Act III: Coalescence

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Grodech
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Re: Act III: Coalescence

Post by Grodech »

And I forgot to hit Roll Dice....
Dice rolls
[10]+16 = 26
1d20+16:  [
10
] +16 = 26
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Cmdr Maxwell
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Re: Act III: Coalescence

Post by Cmdr Maxwell »

Being in the desert is bringing back a sandstorm of memories for Dethmir, who had already prepared for this part before Gortig even spoke. Old habits are hard to let go of, even for an exiled dwarf.

OOC: He does have Desert Delver, "gain cold and fire resistance 1 and treat the temperature as 20 degrees cooler or warmer when determining the effects of extreme heat or extreme cold environments"
"It ain't a gun if it don't weigh at least one hundred pounds." Gunner, Deep Rock Galactic

-----

"There is a way out of every box, a solution to every puzzle; it’s just a matter of finding it." - Captain Picard.
Gimble
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Re: Act III: Coalescence

Post by Gimble »

The cold of night is welcome to Gortig. Even though he has his Iceplant hex, the difference with the heat of day is perceptible.

"Keep your eyes and ears open. Nightly predators come out during the cooler periods. They like to hide under the sand."

Gortig wants his companions alert but not on edge, so he adds:

"If we are quiet enough, we might get lucky and see a Moon Fox. They're nocturnal desert foxes said to bring luck to those they show themselves to. They're small white foxes, almost ghostly, with large puffy ears, some call them Moon-Listeners. Rook likes them, right Rook?" Rook chatters excitedly.

OOC: it must be strange for Nirili to see her companions unconcerned with the cold of the desert nights :lol:
Dice rolls
[19]+2 = 21
1d20+2 (perception):  [
19
] +2 = 21
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Re: Act III: Coalescence

Post by Charon »

Sadly, no moonfoxes raise their heads this night, despite everyone keeping their eyes peeled in hope. Indeed, the desert is quiet, still too far on the outskirts to see much in the way of life. For now, the desert remains a dead wasteland, at least to Nirili's eyes. To Gortig's, and a lesser extent, Dethmir's, there are signs of passage. It's subtle. The undulating track of a sidewinder, a small patter of pawprints that indicate at least some kind of fox passed by, spoor from a thorned lizard. For those who know where to look, the desert is as vibrant as any other biome.

As the hours pass and the moon travels its way across the sky, sleep begins to tug at your eyes. The steady plodding pace of your mounts becomes a lullaby and staying awake grows more and more difficult. Conversation helps you push through, and Gortig's eyes remain keen on the horizon, seeing little of worry, though one four legged silhouette concerns him for a few minutes. The creature, a lion, Gortig thinks, seems to match pace with the party, assessing its chances, before slinking off in search of easier prey.

By the time the moon disappears, Gortig knows it's time to find a spot to set camp. He checks the wind, chooses the right side of a big dune, and everyone begins setting up their tents. There is time to eat first, before the sun fully rises, and to discuss the intended sleeping situation, should you feel the need for watch.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
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Grodech
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Re: Act III: Coalescence

Post by Grodech »

"With there only being three of us, I'm thinking 3 four hour watches." Nirili says "That should give everyone enough rest, but I will defer to you if you think things should be any different out here."
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Cmdr Maxwell
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Re: Act III: Coalescence

Post by Cmdr Maxwell »

"Rook likes anything he can ride on," Dethmir states as he throws down the campfire bead. The light and heat of fire instantly bursts forth, bathing the area in illumination. He chuckles into his beard when the monkey replies in his nonsensical way (although Dethmir knows that he's likely being cussed out by the monkey).

"Aye, them Moon Foxes are sommat to see."

Answering Nirilli he holds up his ungloved left hand, a three tiered ring of silver, gold, silver, inlaid with a pristine heart shaped ruby that glints in the firelight. "Ah need only a short kip. A gift from mah farther. Keeps me fresher than a cold 'un."
"It ain't a gun if it don't weigh at least one hundred pounds." Gunner, Deep Rock Galactic

-----

"There is a way out of every box, a solution to every puzzle; it’s just a matter of finding it." - Captain Picard.
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Grodech
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Re: Act III: Coalescence

Post by Grodech »

"So what's that mean?" Nirili says. "I don't think I've heard the term 'short kip' before." She then looks at Gorti "I'm assuming you will need an hour of study in addition to eight hours of sleep?"
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Re: Act III: Coalescence

Post by Cmdr Maxwell »

