This post has potentially manipulated dice roll results.
((Firmin: 8) x 7: mast back to full))
6 Days Later....
Personal rations begin to run a little low, and the ships stores are just above half. (Already consumed from your character sheets). The week long trip taking 6 days instead of the plotted 7. Morgan finds a small outlook while the group finishes taking a much needed rest.
From the river the boat's been traveling - a small slope of rocks that the river has overflown across. Down below, in a bit of a valley - a raging fast body of water. Rocks jut out as the body of water seems to both bubble up and flow down. As far as the eye can see into the distance.
"Dyren's pass," Rollo says as he pats Morgan on the back from the outlook and entry point she found. "We don't know why, but as the seasons change so does the water. East. West. Back to East. And repeat. Possible some underground forces shifting how the water flows," he gives a bit of a shrug.
"Likely to be three turbulent segments. Getting in. The true rapids that mark some of the border. And getting back out where we need to. All goes well, assuming we don't have to pull over for repairs, we'll do just fine. Two days, just one of those days will be without some sleep..." Rollo points down along the water that crashes into rocks. "Now see there? Need to make sure we avoid the rocks. Likely some are a crab. Picking apart whatever happens to fall in or catch an oar and capsize us." Further down, along the curved banks of the rapids and rocks - mounds of hardened dirt - the size of well established homes - resisting the water. "There? Some kind of hunting bug. Heard they can carry a man off."
Rollo lets out a laugh. A nervous laugh.
"Well.. let's get to it. Abigail, take the helm. Mr. Firmin, get below deck and prepare the engine, just in case. I'm going to man the ballista. You four, get prepared for a wild ride and grab a oar. We'll need rowers to assist in turning and attempting to break as much as possible. Sail won't be any good on this ride." Again, that nervous laugh. "If you fall overboard, the boat isn't nimble enough to turn around and get to you. I suggest you attempt to swim to shore and follow the flow. We'll wait a few hours, then move on."
He glances back at the boat for a second, then to the crew. "I'm open to any suggestions you all may have."
Morgan nods, "I know why it changes. As the moon controls the tides so too does it sway the rivers. To what devious purpose not even our finest scholars or spies could. Though you could be right about it being underground caverns. Long has there been dark whispers that deep beneath the earth's crust is a sinister under-moon."
Morgan will try to tie themselves to the row station so they don't get thrown overboard.
Then sim takes up a position to row. Takes out his rope, ties it to the ship, does a few loops creating a harness, and slips it on to help prevent him getting tossed or pulled off the ship. And gets ready to row.
Sim, hearing what the Captain states, also glances over, trying his best to figure out exactly what they may be up against.
The Crabs:
You've heard stories from shores of crabs like this. Masking themselves as rocks and waiting for some unsuspecting prey to come by and snatch them. They're larger than a horse (huge size category), with long reaches. Their grasping claw could - at best damage the boat itself and at worst hold it in place. Their cutting claw reaching out of the water to cut and grab who or whatever was on board. You don't think they're the kinds of creatures that'll fight to the death. Likely they'll let go with enough of a fight. (If the Boat is grasped, crab needs a single hit of 10+ dmg to release)
The Bugs:
More than likely, this is what the crabs feed around most of the time. Man-sized wasp like creatures that build massive mounts out of hardened cement like secretions. A termite mount on steroids. The bugs themselves are a uncommon sight - but spread throughout the kingdoms. A few people in the mountains between the Loxodon-Unity and Ethurian boarders used their fresh cement secretions as building materials; all for the cost of leaving sheep and other livestock around. Their dangling legs are sticky when they hunt as well, grabbing unsuspecting meat to fly back to their burrows and.. devour. Turn into a larval pod. You're not entirely too sure. (DEX / Acrobatics DC 14 to not get stuck on their legs. If stuck, STR Save DC 17 to pull yourself off of it, or someone will have to down the bug...)
1st Leg of Dyren's Pass.
