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Author Topic: D&D 5e: Lost Isle/[1st Cycle-Missing the Birdgirl. Not that one, the other one]  (Read 58610 times)

kj1225

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine rest]
« Reply #345 on: March 05, 2015, 05:44:11 pm »

"It'll be a pain if we go in the morning."
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Flying Dice

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine rest]
« Reply #346 on: March 05, 2015, 06:24:48 pm »

"If walking through snow is truly such an onerous task for one such as yourself, I have several magicks which could readily be used to clear a path."
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kj1225

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine rest]
« Reply #347 on: March 05, 2015, 06:29:15 pm »

"Won't need you to. I'll already be out there."
Akira gets up and leaves to get ahead of the weather. She's a professional dammit, and she's not going to waste time when she could be working.
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GiglameshDespair

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine rest]
« Reply #348 on: March 05, 2015, 06:32:11 pm »

Kawtari merely huddled closer to the fire.
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scriver

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine rest]
« Reply #349 on: March 05, 2015, 06:39:26 pm »

"We should buy warm clothes tonight so we can start as early as possible in the morning."
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Criptfeind

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine rest]
« Reply #350 on: March 05, 2015, 07:00:45 pm »

Sarco grumbles at the mention of leaving the fire but pushes himself up and readies to brave the snow for the shop.

"Indeed. I suppose we must. I at least shall go."

Head to the shop and see what the cold weather gear costs.
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scriver

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine rest]
« Reply #351 on: March 05, 2015, 07:28:40 pm »

Tadhg, too, shall go. We don't want to have a rage malfunction due to itchy clothing.
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GiglameshDespair

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine rest]
« Reply #352 on: March 05, 2015, 07:33:26 pm »

I suppose Kawtari better do so too.
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Flying Dice

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine rest]
« Reply #353 on: March 05, 2015, 07:57:53 pm »

"Oh, for-"

Samara follows along.
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Dwarmin

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine rest]
« Reply #354 on: March 06, 2015, 10:37:57 am »

The party tromps through the snowy streets to the general store, grumbling and grousing.

[?]

Tadhg gets nailed with a few snowballs by laughing children. At least some people are having fun in this weather...

[?]

Sarco gets on too, right in the snout.

"The Dragon is slain!' A boy cheers.

...

They find the Sphinx is doing good business, selling inadequate goods to desperate folks-unfortunately, these things were designed for cold wind and rain-they seem painfully thin for the purposes you'll need them for...much better than your bare skin, but that's about it. Specialty goods are more what you're looking for, and these are have been marked up...probably for your benefit.

Winter bodygear
Warm pants, boots, coat, hat, gloves and muffs made from leather and coated in deer fur.
Effects: Allows you to make a CON check to avoid exhaustion damage when traveling overland in very cold conditions.
Cost: 10 Gold

Snowshoes
Usually, these are sold to local hunters who stalk the high, snowy peaks for game. Somewhat bulky, they slow your pace, but let you move over ice and snow much easier. They are cumbersome to don and remove.
Effects: Advantage on all DEX checks related to keeping balance on slippery terrain
No terrain speed penalty moving over snow or ice
Reduces your walking speed by 5ft
Cost: 5 Gold

Portable Hut
A portable hut consists of a wooden framework that can be quickly assembled into a hut-shaped
frame that covers a 10-foot square. The frame’s base consists of several iron spikes that can be driven through holes in the frame to affix the hut frame to the ground; further stability is granted by several rope supports that extend out 15 feet from the hut’s edge. Once the frame is in place, you simply attach the leather and fur wrappings over the outside of the wall and lash them directly to the frame to finish building the hut. A portable hut provides excellent shelter in the wilderness.

Effects: Allows short and long rests in inhospitable cold. Each tent fits two to three people comfortably.
Cost: 25 Gold

Climber’s Kit
A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 from where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor.
Cost: 25 Gold
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My Name is Immaterial

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine rest]
« Reply #355 on: March 06, 2015, 11:26:37 am »

Aldeth, who was assumed to have been following the party, purchases some winter bodygear and snow shoes.

Criptfeind

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine rest]
« Reply #356 on: March 06, 2015, 11:46:39 am »

Sarco browsed though the selection looking for an oversized coat that even he would be able to wear over a suit of armor, along with a set of snowshoes, some climbing equipment and finally hefting up one of the portable huts.

Buy one of everything.
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scriver

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine rest]
« Reply #357 on: March 06, 2015, 12:30:11 pm »

Tadhg levies a couple of sbowballs back at the childrenal and pretends to Chase them down before he moves on to the shop.

But one of each winter item. Be careful to make sure the clothes fit.
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kj1225

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine rest]
« Reply #358 on: March 06, 2015, 01:45:09 pm »

Akira buys bodygear, snowshoes, and a climbing kit.
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Dwarmin

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine rest]
« Reply #359 on: March 06, 2015, 04:07:24 pm »

While waiting for the rest of the party to make purchases, you all study the regional map of the area hung on the nearby wall of the general store...

https://docs.google.com/spreadsheets/d/1hWL2scQNPrrC06P6IpTWGkR5poQAvB-EQYmMth8uRM4/edit#gid=0

It's clear there are a few ways to go about your next journey.

Easy The easiest way would be to merely continue on east out of the town, down the Great Road, turning North at the Fortway intersection-you've been informed the fortress is abandoned and uninhabited except for the rouge guardians which still defend the old places, but you should avoid them if you don't stray South. You are warned against following it all the way to the end-the locals call this the 'battle wastes', and warn you there are many powerful magical and techno-arcane constructs there, endlessly fighting each other but generally not straying from that area. You are suggested to make a slight detour through the swamps of Doomy, then up to the mountain. This route seems safe if you stick to the road, and there are many people along the way to help you-however, it is the slowest route. It might take four days or more to make the journey round trip.

Medium A by-the-crow-flies path would evade all that-and lead you straight through the Mustered Hills (Must-ERE-d, corrects the shopkeeper), and then a slightly longer path through the Swamps of Doomy. A tough overland trek, but if you manage to keep a good pace, you'll get to Kalibrak and back in about two days, following the same path. There are, of course, wild animals to contend with. The people you can rely on will be less plentiful then along the roads, but they will be the tougher sort, mountaineers and trappers who live alone in the hills.

Hard The quickest way would be the most dangerous-heading directly North into the treacherous Coldfells, and cutting through it would shave at least a day off the trip, since reaching the heights of the Golden Canyon would let you boat across the Churling (you are told of an old elven sorcereress who lives near the lake studying and looking for progenitor artifacts, and usually has boats for rent), straight to the foot of the mountain-bypassing hills and swamps all. They do warn you that this way is likely to be populated by the stronger monsters in the Omlett region-the Coldfells have always been a tangle of brambles and hidden dangers, no matter how often it is burned by the farmers. The Golden Canyon is the nesting ground of many avian predators, as well, who hunt the rivers and lakes for fish-all lesser scions of the Roc which dwells in the mountain. It is sparse of any people but the toughest-retired soldiers and adventurers, and big game hunters for sport and living. You calculate this trip would bring you there and back again in a little more than a day.

The choice of direction is yours...
« Last Edit: March 06, 2015, 04:12:55 pm by Dwarmin »
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

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