Habololy Forum
Seas of Habololy => First Voyage of the Guardian of the Tide => Topic started by: Asinjin on March 02, 2018, 12:06:46 AM
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To start with xp:
Rin, Chase, Sas, and Nathan each get 1,000xp
Veronica gets 200xp
Taiji and Kasai get 100xp
Wake gets 50xp.
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It is the 20th day of the 10th month of 788 when you arrive at where Asinjin had last said the ship was located.
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Nathan communes with nature and talks to the plant life since Rin can speak with the animals. Hopefully, I can get a sense of unnatural evil presences and what direction they might be traveling.
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Nathan communes with nature and talks to the plant life since Rin can speak with the animals. Hopefully, I can get a sense of unnatural evil presences and what direction they might be traveling.
You are on a not uncommon, but not heavily traveled route. There have been two ships through here since the one you are after was here six days ago.
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The name of the ship you are looking for is Kura Umi No Masutā.
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Experience given for a recap for Valdis (and maybe for Claude).
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The name of the ship you are looking for is Kura Umi No Masutā.
I'm hoping the animals in the area could sense the evil from the ship and be able to point me in direction.
1 - I have speak to animal at will
2 - I can actually speak whale, at least that's how I read the "tounge of the beast". So if there are any around I chat
https://www.youtube.com/watch?v=UBRvZ6wSVGQ (https://www.youtube.com/watch?v=UBRvZ6wSVGQ)
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I'm hoping the animals in the area could sense the evil from the ship and be able to point me in direction.
1 - I have speak to animal at will
2 - I can actually speak whale, at least that's how I read the "tounge of the beast". So if there are any around I chat
https://www.youtube.com/watch?v=UBRvZ6wSVGQ (https://www.youtube.com/watch?v=UBRvZ6wSVGQ)
It is the open sea, so the only animals are fish. None tell you that there was an evil presence that passed by, but it would have to have been very strong to extend beyond the ship into the ocean.
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Recap:
The crew finished up the last bit of bling on the ship, finished hiring crew, named her "Guardian of the Tide" and prepared to set sail.
The officers were invited to a private dinner with Beverly a couple days before we left port. While there, she introduced us to a friend of hers; a renowned Diviner named Asinjin. He is a brilliant Desert Elf; albeit surly and racist. Asinjin proceeded to tell us that he has been working with Beverly, and several other powerful people, in order to divine the location and motives of the agents of Olhydra. He mentioned three notable alliances. The first is a group of pirates who defected and joined the army of Olhydra. The second is a race of eel folk who live deep under the ocean. The third is a mighty blue dragon that swore its allegiance to Olhydra. All of these agents of evil are growing stronger and gathering more followers. We were tasked with hunting them down and destroying them in order to swing the balance of power back to Lakius' side.
We agreed that we'd pursue the pirates first in the hope that we could salvage their ship and sell it to pay the crew for a year or two. We may tackle the eel folk next, but we're waiting to see how things go. We'll need Claude to join us to take on the dragon, but he's been afflicted with a continuous sleep spell that kicks in every night around 9. If we can dispel that for a session or two, we're in business.
Asinjin provided us with a precise location of the pirates and we set sail to pursue them. We arrived at their location about 6 days after they were scryed and are now tracking them to the best of our abilities. So far, the ship has proven to perform even better than anticipated.
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Taiji suggests to Nathan: given what you learned from the diviner about the ship we are after and what we know about the recent weather, can you estimate the potential range the ship could have traveled in the last 6 days?
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Yes I am sure I can do that. What type of checks should I make?
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Yes I am sure I can do that. What type of checks should I make?
Weather and Profession (Sailor)
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I wear the Crown of Air and I automatically have the knowledge about the weather. Then I Rolled a 32(skill of 20 + 12 for the roll) on my sailor check.
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When you were given their location, this spot a week ago, they were heading due south. Given your knowledge of the weather and their direction who can make an educated guess on where they are. However, you have to decide which course you think they took. Once you guess that, you can give a guess on where you think they are.
Using those skills, you think the options are:
1 - they took a drastically different course from the one they were on, and it is near impossible to guess
2 - they continued due south
3 - they turned slightly westerly and headed towards Ekarude
4 - they turned west and headed (eventually) to Yellowia
5 - they turned slightly east and towards the Oddlands
6 - they turned east and towards the Destroytian Republic / Intoria
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When you were given their location, this spot a week ago, they were heading due south. Given your knowledge of the weather and their direction who can make an educated guess on where they are. However, you have to decide which course you think they took. Once you guess that, you can give a guess on where you think they are.
Using those skills, you think the options are:
1 - they took a drastically different course from the one they were on, and it is near impossible to guess
2 - they continued due south
3 - they turned slightly westerly and headed towards Ekarude
4 - they turned west and headed (eventually) to Yellowia
5 - they turned slightly east and towards the Oddlands
6 - they turned east and towards the Destroytian Republic / Intoria
Can we tell how many miles they may have travelled on each route? Trying to get a sense of our immediate search radius.
