Wednesday, August 4, 2010

Days 1-3 of the Trip South

Please feel free to discuss whatever you want about the evil presence or whatever. Every day I will post another 3 days of the journey southward, until you reach the Shaar (It's an 18 day trip, so this will take 6 days in the real world. Read below if you want to know how I came up with that number). Please continue to post once a day. I would recommend using these daily posts as a way to refresh your weapons and armor, which are now very far behind your class levels. One of your new passengers is able to upgrade your items or transform existing items into new items, if you wish. 

On the first day of the journey, you are able to find a good sized school of tuna and attempt to catch some to replenish food stores. Darvin, please give me a Profession: Fisherman check to see how much you can catch. Other than the tuna, the day is relatively uneventful, and you see only 1 wreck of a ship on the shore, but no ships still sailing. Nym used the relaxing day to take stock of what the crew had done with the time they were absent and appraised the ship's condition and the contents of the holds. Nym, please give me an Appraise and a Spellcraft check to tell find out how you're all doing.


On the second day, you see a school of porpoises in the morning and a few dolphins in the afternoon. Several of the sailors take this as a good omen, and ask Beranhond to perform a service for them to bless the voyage. Beranhond, please give me a Religion check to see how the ceremony goes. Also, Talathel is asked to taste the brew being made in the still onboard. Talathel, please give me a Fortitude check followed by an Appraise check to see whether you like it and if you have any suggestions for taste or whether it's any good.

On the third day, a storm moved in, and caused a bit of disruption, rocking the ship, and pushing them toward the shore. Everyone, please roll Profession (Sailor) to see how you handle the storm.

Also, if you want to know how I calculated 18 days, it is 2500 miles to the Shaar, or 2172 nautical miles, and I am estimating a speed of 5 knots (The caravel can travel at 7 knots, but I am assuming you won't always find prevailing winds to be favorable), so you can travel 120 nautical miles per day. If you are traveling nonstop for 18 days, that will get you there in just over 18 days.

13 comments:

  1. Appraise: (1d20+0)
    1

    Spellcraft: (1d20+4)
    12+4
    16

    Profession (Sailor): (1d20+4)
    9+4
    13

    ReplyDelete
  2. Nym's examination of the ship confirms her suspicions that the people of the city took everything, and the goods she has in the hold for trade she is concerned will go for nothing. However, on examining some of the items, she notices a magical music box that plays several very pleasant tunes and a wheelbarrow that magically lifts itself. Maybe they will fetch a good price at the market, or at least prove to be good for breaking down to create other magic items.

    Also, I will post the next 3 days' worth of activities as soon as everyone has posted, or tomorrow, whichever comes first. The "6 days" of traveling doesn't have to take a full 6 if everyone posts quickly.

    ReplyDelete
  3. Religion:
    Roll(1d20)+6:
    10,+6
    Total:16

    Sailing:
    Roll(1d20)-4:
    6,-4
    Total:2

    Beranhond is spending his time feeling ill in his cabin. This is not unusual for him at all when it comes to sea travel.

    ReplyDelete
  4. The service goes well, and the crew feels that this journey will end much better than the last, with the destruction of Waterdeep. The crew gains a +2 morale bonus to their Sailor checks throughout the journey

    ReplyDelete
  5. Beranhond attempts to encourage Darvin that a stop must be made to pick up fresh provisions such as bread and other such staples. He also suspects that if the crew is going to run an illicit distillery they will need more grain and such.

    ReplyDelete
  6. Profession: Fisherman:
    Roll(1d20)+7:
    17,+7
    Total:24

    Profession: Sailor:
    Roll(1d20)+7:
    8,+7
    Total:15

    I couldn't remember what my modifier was. So, I guessed. Adjust accordingly.

    ReplyDelete
  7. Darvin only has +5 for Sailor.

    The fishing goes very well, and you are able to catch enough to feed the crew for a week.

    ReplyDelete
  8. Fortitude:

    Roll(1d20)+4:
    8,+4
    Total:12

    Appraise:

    Roll(1d20)+0:
    4,+0
    Total:4

    Sailing:

    Roll(1d20)+0:
    15,+0
    Total:15

    ReplyDelete
  9. Talathel: The drink is quite strong, but one drink does not harm you. It seems to be very mediocre, lacking a distinct flavor, so you suggest they try leaving it in oak casks for a while to give it some color and a bit of oakiness.

    ReplyDelete
  10. As the storm rocks the boat, the adventurers rise to the occasion, shouting orders and organizing the crew. In the midst of the chaos, Beranhond got his leg caught in a rope and was almost pulled overboard, but Talathel managed to see what was happening and rescue him before it was too late. Other than that near mishap, the crew performed admirable, and the storm was forgotten as quickly as it had sprung up.

    ReplyDelete
  11. Just so you know, day 3 is when you would be passing Baldur's Gate.

    ReplyDelete
  12. Beranhond would most likely be spending the storm throwing up in his cabin.
    Beranhond pushes for a short stop in Baldur's Gate to replenish their stores of vegetables, fruits, and breads so that they do not wind up just eating seafood and thus develop scurvy.

    ReplyDelete
  13. Nevermind, I see that days 4-6 were posted.

    ReplyDelete

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