"If you choose to travel with mounts, the overland route might be best. The seas are not much safer than walking the coastline I must warn, but do r let Ctenmiir's grumbling dissuade you if that is how you prefer to travel." Xephries offers.
Ooc: dot worry about rations and water and things that travel time might effect, just the more to e you spend traveling, the more random things will happen. But it's either boats or mounts or your boat meets your mounts for say 100gp for up to 3 mounts to be transported for you. This option reduces your risk of encounters if you camp somewhere safe.
"If there are any spots on the map that you think you might want to visit, I can tell you what I know of them and I may have an area map foe you to take." the gnome adds, helpfully.
Curtly, Ctenmiir jumps in "If we could take a route that makes sense, I'd like to be back before Deepwinter (it's presently Eleint {ca. September})
"The water route is probably safer, though that is not a given." Leann says as she looks over the map again. "Would it be quicker though?" She traces the route the boat would have to take, then a path going overland. "We are bound to have troubles either way, so let's just travel overland and take the straight route." She shrugs as she steps away from the map. "I don't mind the water route either, but we do need to make a decision and get moving."
"I can be our navigator, if you want; I'm good at that kind of stuff. Lets go down the water." Yaren then looks off. "Corvin, could you help me with making some potions?"There is then a pause. "Thanks! Also, how are you today?" He appears to be talking to nobody.
Yaren will use his Pact Magic spell slot to cast Healing Elixir, which makes basically a healing potion that is good for 24 hours. He just starts stirring a small rod in an empty vial that he pulls out of a small pouch, and red liquid starts to fill inside it. "Would anybody like to have this potion? It's good for 24 hours."
OOC: Also when anybody does an ability check they can add a d4 because I have Guidance .
"I don't have any experience with boats, but you say they are twice as fast as walking?" Tel mutters, and starts to study the map again. After a while of measuring different routes through land and sea, he speaks again: "I think the fastest route we can take would be walking to the east until we reach the shore there, and then go by boat all the way to that smaller bay to the east of Refugee Bay. If I'm counting this correctly, it should take a bit under a month to get there, and then almost another whole month to walk to the end of the route on this map."
After a bit more measuring, Tel answers Yaren: "Going by river would be faster than walking the whole way, sure, but going by sea is even faster. If we went to Refuge Bay by utilizing the rivers on the way, and by sea to the next bay from there, it would take us at least half a week longer, more if we didn't go by sea at all."
"I've a few potions on me, so I'll be all right for now,"Dorian assures Yaren. "Ctenmiir, are there any rapids, or tight spots on the river? The boat is 24 feet long; portaging it is easy but it might slow us regardless. If there are too many turns I'd vote for the sea route myself. There's undead inland, yes?" He makes a face, then remembers. "Other undead, not you, Ctenmiir."
OoC: I'm happy to motivate Shutorn to advocate for an overland route if that will make for a more exciting story!
"Once again, I agree with our shelled companion," says Shutorn, studying the map. "The way is shorter if we cut across the peninsula and employ a sea route from there.
"I also have no qualms about forgoing a mount as I've made other arrangements for the transport of my belongings," he says, patting the bag of holding he wears over his shoulder.
"I have misgivings, however, about confining ourselves onboard ship with a vampire, no matter how well constrained. No offense meant, good Ctenmiir," he says, turning to the walking-contraption, "but should the vampire somehow escape its coffin, I'd be more comfortable knowing that either I or the vampire had the option of putting the whole land of Chult between us rather than having to share the small space of the vessel. I seem to remember reading about a similar situation that didn't end well for the ship's crew, if I recall correctly."
This post has potentially manipulated dice roll results.
"Did he not say he fared poorly on moving water?" Dorian asks. "All the more reason to take that route. As for the coffin, there are plenty of ways of keeping that secure." He moves to take a look at what protections the coffin currently has in place. (Investigation: 8)
"Works for me." Leann agrees with the partial sea route. "At least at sea we can just toss the coffin overboard if the vampire is being trouble." She points out. "Anyone have any more shopping they need to do or are we ready to head out?" She adjusts her pack on her back, with her shield attached, the symbol of Torm on its face.
"I agree with this idea of going through the sea. I am sorry, I did not have much insight on the details of the navigation." You see his eyes turn completely gray as he looks off into space again and points at nothing. "Yes, your agreement is duly noted, Cheryl." He looks back at the party. "Well then, let us get this show on the road!"
( OOC: Alright, seeing as my suggestion is getting a lot of backing, I should write it down properly. I used a bigger map I found on google [here] because the one the DM gave us was really tiny and you could barely see the hexes, but I think the hexes on mine seem to be situated in the same way.
We start by going approximately east-southeast, reaching the shore in 11 days just north of Kitcher's Inlet. From there, it should be ~28-30 hexes, or ~14-15 days to reach the bay east of Refuge Bay. And it seems to be the same amount of hexes whether we stay close to the shore or go straight through open sea, so if anyone has a preference we can talk about it. From there, we are three hexes away from the route drawn on the map, and if we then follow it exactly it should take us ~26 days to reach the end. But it was said that that area has changed since the map was made, so we may find a straighter route, or waste time trying to find any route that lets us get over the mountains.)
