly adjust his course to maintain his momentum with minimum loss and fatigue. To any onlooker during the few moments in which he'd surface just to reorient himself a little more, one might even mistake him for an otter.
When you realize you're doing too much: Signature.
Boat's passenger:
Number of people going overboard: 2 (@MB's d4 roll in the OOC channel)
- First victim: 7
- Second victim: 4
If the same number is rolled twice, then we just move down the list.
At first, all seems to be going well. Raist jumps overboard and relies on his Ring of Swimming to shoot forward much like a dolphin would. Doozey relies on his instincts and connection with the wider natural world to swim through the waters like an otter. Neya relies on her training and focus to exploit surface tension and step quickly through the water surface as if it was as solid as ice.
Utar takes the boat out about halfway but is taken by surprise when several small waves begin to hit the boat in rapid succession. One or even a few of them wouldn't be much trouble, but their relentless continued strikes begins to rock the boat sideways and Utar, in that moment, feels lost about what to do to stabilize the vessel. By the time he regains control, both Biscuit and the male halfling civilian have already fallen overboard. Out of the two, it becomes very clear that the halfing is the worst swimmer. In his despair, he begins drowning almost immediately.
-> Biscuit does not have a swimming speed. If he would like to climb back on the boat, I'll need a athletics check. Alternatively, he can also roll an athletics check to try to swim the rest of the way. The DC for the second option is higher, but those already in the water can try to help him somehow. The DC for the first check is lower, but Biscuit would be on mostly his own, as those on the boat are not in a condition to try helping Biscuit up onto the boat at this moment.
-> The male halfling civilian is beginning to drown and cannot take any actions at this moment. His survival will depend on others. Any PC can try to save him. NPCs are unavailable to help with this at this time.
Back to CRAP. What would you like to do?
- Biscuit Athletics: 8.
(To get back into the boat)
- Doozey's Attempt to get the halfling back into the boat: 7.
(If he can sub out athletics with survival or persuasion to either first get the halfling stable in the water or calm down enough to coach him through get back into the boat, add 5 or 6 depending on which option is possible)
(OOC: Flavor to come in a separate post once I see how decent the rolls are)
When you realize you're doing too much: Signature.
(OOC: If Doozey can, he'll use his bountiful luck on Biscuit, turning that nat 1 into a 14.)
When you realize you're doing too much: Signature.
Unfortunately for Biscuit, without a little halfling luck on his side, he spends far too long floundering in the water and trying to orient himself, making little in the way of progress in reaching the darn thing! But at the very least, he needed not fear drowning any time soon. Just an all too likely exhausting swim to shore...
The same couldn't be said for the halfling civilian! Sensing a disturbance in the water, Doozey turns about, flounders for half a second in surprise, but then immediately jumped into action in swimming to his fellow halfling. "I got'chu man, I got'chu! But calm down! The more you flounder like that, the harder it's gonna be. Just focus on steadying out first and we'll get you back in the boat." He says, or more accurately called out. But even with the blessings of nature eliminating the threat of drowning for at least the ranger, the roiling waters and frantic flailing of limbs made it no easier getting the halfling in a mind space to get back into the boat, let alone his own attempts at manhandling the civvy back to relative safety.
When you realize you're doing too much: Signature.
Neya, seeing the trouble the halfling citizen is having, runs over, lets herself fall into the water and try and support him by trying to keep his head above water.
Extended Signature
Biscuit first attempts to jump back onto the boat but that proves to be a taller order than the mastiff can manage in his moment of confusion. Although it takes some time for him to finally listen to Doozey, once he does, Biscuit instead focuses on swimming the rest of the way.
The halfling civilian struggles considerably more. When Doozey first arrives to help, the desperate dude clings to his better trained kin for survival, making it harder for both of them to remain buoyant. The ranger has to deliver soothing words of reinforcement and support in between gulps of air while waiting for further help to arrive. It does in the form of Neya, who splashes down and helps stabilize the victim.
Several minutes later, the entire group finds itself back at the docks. Most are just a bit shaken by the experience, but everyone is safe again. Biscuit had the hardest swim among the group, and finds himself feeling a bit exhausted (one point). The halfling civilian is unconscious but stable. His two companions are ready to take over care duties for him until he wakes back up, but are not sure that they can do that and keep pace with the group at the same time. They ask for a safe house where they can wait for CRAP’s return. Sagin seems fond of this idea as well. The kobold is clearly scared of coming across the creatures that Raist called basilisks.
Doozey, who had taken to petting and looking over Biscuit since finally reaching land, turned first to the party, and then back to civilian that asked and says, "Safe harbor is ever gonna be a question when it comes to things in the city right now. But our next destination aughta be secure enough and ain't so far from here. And with any luck, the one we're s'pose to meet up with aughta be there by the time we arrive too." He says, keeping his words decisively vague on the very off chance something or someone unwanted might be listening in. That said, if any of the others volunteer more clear answers, the halfling but quietly sighs and pushes on to the next point. "Fer now, and I'm sorry Biscuit, but let's get our halfling friend situated on Biscuit's back 'fore we get a move on. I know he ain't exactly in the best state to be move'n 'im, but I don't see us coming back to the docks again."
When you realize you're doing too much: Signature.
Encouraging all to keep moving, Doozey proposes a quick solution to the issue of moving the unconscious hallfing, even if it puts the burden on an exhausted Biscuit.
Villonah nods in agreement with Doozey and, risking being a bit clearer, she whispers: "To the Laughing Goblin, then?"
Just as she finishes her question, CRAP hears the 10th bell toll. Someone must be taking their job very seriously even in this dire situation.
(OOC: Villonah's question also serves an as out-of-character confirmation here. Is this where you are planning to go, or will you be headed elsewhere, such as the Cracked Crown?)
"The Laughing Goblin was secure enough before, let's get back there and make our next moves."
The path connecting the main docks of Phlan to the Laughing Goblin tavern is not only a well-traveled one for CRAP, it is also quite short. The building stands as CRAP had left it. The front door and all windows are shuttered, the damage on the southwest corner of the building has been patched with debris, crates, and boxes as to not easily serve as an alternated entrance, and the only readily available way in remains the backdoor to the kitchen.
CRAP and followers enter the kitchen first and then arrive into the tavern's main open floor. Inside, you find Captain Aleyd Burral already waiting for you. She is in the company of three other Knights of the Black Fist who she judges to remain loyal to Phlan and the Lord Regent. "About time you lot showed up. I arrived just a few minutes ago, but when I saw that those we left here had departed, I feared the worst possible case had happened. I see Villonah is here, but where are the others? Also, there are some new faces with you... care to explain?"
There is one more person accompanying Aleyd who is currently standing a bit farther away in a corner. A young female half-elf wearing a suit of ill-fitting leather armor and carrying a battered longsword. Over this, she wears a tabard emblazoned with the holy symbol of Kelemvor. Neya, Utar, and Doozey recognize the young cleric of Kelemvor as Cassyt, the strong-willed acolyte of the God of the Dead who acted as their guide in the catacombs beneath Valhingen Graveyard. Raist would recognize her a fellow scholar who would visit the library every so often, though she tends to focus on theology instead of the arcane, and she is much more junior in her studies than the elf.