"Ah need only 2 hours sleep, then an hour of prayin', then ah'm solid as stone. Useful, wouldn't yah say?"
"It ain't a gun if it don't weigh at least one hundred pounds." Gunner, Deep Rock Galactic

-----

"There is a way out of every box, a solution to every puzzle; it’s just a matter of finding it." - Captain Picard.
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Re: Act III: Coalescence

Post by Grodech »

"Indeed." she ponders how to adjust the schedule for that.
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Grodech
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Re: Act III: Coalescence

Post by Grodech »

"How about this?" She says. "I'll take first watch, but Dethmir keeps me company for the first hour to help me with what to look for in this environment, then he can sleep, and then take over second watch. Gortig can take 3rd watch and Dethmir can watch while Gortig does his study for an hour."

ooc: Essentially:
Hour 1-4:
- Nirli keep watch
- Dehtmir assist for the 1st hour, then can take 2 hours, then pray for 1.
- Gortig Sleep

Hour 5-8
- Nirili Sleep
- Gortig Sleep
- Dethimir keep watch

Hour 9-12
- Nirili sleep
- Gortig keep watch
- Dethmer assist with watch while Gortig does his studies in hour 12.
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Grodech
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Re: Act III: Coalescence

Post by Grodech »

"Nice fire, by the way." she says "I picked one of those up for myself, so we've got another if we need it."

She chews on her rations and drinks from her cup.
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Re: Act III: Coalescence

Post by Gimble »

"No need to study, my magical gifts come from the guidance of the spirits. Usually Rook helps me focus on the required preparations, but for this journey I'm all set with what I have."

"I suggest we take cover under canopies of our tents, it helps against the worst of the sun during the day."

OOC: The mounts will have to be re-summoned for the next day of journey. Prepared spells will stay the same for now, so that saves an hour after the rest. Schedule looks good otherwise.
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Re: Act III: Coalescence

Post by Cmdr Maxwell »

"Aye, incredible what magic can do. Cost a pretty penny for the best, though." He'll extinguish the fire when the sun has warmed the sand up a bit, it's more to bridge the gap until then.

"Ah reckon that's a sound plan." Dethmir agrees with the proposed time. Dropping the bead out after using the Any-Tool to flatten and dig out the dune a bit, the cleric props his feet on the pack and lets out a pleasant moan of contentment. He soon takes out the kukri and cleans his finger nails with it. Noticing an odd look from Nirilli, he merely shrugs. "'Scuse me manners. But ah dwarfs gotta dwarf." Gortig...well, he knows Dethmir has some odd quirks.

He'll cast the Create Water for those that want to freshen up. "Mah magic comes from Justitia, bless her presence. A gift as solum as mah creed to her."
"It ain't a gun if it don't weigh at least one hundred pounds." Gunner, Deep Rock Galactic

-----

"There is a way out of every box, a solution to every puzzle; it’s just a matter of finding it." - Captain Picard.
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Charon
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Re: Act III: Coalescence

Post by Charon »

(Just an aside, I believe the Witch still needs to take an hour to prep spells just like any other prepping class, even if they haven't changed or cast anything. It's basically a wizard but Rook is your spellbook.)

You can make Perception rolls for first watch when the conversation winds down.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
Gimble
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Re: Act III: Coalescence

Post by Gimble »

OOC: you're right, I expended the 2 mount spells yesterday, so the prepare them again I need to spend the time.
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Re: Act III: Coalescence

Post by Cmdr Maxwell »

Assuming no other conversation happens, as the other two get about their business, Dethmir takes his position for the first hour. If nothing happens, he'll nod to Nirili who nods back, and he promptly falls asleep. Upon waking, he'll pray and then retake his position. Playing idly with the kukri, perfectly balanced as like the day he got it.

Perception check (1st hour):
[20]+4 = 24
1d20+4:  [
20
] +4 = 24


Perception (2nd watch):
[19]+4 = 23
1d20+4:  [
19
] +4 = 23


Perception (3rd watch):
[17]+4 = 21
1d20+4:  [
17
] +4 = 21
"It ain't a gun if it don't weigh at least one hundred pounds." Gunner, Deep Rock Galactic

-----

"There is a way out of every box, a solution to every puzzle; it’s just a matter of finding it." - Captain Picard.
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Grodech
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Re: Act III: Coalescence

Post by Grodech »

Nirili Perception check for 1st watch:
Dice rolls
[2]+16 = 18
1d20+16:  [
2
] +16 = 18
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Gimble
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Re: Act III: Coalescence