Tel goes on to better explain the route he has suggested to everyone.
"Choice as,"agrees Huarache. "If we can agree on this route, then when are we headed out? If it's all good with you guys, I'd prefer to stay in Nyanzaru for at least until tomorrow morning."
OOC: Huarache wants to do some more looking for a Moon-Touched Longsword (or maybe this HB sword) and would like to cast Enhance Ability on himself for the Survival and Insight checks if he can stay for another day. Also, DM, can you get back to me on the subject of our PMs?
Pocketmouse, you can add a d4 to your Investigation because of my Guidance. When I cast it, you hear a wispy voice give you some sort of otherworldly strength.
Close inspection of the device carrying Ctenmiir reveals intricate moving parts housed within an unfamiliar full get metal. A slight disk can occasionally be seen been the plates of casing behind gears and sprockets. The lock glows blue, with an unusual magical aura. Noting the observer, Ctenmiir points out, "You like that? That gnome s little handiwork had kept me in here due over two hundred years. I wouldn't worry about it just popping open. Although.. wouldn't you like to see how it works, maybe poke around a bit...?"
... "Enough!" the Cartophile interrupts. To the rest of you he adds, "it is a very secure containment solution. Just, don't let him out. Got it?"
This post has potentially manipulated dice roll results.
"Gonna have to agree with you there. Don't mess with the lock keeping a vampire contained." Huarache turns to face the coffin. "No offense."
OOC: Rolls for Moon-Touched Longsword with ADV on WIS b/c of Enhance Ability (this is if I get another day to search again for this; if I don't have time, then ignore this):
Survival: 20
Arcana: 20
Insight: 21
Rollback Post to RevisionRollBack
Shonisaurus, Artificer Enthusiast
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“Ok” samogri just looks at you all not bothered
"If you choose to travel with mounts, the overland route might be best. The seas are not much safer than walking the coastline I must warn, but do r let Ctenmiir's grumbling dissuade you if that is how you prefer to travel." Xephries offers.
Ooc: dot worry about rations and water and things that travel time might effect, just the more to e you spend traveling, the more random things will happen. But it's either boats or mounts or your boat meets your mounts for say 100gp for up to 3 mounts to be transported for you. This option reduces your risk of encounters if you camp somewhere safe.
"If there are any spots on the map that you think you might want to visit, I can tell you what I know of them and I may have an area map foe you to take." the gnome adds, helpfully.
Curtly, Ctenmiir jumps in "If we could take a route that makes sense, I'd like to be back before Deepwinter (it's presently Eleint {ca. September})
"The water route is probably safer, though that is not a given." Leann says as she looks over the map again. "Would it be quicker though?" She traces the route the boat would have to take, then a path going overland. "We are bound to have troubles either way, so let's just travel overland and take the straight route." She shrugs as she steps away from the map. "I don't mind the water route either, but we do need to make a decision and get moving."
"I can be our navigator, if you want; I'm good at that kind of stuff. Lets go down the water." Yaren then looks off. "Corvin, could you help me with making some potions?" There is then a pause. "Thanks! Also, how are you today?" He appears to be talking to nobody.
Yaren will use his Pact Magic spell slot to cast Healing Elixir, which makes basically a healing potion that is good for 24 hours. He just starts stirring a small rod in an empty vial that he pulls out of a small pouch, and red liquid starts to fill inside it. "Would anybody like to have this potion? It's good for 24 hours."
OOC: Also when anybody does an ability check they can add a d4 because I have Guidance .
The three teachings of Tyre:
Nothing is forbidden.
Nothing is sacred.
Nothing is impossible.
Also I stan Tomoe for life
“If we have to go through any swaps I can keep us safe, also if we kill something let me know I can make some nifty stuff out of it”
"I don't have any experience with boats, but you say they are twice as fast as walking?" Tel mutters, and starts to study the map again. After a while of measuring different routes through land and sea, he speaks again: "I think the fastest route we can take would be walking to the east until we reach the shore there, and then go by boat all the way to that smaller bay to the east of Refugee Bay. If I'm counting this correctly, it should take a bit under a month to get there, and then almost another whole month to walk to the end of the route on this map."
"But could we not just travel down the river?
OOC: Also does anybody want the Healing Elixir? Or should I just hold on to it for now?
The three teachings of Tyre:
Nothing is forbidden.
Nothing is sacred.
Nothing is impossible.
Also I stan Tomoe for life
After a bit more measuring, Tel answers Yaren: "Going by river would be faster than walking the whole way, sure, but going by sea is even faster. If we went to Refuge Bay by utilizing the rivers on the way, and by sea to the next bay from there, it would take us at least half a week longer, more if we didn't go by sea at all."
