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21:44, 28th March 2024 (GMT+0)

All at Sea.

Posted by SimulacrumFor group 0
Tanek Sanasin
player, 140 posts
Taskan mercenary
What gnome?
Thu 17 Jan 2013
at 14:55
  • msg #47

Re: All at Sea

In reply to Orinastron (msg # 46):

06:54, Today: Tanek Sanasin rolled 35 using 1d100. Perception (31).

Tanek peers at the shape on the beach but can't quite make it out.
Simulacrum
GM, 333 posts
Thu 17 Jan 2013
at 16:02
  • msg #48

Re: All at Sea

In reply to Tanek Sanasin (msg # 47):

Orinastron says, "what's that on the bluffs above the beach? Looks like someone has been clearing back the woods. Maybe there's a camp up there? Can't make out more from this distance".

GM Note: for reference, there's a small circle on the map at the point indicated by Orinastron)
Kordan Mardahar
player, 184 posts
Korantine
Sea Captain
Thu 17 Jan 2013
at 17:06
  • msg #49

Re: All at Sea

Not sure if it's needed, but Kordan passed perc test:

09:06, Today: Kordan Mardahar rolled 8 using 1d100. (Perc 23).
Simulacrum
GM, 334 posts
Thu 17 Jan 2013
at 19:21
  • msg #50

Re: All at Sea

In reply to Kordan Mardahar (msg # 49):

Kordan's seafaring eye is convinced that the shape on the beach is a galley.
Orinastron
player, 84 posts
Thu 17 Jan 2013
at 21:08
  • msg #51

Re: All at Sea

Looking at the map, I wonder if the best approach to the camp would be from the south-east via the higher, forested ground and not so far from the East beach we first sighted?  The alternative appears to be a fairly open approach across low ground.  With only four of us plus a couple of deckhands  our best chance lies in a stealthy approach rather than walking up to their front door?

Orinastron will have Zenduff ease off on our westerly progress whilst the party has a quick confab: north beach landing or east beach?
Kordan Mardahar
player, 185 posts
Korantine
Sea Captain
Thu 17 Jan 2013
at 21:21
  • msg #52

Re: All at Sea

Yeah, maybe return back towards the East Beach and do a short cross-country hop up to investigate.  If there's a beached ship and a cleared camp, coming in from the north may be a bad idea.

Though if there's anything in the way of a settlement, I imagine we've already been spotted.
Orinastron
player, 85 posts
Thu 17 Jan 2013
at 22:02
  • msg #53

Re: All at Sea

'Zenduff, you heard Kordan.  Turn us about.  We'll land on the East beach'
This message was last edited by the player at 22:02, Thu 17 Jan 2013.
Simulacrum
GM, 336 posts
Fri 18 Jan 2013
at 18:55
  • msg #54

Re: All at Sea

In reply to Orinastron (msg # 53):

Zenduf looks at the foreigners with a rather weary eye, and starts a stream of excited babbling in Morkeshite and it does not require an insight roll to guess that he is sounding off about the ignorant landlubbers on his ship, how you can't turn a ship on a dinar, and how for all he knows a horde of ravening pirates are about to take to their ship and chase them across the ocean.

Kordan probably sympathises...

In the end, if that's the order, Zenduf is willing to make a wide turn to the north, and trusts that the wind will oblige; in any event he would rather not encourage the imagined pirates to follow him but make like he is hurrying out to sea...and then he will seek to loop back to the east beach, drop you and get clear. OK?
Kordan Mardahar
player, 186 posts
Korantine
Sea Captain
Fri 18 Jan 2013
at 19:22
  • msg #55

Re: All at Sea

That sounds like a good plan.
Orinastron
player, 86 posts
Sat 19 Jan 2013
at 11:47
  • msg #56

Re: All at Sea

Orinastron will kit up as mentioned before.
Simulacrum
GM, 337 posts
Sat 19 Jan 2013
at 22:15
  • msg #57

Re: All at Sea

In reply to Orinastron (msg # 56):

23rd Arribea. Midday. Weather remains good, with little cloud. It's warm here.