(Not using straight "combat time" of 6 seconds in this case. Each individual segment will be a few minutes of time, representing driving, oars, etc. There are 10 segments, and the boat cannot pull over during during this time. As such, it'll be a Side Initiative for each segment. You all get to go, then the enemies will do their thing. Situation and actions can change in each segment as we progress and see what happens)
Flow for the 1st Leg
Segment 1 : Getting into the river Segment 2 : Prepare for Crabs Segment 3 - 5: Crabs & Rocks Segment 6: Zooming along the rapids and preparing for insects Segment 7 - 9: Insects Segment 10: Navigating the drop to the next calm area.
Rollo looks around as Firmin gets below deck.
"Abigail, take the helm. The rest of you, push this damn boat along that small drop so we can get into the pass. After, jump in and brace."
The boat, angled along a shallow bit of overflowing water is just along the edge of a hill. Glancing over, the water isn't very deep, with rocks, ground, and debris from the overflow. The flat bottom of the boat attempting to skid across as much as possible, with a rudder that's barely deep enough. Still, it's the best spot and beats attempting to launch and jump on strength alone...
Abigail: Makes a Water Vehicle + Dex check, DC 12. Fail and the hull is grinding against the sides for 4d10 damage. Sim / Morgan / Wilson / Lafetha: Either a STR/Athletics or DEX/Acrobatics roll. DC 11 to assist in pushing and jumping into the boat. Each fail is 1d8, combining together in one damage roll against the hull.
(Reminder that hull has a damage threshold; meaning that it reduces damage by a set amount before being applied)
This post has potentially manipulated dice roll results.
Abigail takes the helm, doing her best to keep the boat steady. During the tipping point, when the crew jump in and get back there is a loud scraping sound as the boat rams against some rocks...
(12)
(2 damage to the hull)
Captain Wednesday puts up a hand as Abigail navigates, listening before giving a nod. "She'll hold together. It'll all be fine. Now, you four," he points to Morgan, Wilson, Sim, and Lafetha. "Grab a oar. Two in the front, two in the back. I'm going over to this pretty little thing," he heads up, getting the ballista ready for any situation that may occur. This is gonna get a little bumpy...
Section 2
The boat instantly kicks and lurches as it hits the new waterway. Pitching and yawing until Abigail gets it back under control. Some steam rises through floorboards, as the engine kicks to life, giving the boat yet another lurch. The few rocks in this particular part does give the group a bit of pause needed, although in the distance things are going to get far worse.
Out in the distance are several rocks, and likely crabs. The churning water makes it difficult to see, but you do manage to spot a few.
Boat Condition (Hull): 98/ 100
Actions (Chose 1, all are optional) Helm (Abigail Only): Water Vehicle + DEX. Use this time to get the boat in a better position. You can use what you roll in this segment later on (after rolling) to replace a later helm roll.
Attack (Any w/Ranged): Pick a segment (3, or 4, or 5). Make a attack roll against the crabs (AC 17). If you do 10 damage in that single attack, you'll scare one off and make that segment easier.
Lookout & Track (Any): Roll Perception to keep a eye out and track the crabs you can see in the distance. DC 14 - each success grants 1 reroll later in section (3, 4, 5). Is shareable with other members not at the helm.
Fire the Ballista (Abigail only - bonus action): Ask Captain Rollo to fire the Ballista at a target! +6 to Attack. 3d10 damage. (See *Attack* on what it will do in this segment)
Reinforce (Any): Attempt to make sure the boat doesn't sink. Carpenter Tools + STR (no disadvantage). DC 10. Success and boat receives 1d6+STR temporary hit points (up to the amount of HP lost)
Spellcasting (any w/spells): Due to the rocking nature of the boat, any non-cantrip spell cast must succeed a DC 10 concentration check (CON save). Fail and you lose the spell.
This post has potentially manipulated dice roll results.
Abigail, still nervous about being at the helm and not feeling she is doing well enough (probably due more to the failings of the people pushing, but whatever), attempts to get the boat into an even better position - 10
This post has potentially manipulated dice roll results.
Section 2
The boat in it's moments of calm, rocking back and forth, continues to barrel down the pass. Water splashes along the side; the spray striking the crew. "That's it Abigail! Keep her calm," Rollo yells from the ballista. Sim stands up for a moment; seeing some of the shells rising and falling in the water. He carefully takes aim and fires; but only manages to strike a rock. The arrow bouncing away and into the water. Lafetha looks around, trying her best to spot and track the ones up ahead. Unfortunately, the waves crest and fall along the quadrant she looks around, unable to keep one in a steady gaze. Morgan, on the other hand, manages to find one. Mentally tracking it carefully.