"I've a few potions on me, so I'll be all right for now," Dorian assures Yaren. "Ctenmiir, are there any rapids, or tight spots on the river? The boat is 24 feet long; portaging it is easy but it might slow us regardless. If there are too many turns I'd vote for the sea route myself. There's undead inland, yes?" He makes a face, then remembers. "Other undead, not you, Ctenmiir."
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
OoC: I'm happy to motivate Shutorn to advocate for an overland route if that will make for a more exciting story!
"Once again, I agree with our shelled companion," says Shutorn, studying the map. "The way is shorter if we cut across the peninsula and employ a sea route from there.
"I also have no qualms about forgoing a mount as I've made other arrangements for the transport of my belongings," he says, patting the bag of holding he wears over his shoulder.
"I have misgivings, however, about confining ourselves onboard ship with a vampire, no matter how well constrained. No offense meant, good Ctenmiir," he says, turning to the walking-contraption, "but should the vampire somehow escape its coffin, I'd be more comfortable knowing that either I or the vampire had the option of putting the whole land of Chult between us rather than having to share the small space of the vessel. I seem to remember reading about a similar situation that didn't end well for the ship's crew, if I recall correctly."
"Did he not say he fared poorly on moving water?" Dorian asks. "All the more reason to take that route. As for the coffin, there are plenty of ways of keeping that secure." He moves to take a look at what protections the coffin currently has in place. (Investigation: 8)
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
"Works for me." Leann agrees with the partial sea route. "At least at sea we can just toss the coffin overboard if the vampire is being trouble." She points out. "Anyone have any more shopping they need to do or are we ready to head out?" She adjusts her pack on her back, with her shield attached, the symbol of Torm on its face.
"I agree with this idea of going through the sea. I am sorry, I did not have much insight on the details of the navigation." You see his eyes turn completely gray as he looks off into space again and points at nothing. "Yes, your agreement is duly noted, Cheryl." He looks back at the party. "Well then, let us get this show on the road!"
The three teachings of Tyre:
Nothing is forbidden.
Nothing is sacred.
Nothing is impossible.
Also I stan Tomoe for life
( OOC: Alright, seeing as my suggestion is getting a lot of backing, I should write it down properly. I used a bigger map I found on google [here] because the one the DM gave us was really tiny and you could barely see the hexes, but I think the hexes on mine seem to be situated in the same way.
We start by going approximately east-southeast, reaching the shore in 11 days just north of Kitcher's Inlet. From there, it should be ~28-30 hexes, or ~14-15 days to reach the bay east of Refuge Bay. And it seems to be the same amount of hexes whether we stay close to the shore or go straight through open sea, so if anyone has a preference we can talk about it. From there, we are three hexes away from the route drawn on the map, and if we then follow it exactly it should take us ~26 days to reach the end. But it was said that that area has changed since the map was made, so we may find a straighter route, or waste time trying to find any route that lets us get over the mountains.)
Tel goes on to better explain the route he has suggested to everyone.
"Choice as," agrees Huarache. "If we can agree on this route, then when are we headed out? If it's all good with you guys, I'd prefer to stay in Nyanzaru for at least until tomorrow morning."
OOC: Huarache wants to do some more looking for a Moon-Touched Longsword (or maybe this HB sword) and would like to cast Enhance Ability on himself for the Survival and Insight checks if he can stay for another day. Also, DM, can you get back to me on the subject of our PMs?
Shonisaurus, Artificer Enthusiast
Pocketmouse, you can add a d4 to your Investigation because of my Guidance. When I cast it, you hear a wispy voice give you some sort of otherworldly strength.
The three teachings of Tyre:
Nothing is forbidden.
Nothing is sacred.
Nothing is impossible.
Also I stan Tomoe for life
Vernell nods along a bit disinterested in the particulars of the route.
Vernell appears to whisper into the air.
Vernell tells the familiar to maintain watch the coffin and the vampire. The Imp maintains an invisibility during this.
Paladin - warforged - orange
Close inspection of the device carrying Ctenmiir reveals intricate moving parts housed within an unfamiliar full get metal. A slight disk can occasionally be seen been the plates of casing behind gears and sprockets. The lock glows blue, with an unusual magical aura. Noting the observer, Ctenmiir points out, "You like that? That gnome s little handiwork had kept me in here due over two hundred years. I wouldn't worry about it just popping open. Although.. wouldn't you like to see how it works, maybe poke around a bit...?"
... "Enough!" the Cartophile interrupts. To the rest of you he adds, "it is a very secure containment solution. Just, don't let him out. Got it?"
Vernell looks to the cartophile. “So how does it open? Nevermind. Probably a bad idea.”
Paladin - warforged - orange
"Gonna have to agree with you there. Don't mess with the lock keeping a vampire contained." Huarache turns to face the coffin. "No offense."
OOC: Rolls for Moon-Touched Longsword with ADV on WIS b/c of Enhance Ability (this is if I get another day to search again for this; if I don't have time, then ignore this):
Survival: 20
Arcana: 20
Insight: 21
Shonisaurus, Artificer Enthusiast