The skiff is in the water, and it's oars are dipping the surface, pulled by two crewmen from the Foamfollower. It will take less than 20 minutes to reach the beach, 500m away.

Who is in the skiff with the party? Certainly two sailors who must row it back to the mother ship...but if anyone is to accompany Sanjar, Korda, Tanek and Orinastron now is the time to say; be specific when requesting crew members (you have the list). Or bring Hebdomar (needs rolling up) if you want support and feel the desire to try him out.

How many day's supplies are you taking - and will you carry all this with you or find a hidey place near East Beach to stash it?

When is the Foamfollower to return?

Below is some movement information, relevant to the locale and the tactics you deploy. This will also give you and idea of how long it will take to explore the island. These are 'straight line' movement rates and account for general terrain but not for major obstacles (like a cliff, swamp or what have you):


SEARCH: Speed 2KM per hour, 3KM in open country.  The Adventurers are moving cautiously, taking care to examine the surroundings, keep an eye out for trails and ready to go to ground or use stealth if they suspect an encounter is near. Characters always get a chance for Track and Perception rolls before running into an encounter, and may have a chance to evade or avoid traps by detecting heir presence before they are triggered. Fatigue rolls avoided.

MARCHING: Speed 3KM per hour, 5KM in open country. Moving at normal pace, forging a path though the surroundings to reach a destination. Track rolls are only awarded if the party states they are stopping for the task. Traps avoided or evaded on an opposed roll basis. Fatigue team test once per half day.

FLIGHT/PURSUIT: 5KM per hour, 10KM in open country. Crashing along in flight or pursuit or a rush to reach an objective. No opportunity for perception, tracking or spotting/avoiding traps. Individual fatigue tests, or team test as appropriate every 10 minutes (as Medium Activity), using Athletics.
Sanjar Zand
player, 136 posts
Sun 20 Jan 2013
at 05:06
  • msg #58

Re: All at Sea

- So far Sanjar agrees with pretty much all courses of action and strategic decisions.

Sanjar does not really have much enthusiasm for fisticuffs, however a good bet is another matter.  The gambling involved seems to keenly keep his interest, though he does not part with his own coin at this time.

When the matter of Orinastron is raised, and his freedom, Tanek would have been reminded that while he was the 'designated' owner of Orinastron and legitimately set him free... Orinastron was still booty acquired on the job and his value rightfully should have come from Tanek's share of the loot first and foremost.  Lucky for both men that Orinastron won the wager.

Orinastron has definately increased in status in the eyes of the vizier, in no small way.  Just what Sanjar really thinks doesn't seem to part his lips however he decidedly seems to treat the man with much increased social respect.

Sanjar would perhaps give Hebdomar the chance to volunteer to join the away party as a guard for Sanjar.  Do well and perhaps he will start down the path to earn his freedom.

Sanjar does not divulge any method of facilitating communication.  He does however offer to cast protective wardings over the group before they launch out in the skiff.

I am for the ship returning the eastern coast where we landed at dusk, when it is perhaps the least likely to be noticed from the shore of the island.

Sanjar desires to have those with stealth skills, of whom he is not one, to approach the encampment without undue risk and return with whatever their immediate impressions are.

On the 'away mission' Sanjar will leave his staff behind on the ship and instead sports his scimitar strapped to his waist and buckles on his quiver and bow.  Once they hit shore he will break out the bow and have an arrow ready in hand, as he scans the interior.
Orinastron
player, 88 posts
Sun 20 Jan 2013
at 11:03
  • msg #59

Re: All at Sea

In reply to Simulacrum (msg # 57):

In answer to Simulacrum's questions and skimming earlier posts:

Looks to be about 8km from East beach to the suspected encampment on the North shore - 4 to 5 hours travel at search speed.