Section 3 (Round 1)
Abigail makes a turn, and the boat lurches once more. The current picking up as the rapids begin. Rocks jut out. 4 crabs seem to rise out of the water, ready to grab with their claws.
"Eyes up! Don't throw up and keep her steady," Rollo shouts while pivoting the ballista. "Good. Just the one."
A single crab is getting within striking distance. The boat is shifting and might scrape up against some of the rocks as the Windhook attempts to navigate around.
ACTIONS Abigail - Required - Helm: 14 Check (Water Vehicle + DEX or WIS) - Failure and 8d10 Damage 2 Success Required - Oars : Action - navigate around small rocks. Athletics or Acrobatics. Miss the threshold and 4d10 hull damage. DC 12
Oar's Pushing the Crab Back - Action - DC 10. DEX or STR check. (1d20 + modifier; no proficency). 1 success and you'll keep it from grabbing the boat Attack - As normal against crab. Must have ranged weapon Spellcasting (unless cantrip, make DC 10 Con Save or spell fails) - As normal per spells
Only 1 - Reinforce: Carpenter Tools + STR (no disadvantage). DC 10. Success and boat receives 1d6+STR temporary hit points (up to the amount of HP lost)
(Bonus - Abigail: Order Rollo to fire the ballista)
Abigail attempts to chart the fastest way: 12
Lafetha moves up to the bow and tries to track the weather Nature 9
Put Mr. Firmin in repairs and Rollo on helm.
Soaring above the boat Wilson tracks the clouds and river flow to guide them as best he can.
Nature 6
((Firmin: 8) x 7: mast back to full))
6 Days Later....
Personal rations begin to run a little low, and the ships stores are just above half. (Already consumed from your character sheets). The week long trip taking 6 days instead of the plotted 7. Morgan finds a small outlook while the group finishes taking a much needed rest.
From the river the boat's been traveling - a small slope of rocks that the river has overflown across. Down below, in a bit of a valley - a raging fast body of water. Rocks jut out as the body of water seems to both bubble up and flow down. As far as the eye can see into the distance.
"Dyren's pass," Rollo says as he pats Morgan on the back from the outlook and entry point she found. "We don't know why, but as the seasons change so does the water. East. West. Back to East. And repeat. Possible some underground forces shifting how the water flows," he gives a bit of a shrug.
"Likely to be three turbulent segments. Getting in. The true rapids that mark some of the border. And getting back out where we need to. All goes well, assuming we don't have to pull over for repairs, we'll do just fine. Two days, just one of those days will be without some sleep..." Rollo points down along the water that crashes into rocks. "Now see there? Need to make sure we avoid the rocks. Likely some are a crab. Picking apart whatever happens to fall in or catch an oar and capsize us." Further down, along the curved banks of the rapids and rocks - mounds of hardened dirt - the size of well established homes - resisting the water. "There? Some kind of hunting bug. Heard they can carry a man off."
Rollo lets out a laugh. A nervous laugh.
"Well.. let's get to it. Abigail, take the helm. Mr. Firmin, get below deck and prepare the engine, just in case. I'm going to man the ballista. You four, get prepared for a wild ride and grab a oar. We'll need rowers to assist in turning and attempting to break as much as possible. Sail won't be any good on this ride." Again, that nervous laugh. "If you fall overboard, the boat isn't nimble enough to turn around and get to you. I suggest you attempt to swim to shore and follow the flow. We'll wait a few hours, then move on."
He glances back at the boat for a second, then to the crew. "I'm open to any suggestions you all may have."
What do you do?
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Morgan nods, "I know why it changes. As the moon controls the tides so too does it sway the rivers. To what devious purpose not even our finest scholars or spies could. Though you could be right about it being underground caverns. Long has there been dark whispers that deep beneath the earth's crust is a sinister under-moon."
Morgan will try to tie themselves to the row station so they don't get thrown overboard.