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I was more picture how they can be in anyway one direction based on the wind and weather. If they go with the wind they will be a lot further ahead then if they went a direction opposite of the wind. SO just trying to get how far they can be in any of the direction that they have traveled. I can also try to scry them during the day to see if I can get an idea which direction based on the Sun, wind etc,
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Can we tell how many miles they may have travelled on each route? Trying to get a sense of our immediate search radius.
Haha I just posted the same thing with so further ideas.
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I can also try to scry them during the day to see if I can get an idea which direction based on the Sun, wind etc,
Scrye Location is 7th level, so I don't think you can. You don't know anyone on the ship to cast Scyre.
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Can we tell how many miles they may have travelled on each route? Trying to get a sense of our immediate search radius.
Yes; and that range is from 60 miles (assuming against the wind the whole time) and 1500 miles (assuming they just went with the wind the whole time). The actual is almost certainly in between unless you think they are moving without a set destination.
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Because we know they are on a ship, wouldn't circle dance be effective?
Aren't we making this too hard?
http://dnd.arkalseif.info/spells/spell-compendium--86/circle-dance--4020/index.html
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Because we know they are on a ship, wouldn't circle dance be effective?
Aren't we making this too hard?
http://dnd.arkalseif.info/spells/spell-compendium--86/circle-dance--4020/index.html (http://dnd.arkalseif.info/spells/spell-compendium--86/circle-dance--4020/index.html)
We've fought them right? So we should have "first hand" knowledge.
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We've fought them right? So we should have "first hand" knowledge.
You have not fought this ship and crew. The spell has to target a creature. Similar problem to the standard scrye.
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What exactly does firsthand knowledge mean?
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What exactly does firsthand knowledge mean?
You have encountered in person.
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Are these " pirate" infested water, or are there other ships?
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Yes; and that range is from 60 miles (assuming against the wind the whole time) and 1500 miles (assuming they just went with the wind the whole time). The actual is almost certainly in between unless you think they are moving without a set destination.
I think we should be able to narrow down any of the short distance pretty easily. Nathan can take one day or two days to scout flying around with the Crown of Air and determine if they took any of the paths that went against the wind.
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For what it's worth, Chase can detect ships for up to 9 miles. If I sense anything, I immediately let the crew know.
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Are these " pirate" infested water, or are there other ships?
You have sailed south of what would be thought of as Horarian waters, so no, not infested.
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For what it's worth, Chase can detect ships for up to 9 miles. If I sense anything, I immediately let the crew know.
You can detect general type of ship and name also, correct? If so, I assume you are constantly aware of nearby ships.
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You can detect general type of ship and name also, correct? If so, I assume you are constantly aware of nearby ships.
Yes, constantly aware. Here's the spell description for your convenience.
Detect Ship
(Stormwrack)
Divination
Level: Bard 3, Sorcerer 3, Wizard 3,
Components: V, S, AF,
Casting Time: 1 standard action
Range: Special
Target: You
Duration: 24 hours (D)
Saving Throw: None
Spell Resistance: No
You gain the ability to discern the presence of ships around you.
You perceive ships located within a distance of 1 mile per caster level, regardless of current visibility (or even whether or not they are beyond the horizon).
You need not be seeking them to become aware that they are there—this spell will alert you to the presence of a ship if you are below decks or asleep.
Exactly what can be ascertained depends on whether the ships in question are within sight or not yet visible.
Not Visible: You sense only the presence of ships other than your own in the area.
A DC 15 Profession (sailor) check allows you to determine the number, direction, and range to each new ship you sense.
If you sense a ship's direction and range, you continue to be aware of this information until the other ship is no longer in range of the spell.
Within Sight: If a ship is actually within sight, you can gain additional information by studying the vessel for 1 round.
You need not be able to see the vessel clearly—a spot on the horizon is sufficient.
A Profession (sailor) check gives you information about the ship or ships:
This spell cannot penetrate illusions.
Focus: A small disk of ground glass, hung on a golden chain and worn about the neck while the spell is in effect.
This focus is worth 50 gp.
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If there are any friendly ships near by then we can ask them if they have seen the ship we are looking for.
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Who makes contact with them and how?
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I can make contact. I can fly or swim to the ship. Without the crown
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I can make contact. I can fly or swim to the ship. Without the crown
You go on to the deck in person?
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We signal them first and ask permission for me to come aboard. How many friendly ships do we pass?
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We signal them first and ask permission for me to come aboard. How many friendly ships do we pass?
You pass 8 ships that are non-hostile. Note that these are not ones that are closer enough for Chase's spell, but taking into account Nathan's flight and extended vision. Nathan sees more when he goes up high, but he figures this amount is sufficient.
The ships are merchants and a corsair; detail available if you want. Three of them mention spotting the ship (this is during the past six days or more along the course you suspected). They did not recognize it and it did not bother them.
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No that is enough info. So we travel along the course that the ships gave us and also reach out to other ships along the way. I commune with nature once a day to look for evil presences that disturb nature.
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No that is enough info. So we travel along the course that the ships gave us and also reach out to other ships along the way. I commune with nature once a day to look for evil presences that disturb nature. It
Nature does not report the passing of a great evil.