Re: 1:30pm Firesday, 10th week 852s
The four chocobos continue to make all sorts of ruckus as they splash away. The two that fell stand back up and attempt to slow down in order to make better progress. Both of the chocobos in the distance finally slip and fall. It looks as if one has found a deep hole, as its ass is pointed upward with head nowhere to be seen--like a duck on a pond.
The chocobos will continue to do this for several rounds until they are scattered in different directions.
MILO continues to head west, also slowing down a bit in order to make safer progress. The normally fearless and ferocious canine continues to whine and run like a small puppy with its tail caught in a mousetrap.
Like Gurlop, finding him, or him finding you, should not be difficult.
Round 3:
18: ZEIG
14: JAGA - Focus (x2)
11: DAI
11: SILI
11: #1 - Berserk, Charged (-2 AC)
11: Garus - Combat Expertise (+5), Fighting Defensively (+2 AC), Dark Ward
11: #2 - Holding Action
. = muddy ground, DC 5 Balance to Run or Charge, +2 to Tumble DCs
, = 1' deep water, DC 15 Balance to Run or Charge, +7 to Tumble DCs
The party has come across spots where the water suddenly gets very deep, as if there was a 3'-6' wide hole. Such a situation is a DC 15 Reflex save to avoid falling prone (and underwater) and is impossible to spot due to the opaque water.
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This message was last edited by the GM at 01:46, Fri 22 June 2012.