Sim listens as Rollo describes the creatures they may face and looks out at the pass to process info.
Air creatures: nature 3
Water Creatures: nature 21
Then sim takes up a position to row. Takes out his rope, ties it to the ship, does a few loops creating a harness, and slips it on to help prevent him getting tossed or pulled off the ship. And gets ready to row.
Sim, hearing what the Captain states, also glances over, trying his best to figure out exactly what they may be up against.
The Crabs:
You've heard stories from shores of crabs like this. Masking themselves as rocks and waiting for some unsuspecting prey to come by and snatch them. They're larger than a horse (huge size category), with long reaches. Their grasping claw could - at best damage the boat itself and at worst hold it in place. Their cutting claw reaching out of the water to cut and grab who or whatever was on board. You don't think they're the kinds of creatures that'll fight to the death. Likely they'll let go with enough of a fight. (If the Boat is grasped, crab needs a single hit of 10+ dmg to release)
The Bugs:
More than likely, this is what the crabs feed around most of the time. Man-sized wasp like creatures that build massive mounts out of hardened cement like secretions. A termite mount on steroids. The bugs themselves are a uncommon sight - but spread throughout the kingdoms. A few people in the mountains between the Loxodon-Unity and Ethurian boarders used their fresh cement secretions as building materials; all for the cost of leaving sheep and other livestock around. Their dangling legs are sticky when they hunt as well, grabbing unsuspecting meat to fly back to their burrows and.. devour. Turn into a larval pod. You're not entirely too sure. (DEX / Acrobatics DC 14 to not get stuck on their legs. If stuck, STR Save DC 17 to pull yourself off of it, or someone will have to down the bug...)
1st Leg of Dyren's Pass.
(Not using straight "combat time" of 6 seconds in this case. Each individual segment will be a few minutes of time, representing driving, oars, etc. There are 10 segments, and the boat cannot pull over during during this time. As such, it'll be a Side Initiative for each segment. You all get to go, then the enemies will do their thing. Situation and actions can change in each segment as we progress and see what happens)
Flow for the 1st Leg
Segment 1 : Getting into the river
Segment 2 : Prepare for Crabs
Segment 3 - 5: Crabs & Rocks
Segment 6: Zooming along the rapids and preparing for insects
Segment 7 - 9: Insects
Segment 10: Navigating the drop to the next calm area.
Rollo looks around as Firmin gets below deck.
"Abigail, take the helm. The rest of you, push this damn boat along that small drop so we can get into the pass. After, jump in and brace."
The boat, angled along a shallow bit of overflowing water is just along the edge of a hill. Glancing over, the water isn't very deep, with rocks, ground, and debris from the overflow. The flat bottom of the boat attempting to skid across as much as possible, with a rudder that's barely deep enough. Still, it's the best spot and beats attempting to launch and jump on strength alone...
Abigail: Makes a Water Vehicle + Dex check, DC 12. Fail and the hull is grinding against the sides for 4d10 damage.
Sim / Morgan / Wilson / Lafetha: Either a STR/Athletics or DEX/Acrobatics roll. DC 11 to assist in pushing and jumping into the boat. Each fail is 1d8, combining together in one damage roll against the hull.
(Reminder that hull has a damage threshold; meaning that it reduces damage by a set amount before being applied)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Morgan continues to be awesome all the time. acrobatics 5 ((I lied, sorry))
Lafetha jumps on the boat to try to assist getting it into the water
acrobatics 15
Abigail looks at the wheel, excitedly terrified. It is not often that she has had the privilege of manning the helm.
"All right, don't screw this up." she says to herself as she takes control of the ship.
Attempt at being a riverboat queen - big wheel keep on turning! 14
acrobatics 23
"Here we go!"
Acrobatics 7
Abigail takes the helm, doing her best to keep the boat steady. During the tipping point, when the crew jump in and get back there is a loud scraping sound as the boat rams against some rocks...
(12)
(2 damage to the hull)
Captain Wednesday puts up a hand as Abigail navigates, listening before giving a nod. "She'll hold together. It'll all be fine. Now, you four," he points to Morgan, Wilson, Sim, and Lafetha. "Grab a oar. Two in the front, two in the back. I'm going over to this pretty little thing," he heads up, getting the ballista ready for any situation that may occur. This is gonna get a little bumpy...