Every day, Zenduff is to send out the skiff one hour after midday to our landing point on the East beach in case we need pick up or re-suppply.  The two sailors should have with them another 2 days of rations for our landing party in case we need it and should bring with them the ship's doctor in case we have need of his services.

To start with we'll take 3 days rations as that looks to be generous enough to scout out the North shore and report back with first impressions as suggested by Sanjar.

I dont know who Hebdomar is (sorry...) but if he volunteers to join us as Sanjar's guard, so much the better.  As there are otherwise only four of us let's take Hebdomar (if possible) and ask for a volunteer from amongst the ranks of the core crew of sailors (Kallish, Midrim, Valosh, Vashtar and Horsum), incentivised by a bump in their daily rate for the step up in risk.  The sailor might well stay in hiding at our landing point looking after whatever we choose to eave with him whilst we recce up north.  At least he is then on hand in case of need but not part of the scouting party.

Given we are probably starting with a recce of the North shore and assuming we leave a stash at the East beach, Orinastron will leave 80 of his 100 new arrows at the East beach as well as half of his three days of rations.  Although he prefers the bow, others have indicated they will have these at hand so Orinastron will search with his sword at hand.
Simulacrum
GM, 338 posts
Sun 20 Jan 2013
at 12:26
  • msg #60

Re: All at Sea

OK, I will run with this as a plan.

Ori, Hebdomar was one of your fellow bandit gang, also captured in the failed attempt to kill Safra at the Floundering Turtle.

Since he was clearly only in the bandit gang in the first place as a former pirate washed up on the shores of Brotomagia and in need of a home, you know his loyalties are malleable, like yours. Hebdomar is right now still booty. but he is a sailor, speaks Archipelagan, is physically tough and could be useful.

If the plan is to bring Hebdomar (someone can roll him up or I will flesh out his NPC stats), decide what he will be allowed as equipment. Otherwise the set up now is:

Party landed at beach; find a good spot to stash equipment enabling team to travel light. Leave a volunteer sailor there to cover it. Skiff returns to the ship, ship hides out on the open ocean?

For now, if you move at March speed, you could get to your objective and back again in about 6 hours - ie back before dusk. At Search speed, night will fall (First Watch starts circa 7pm, it's Spring) and you may not be back at the beach befopre morning.

NOW:

Sanjar Zand is rested from his earlier magical exertions (GM handwaive in the conversion restores his MPs to full), and sets about leaving Safra spell-protected (and flattered) before joining others in the boat, cutting a dashing figure as he ties the sash that secures his scimitar tightly around his waist.

Orinastron shows himself a practical fellow in trying to get everything organised; Sanjar looks on approvingly. Bows and arrows are placed in the boat, together with bags of milled corn for making bread or porridge, and strips of dried meat, a cheese, and some hard biscuits. finally, a jar of strong wine, two goastkins of weak beer, considered 'safe' drink if fresh water is hard to find, and an assortment of empty skins to fill up with if you do come across a spring or fresh pool.

Tanek climbs aboard, his shield covered with a fine canvas case. He cannot resist a remark about how little room his sling takes, and how readily he will be able to find ammunition for it if their supplies run low. Slings are, after all, better than bows.

The mighty Bessum attempts to reassert his brawny reputation by taking a pair of oars - he is joined by Valosh and Vashtar, the latter having volunteered to guard the 'camp'.

Kordan sits at the back, using the sterring oar to find the path of least resistance towards the shore and through the light surf. Kordan misses Sallantus' banter, and still wonders what happened that night at Thalvi's Place that the marine should disappear and miss out on the mission. Perhaps his love of dry land finally got the better of him. In any event, it has done nothing for Korantine reputations for steadfastness, as Kordan finds himself the only Korantine among Safra's crew...now he is the foreigner.