Post by Gimble »

Perception check for Gortig's watch.
Dice rolls
[4]+2 = 6
1d20+2 (perception):  [
4
] +2 = 6
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Re: Act III: Coalescence

Post by Charon »

Nirili and Dethmir take the first watch. The dwarf finds plenty to talk about as he basically explains that the main thing to watch, other than the horizon, are the sands themselves. Anything coming at you from beneath will give itself away and he goes into great detail about a myriad patterns and the creatures that cause them that Nirili instantly forgets. Watch the sands, she gets the picture.
As she soon finds out, watching the sands is boring work. Nothing moves out here. The sand remains still and unchanging, the horizon clear, the sun lazily making its way up into the sky, causing the drow to squint painfully and retreat her head under her tent cover.
She is relieved when Dethmir, well, relieves her, and she scuttles into her tent which does surprisingly little to block out the light of day.
Sheer exhaustion does for her though. It's been along day and night and a very boring watch and sleep takes Nirili quickly. Before she knows it, she is being awoken by the others.
The sun has passed its peak and you breakfast at what would normally be evening meal. The red hot sand is cooling a little but you're still quick to pull away should your hand brush it.

When Gortig judges the heat of the sun has eased off sufficiently, you mount up once more, to strike boldly into the night. Gortig tells you to be on your guard. This is the most dangerous stretch of the journey, where the land is more wild, equidistant from civilisation in the form of Heavensholm on one side, and Qasr Al-Hawa on the other. The midpoint of your journey, or will be, by midnight.

I will take more Perception rolls, and another Survival from the desert dwellers for the purposes of maintaining the correct direction.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
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Cmdr Maxwell
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Re: Act III: Coalescence

Post by Cmdr Maxwell »

Requested rolls:

Perception:
[19]+4 = 23
1d20+4:  [
19
] +4 = 23


Survival:
[13]+2 = 15
1d20+2:  [
13
] +2 = 15


And Ride (because why not see if we have a faceplanting dwarf):
[14] = 14
1d20:  [
14
] = 14
"It ain't a gun if it don't weigh at least one hundred pounds." Gunner, Deep Rock Galactic

-----

"There is a way out of every box, a solution to every puzzle; it’s just a matter of finding it." - Captain Picard.
Gimble
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Re: Act III: Coalescence

Post by Gimble »

Dice rolls for the journey.
Dice rolls
[6]+2 = 8
1d20+2 (perception):  [
6
] +2 = 8
[8] = 8
1d20 (survival):  [
8
] = 8
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Re: Act III: Coalescence

Post by Charon »

The sun takes its time dipping low and is still peeking over the horizon when you hit your first bit of trouble. Dethmir is up front for a bit, giving Gortig a little break from leading the way when he spots one of the many signs of shifting sands he warned Nirili about the night before.
He's quick to call a warning, reigning his mount in as two scorpions burst from their burrows in the dunes ahead. Not just your regular desert scorpions, these beasts are much bigger. Eight foot long and weighing at least two short tons, possibly more. Black overlapping plates armour their backs, and massive claws thrust out in front. Their stingers are held high over their backs, venom glistening a dark purple on the tip. These monsters are hungry, and seem to have mistaken you for their next meal...

Roll for initiative.

Giant Scorpion:
Spoiler
Image
Battle Map (Courtesy of DungeonMasterMike99 on Reddit):
Spoiler
Image
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
Gimble
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Re: Act III: Coalescence

Post by Gimble »

Init roll
Dice rolls
[19]+1 = 20
1d20+1 (init):  [
19
] +1 = 20
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Cmdr Maxwell
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Re: Act III: Coalescence

Post by Cmdr Maxwell »

Dethmir initiative:
[19]+1 = 20
1d20+1:  [
19
] +1 = 20


"Aw bleedin' hell, we've got critters!"

OOC: Judging by same rolls, Gortig's dex mod is higher than Dethmir's.
"It ain't a gun if it don't weigh at least one hundred pounds." Gunner, Deep Rock Galactic

-----

"There is a way out of every box, a solution to every puzzle; it’s just a matter of finding it." - Captain Picard.
Gimble
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Re: Act III: Coalescence

Post by Gimble »

"Don't let them sting the horses!"

"And watch the sands, there might be more."


OOC: What does Gortig know about scorpions like these? A Knowledge Nature check would seem relevant, I'll roll it just in case.
Dice rolls
[5]+10 = 15
1d20+10 (Knowledge Nature):  [
5
] +10 = 15
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