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15:58, 28th March 2024 (GMT+0)

Hot Water, Healing Water.

Posted by DM HeathFor group 0
DM Heath
GM, 6134 posts
Thu 10 Sep 2020
at 03:38
  • msg #1

Hot Water, Healing Water

Giving out XP now:
Please update your character sheets, and if your character receives an XP bonus for Wisdom, please also add that.



With Borimer flying, you push off in the boats per Kahan's suggestion (with Fingas taking Borimer's place):

Front  Middle   Last
Leo,   Tahldar, Fingas
Kahan, Geebo,   Shae

Flying: Borimer

The river is flowing at a rate of about 3-5 mph, depending on location (about 5-8 feet per second). This is fast, but not too fast that you can't briefly talk and adjust.

The first thing you notice as you go downstream is that the paddles help steer and push, but given that lava is much denser than water, it takes more strength.

The lava river width is generally 40-50 feet. I assume you go single file instead of side by side generally.

There are many little stone "islands" in the center of the lava (marked 24C). For each one passed, the following will occur:

Front of boat: Roll DEX to steer to avoid collision.
Back of boat: Roll STR to row away from island.
Roll is at -1/2 (rounded down) for every mph the river flows.
If either miss the roll, then every person in boat makes save vs. petrification. Failed save means I will roll on a secret chart for results, which could be from no effect to falling out of raft (ouch!).


You can alter these dangers as desired by trying other things too (spells or whatever).

You notice that the lava river seems to have many curves to the right. You pass the first curve.

You are now approaching the first island to evade.

You also see ahead that the current separates into two passages, one on the north and one on the south. The narrow tunnels are only slightly wider than a single raft (about 5 feet), will not allow oars to be used in the lava, and each raft will need to pick a tunnel (top or bottom).


Tahldar of Tyrannia
player, 759 posts
Ac 3 Hp 54/54
Thac0 18
Thu 10 Sep 2020
at 13:37
  • msg #2

Hot Water, Healing Water

Tahldar looks at the lava with great trepidation.  Knowing full well it's dangers he takes the time go give everyone a minor spell to help protect them.  It isn't much but everything counts he figures.

"Maybe Borimer can borrow Shae's spear and use it to help each boat avoid the stone obstacles?"

OOC:  I will cast a zero level spell resistance which gives a +1 to all saves to everyone except Borimer and Geebo.  I'm not sure how long it will last, maybe 1 turn per level? (10 total).  Also, if Kahan and Shae's proximity to Geebo will render it useless I won't cast it on them.

I'm thinking Borimer could use Shae's spear to give an assist to each boat to help it avoid the stone obstacles in our way.  I assume he could do so and still avoid Geebo's 10' radius.

DM Heath
GM, 6135 posts
Fri 11 Sep 2020
at 00:03
  • msg #3

Hot Water, Healing Water

OOC: We forgot about Shapfren. Her player has been really busy IRL but will rejoin shortly. So we should probably put Shapfren in Fingas' place and let Fingas wait back at the edge of the river.

For Tahldar: Keep in mind that anyone within 10 feet of Geebo's antimagic zone will have their magic removed, including those on the raft with him.

Shae Shadowglen
player, 353 posts
Fri 11 Sep 2020
at 07:39
  • msg #4

Hot Water, Healing Water

Shae helps steer around the stone island - hopefully. She hesitates but then says, "I don't have any basis for this, but I'm thinking we should go down the northern river flow since the tunnel seems to curve to the right. maybe the other raft wants to go on the south one?"
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