The Wandering Archipelago (D&D 5e)

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thinkslogically
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Sat Mar 17, 2018 6:35 pm

"Look - right in there. And there's another one ...there."

((Give me a nature check))

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spiderwrangler
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Re: The Wandering Archipelago (D&D 5e)

Post by spiderwrangler » Sat Mar 17, 2018 6:38 pm

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thinkslogically
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Sat Mar 17, 2018 6:46 pm

Yeah, if you squint a bit and tilt your head, you can kiiiiind of see what he's getting at. Those could certainly be legs... and that bit at the other end did look like a mouth.

Kal looks too, but the smell is really getting to him and the flies keep buzzing in his eyes.
Nature check: 2D20.LOW(1)+3 = [2, 2]+3 = 5

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spiderwrangler
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Re: The Wandering Archipelago (D&D 5e)

Post by spiderwrangler » Sat Mar 17, 2018 6:48 pm

"Any idea what the hell this was?! Merric, you find anything down there?"
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thinkslogically
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Sat Mar 17, 2018 7:09 pm

Artho groans again.

"I'm not sure... I've heard stories of plants coming to life and wandering the forests like men or beasts, but- Ah! Damn flies!

I apologise, I fear the stench and the heat may be getting the best of me."

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spiderwrangler
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Re: The Wandering Archipelago (D&D 5e)

Post by spiderwrangler » Sat Mar 17, 2018 7:11 pm

"It might be best we move on... we might not be the only ones dumb enough to come find the source of that stench. I feel like it's probably gonna cling to my shirt for days."
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Dlover
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Re: The Wandering Archipelago (D&D 5e)

Post by Dlover » Sat Mar 17, 2018 7:18 pm

Mehr tries to keep watch, but in the dark of pre-dawn is utterly blind.
Per: 1d20+1 = 6
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My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

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Re: The Wandering Archipelago (D&D 5e)

Post by Rodgeir » Sun Mar 18, 2018 12:00 am

((Dlover you rolled a 10 for Mehr's watch a couple pages back))

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Re: The Wandering Archipelago (D&D 5e)

Post by Dlover » Sun Mar 18, 2018 6:09 am

(( :o I forgot about that. Well, Mehr is a little less blind.))
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

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Theis2
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Re: The Wandering Archipelago (D&D 5e)

Post by Theis2 » Sun Mar 18, 2018 2:51 pm

Merric will tilt his head and try to see if he knows what it could be.

"If it is the remains of a plant like monster, then it would explain all hell water they've used here.. Guess that's why it keeps trying to catch fire too.."

After saying that he'll drop the satchel.

Merric knowledge: 1D20+1 = [10]+1 = 11
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spiderwrangler
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Re: The Wandering Archipelago (D&D 5e)

Post by spiderwrangler » Sun Mar 18, 2018 2:56 pm

"Hell water?"
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thinkslogically
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Sun Mar 18, 2018 3:00 pm

Merric still has disadvantage from the poisoning, so I'll take a second roll please :)

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Theis2
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Re: The Wandering Archipelago (D&D 5e)

Post by Theis2 » Sun Mar 18, 2018 3:21 pm

"You know, the liquid that bursts into flames.. The scourge of any naval vessel, hence what we used to call it."

Better roll: 1D20+1 = [13]+1 = 14
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thinkslogically
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Sun Mar 18, 2018 4:53 pm

Merric hasn't seen anything like this before, but he has also heard of plants coming to life like Artho says. He just hasn't ever seen any to know if this is one or not.

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spiderwrangler
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Re: The Wandering Archipelago (D&D 5e)

Post by spiderwrangler » Thu Mar 22, 2018 1:18 pm

I join forces with a queasy Merric to search the area, making use of his... up close investigation, to make sure there isn't anything of importance we are leaving behind.

Investigation for loot, with help from Merric: 2D20.HIGH(1) = [8, 15] = 15
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thinkslogically
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Thu Mar 22, 2018 5:16 pm

You almost miss it, but an odd flutter from near one of the "legs" draws your attention to a partially-crushed corpse thats been smeared across the ground. It looks like it's been chewed on by alligators or something, and is covered in flies.

Despite that, the corpse seems to be wearing an unusually fine cloak. Unfortunately, it's squashed under the vegation-mound.

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spiderwrangler
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Re: The Wandering Archipelago (D&D 5e)

Post by spiderwrangler » Thu Mar 22, 2018 5:21 pm

"Hey, Kal! Artho! Give me a hand, would you?"

STR check: 1D20 = [14] = 14
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thinkslogically
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Thu Mar 22, 2018 7:07 pm

((You guys had a STR target of 25 to lift the creature.))

Strength: 2D20.LOW(1)+3 = [4, 3]+3 = 6
2D20.LOW(1) = [15, 6] = 6


Korrik (or anyone) can make a DEX check to grab the cloak, or Merric can grab it.

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spiderwrangler
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Re: The Wandering Archipelago (D&D 5e)

Post by spiderwrangler » Thu Mar 22, 2018 7:09 pm

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Theis2
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Re: The Wandering Archipelago (D&D 5e)

Post by Theis2 » Thu Mar 22, 2018 11:08 pm

Merric will grab the cloak as the rest lifts, so they don't have to worry about holding it with 1 hand :p

He will take a look at the cloak before handing it to Korrik or someone else when he immediately gets bored of looking at it.

Merric knowledge (?): 1D20+2 = [2]+2 = 4

Once again forgot disadvantage, but doesn't matter as this is as low as it is gonna get xD
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thinkslogically
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Fri Mar 23, 2018 7:45 am

Korrik is just getting hiself in position to support the creature and grab the cloak without crushing himself, when Merric wanders up and simply hands him the soft, dark grey cloak. Merric himself is in no mood to look at it very closely, but it certainly seems well made.

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Re: The Wandering Archipelago (D&D 5e)

Post by spiderwrangler » Fri Mar 23, 2018 8:21 am

"Oh, neat! Let's go!"

I'll take a look at it as we resume walking towards our original heading. (checks?)
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Fri Mar 23, 2018 8:53 am

((It's still difficult terrain for you guys, so any checks you make while travelling will be at disadvantage, probably coupled with DEX checks. You may want to find somewhere to stop to look at it more closely. Otherwise, You can make whatever investigation / knowledge checks you would like :) ))

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Re: The Wandering Archipelago (D&D 5e)

Post by spiderwrangler » Fri Mar 23, 2018 8:54 am

((I'll tuck it away for now then.))
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Fri Mar 23, 2018 7:21 pm

Druid Group

Mehriv's watch passes uneventfully and the party awaken to a warm dawn, fully rested and refreshed.

Lizard Group
((Assuming that everyone is ready to move on))

The group leave the dead, stinky pile of vegetation and corpses and retrace their steps with Kal and Artho's help. After about hour (thanks to a small case of getting slightly loss leading to a rather round-about route) the group are back to roughly where they started. The smell lingers with you all as you walk, but after a 45 minutes or so, you begin to feel better and shake off the effects of the poison.

((Let's have survival checks again from the group leads, and stealth from everyone as we move on))

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