Section 2
The boat instantly kicks and lurches as it hits the new waterway. Pitching and yawing until Abigail gets it back under control. Some steam rises through floorboards, as the engine kicks to life, giving the boat yet another lurch. The few rocks in this particular part does give the group a bit of pause needed, although in the distance things are going to get far worse.
Out in the distance are several rocks, and likely crabs. The churning water makes it difficult to see, but you do manage to spot a few.
Boat Condition (Hull): 98/ 100
Actions (Chose 1, all are optional)
Helm (Abigail Only): Water Vehicle + DEX. Use this time to get the boat in a better position. You can use what you roll in this segment later on (after rolling) to replace a later helm roll.
Attack (Any w/Ranged): Pick a segment (3, or 4, or 5). Make a attack roll against the crabs (AC 17). If you do 10 damage in that single attack, you'll scare one off and make that segment easier.
Lookout & Track (Any): Roll Perception to keep a eye out and track the crabs you can see in the distance. DC 14 - each success grants 1 reroll later in section (3, 4, 5). Is shareable with other members not at the helm.
Fire the Ballista (Abigail only - bonus action): Ask Captain Rollo to fire the Ballista at a target! +6 to Attack. 3d10 damage. (See *Attack* on what it will do in this segment)
Reinforce (Any): Attempt to make sure the boat doesn't sink. Carpenter Tools + STR (no disadvantage). DC 10. Success and boat receives 1d6+STR temporary hit points (up to the amount of HP lost)
Spellcasting (any w/spells): Due to the rocking nature of the boat, any non-cantrip spell cast must succeed a DC 10 concentration check (CON save). Fail and you lose the spell.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Sim lines up a shot at what he hopes is a crab.
attack 12 damage 6
Hunter’s Mark 5
Morgan will be a look out, they are great at that: perception 23
Lafethea goes with Morgan to help on lookout perception 12
Abigail, still nervous about being at the helm and not feeling she is doing well enough (probably due more to the failings of the people pushing, but whatever), attempts to get the boat into an even better position - 10
Section 2
The boat in it's moments of calm, rocking back and forth, continues to barrel down the pass. Water splashes along the side; the spray striking the crew. "That's it Abigail! Keep her calm," Rollo yells from the ballista. Sim stands up for a moment; seeing some of the shells rising and falling in the water. He carefully takes aim and fires; but only manages to strike a rock. The arrow bouncing away and into the water. Lafetha looks around, trying her best to spot and track the ones up ahead. Unfortunately, the waves crest and fall along the quadrant she looks around, unable to keep one in a steady gaze. Morgan, on the other hand, manages to find one. Mentally tracking it carefully.
Section 3 (Round 1)
Abigail makes a turn, and the boat lurches once more. The current picking up as the rapids begin. Rocks jut out. 4 crabs seem to rise out of the water, ready to grab with their claws.
"Eyes up! Don't throw up and keep her steady," Rollo shouts while pivoting the ballista. "Good. Just the one."
A single crab is getting within striking distance. The boat is shifting and might scrape up against some of the rocks as the Windhook attempts to navigate around.
ACTIONS
Abigail - Required - Helm: 14 Check (Water Vehicle + DEX or WIS) - Failure and 8d10 Damage
2 Success Required - Oars : Action - navigate around small rocks. Athletics or Acrobatics. Miss the threshold and 4d10 hull damage. DC 12
Oar's Pushing the Crab Back - Action - DC 10. DEX or STR check. (1d20 + modifier; no proficency). 1 success and you'll keep it from grabbing the boat
Attack - As normal against crab. Must have ranged weapon
Spellcasting (unless cantrip, make DC 10 Con Save or spell fails) - As normal per spells
Only 1 - Reinforce: Carpenter Tools + STR (no disadvantage). DC 10. Success and boat receives 1d6+STR temporary hit points (up to the amount of HP lost)
(Bonus - Abigail: Order Rollo to fire the ballista)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Sim lines up a shot at the crab
attack 9 damage 4
Hunter’s Mark 2