For now, the party has a narrow objective - discover if the suspected camp or settlement is Haliskome's stronghold, the rest all rather depends on what transpires. But in preparing the next step, the decision required is when the Foamfollower should return; Zenduf is anxious that at least for now he moves off shore as far as possible to reduce the chance of detection.
Orinastron
player, 89 posts
Mon 21 Jan 2013
at 02:48
  • msg #61

Re: All at Sea

Oh. THAT Hebdomar...  ;-)

I think we should move at Search speed as we're on a recce but as to whether we set off as soon as we land and camp out the night elsewhere or wait on the beach overnight before setting off, Orinastron doesn't mind and will go with the flow.

Clarifying - in case it should become important later - that we are taking some rope along with us in the landing party.  And a whetstone for sharpening blades.
Sanjar Zand
player, 137 posts
Mon 21 Jan 2013
at 04:03
  • msg #62

Re: All at Sea

Sanjar can cast a protective ward over the whole group, but the duration will be limited.  If it is desired to attempt to make landfall and proceed directly to the target, he could cast beforehand.  If it is desired to delay and/or make our way slowly to the target... he would have to hold off and leave us unprotected in the landing and then cast when we were going to to actually make our move towards the camp.
Kordan Mardahar
player, 189 posts
Korantine
Sea Captain
Mon 21 Jan 2013
at 04:46
  • msg #63

Re: All at Sea

My choice would be the slow and steady route, as we're wholly unfamiliar with the island. Sanjar can spell us up when we're ready to strike.

Loading up in the protective spells only to have to fatigue ourselves to utilize it, and possibly falling into a trap doesn't appeal.
Sanjar Zand
player, 138 posts
Mon 21 Jan 2013
at 05:07
  • msg #64

Re: All at Sea

Upon review, that seems best to me as well.  Land, make our way slowly and stealthily, and Sanjar will cast wardings when we are prepared to close upon the target.
Simulacrum
GM, 340 posts
Mon 21 Jan 2013
at 16:05
  • msg #65

Re: All at Sea

In reply to Sanjar Zand (msg # 64):

You hit the beach, and unload your stuff from the skiff. The sailors help you carry it up off the sand to the edge of the forest, where the undergrowth, tree cover and broken ground make for many hiding places where you can stash whatever you need to leave behind while you strike into the woods. It is approximately 1 hour past midday by the time you are set to travel. Perhaps 6 hours of daylight remain.


Of course once you are in the woods a Survival (easy, as you are moving slow) or Navigation skill (standard, unfamiliar ground with limited view of the sky) will be needed to make sure you lose no time heading straight for your destination. for each failed roll before the required success, lose an hour as you stray from the right bearing. Orinastron's guess is that it will still be full daylight (late afternoon) when you get to where you think the camp is; but beware you are unlikely to make it back before nightfall.


The woods here are not so tall, but the canopy is pretty thick and where it is broken in places there is heavy undergrowth. The woods are splashed with spring flowers, pleasantly scented, and alive with birdsong. here and there you see a flutter and a flash of colour from birds that are surprised by your intrusion into their world, or the sprint of some unseen small animal dashing for safety into a thicket or up a tree. It seems this place is untouched by human hand.
Tanek Sanasin
player, 141 posts
Taskan mercenary
What gnome?
Tue 22 Jan 2013
at 01:17
  • msg #66

Re: All at Sea

In reply to Simulacrum (msg # 65):

Tanek plods along while bellyaching, "I never really had to learn how to go places while in the Militia!  I sure hope you guys know where we're going!"
Orinastron
player, 90 posts
Tue 22 Jan 2013
at 03:09
  • msg #67

Re: All at Sea

Orinastron nods in agreement, "Get used to it friend Tanek, I say.  Once you leave your unit and strike out on your own it seems there is neither rest nor peace.  You have only your own wits and your trust in those at whose side you stand.  You must choose those comrades wisely, as I have so recently learned"
Rhaskos
player, 52 posts
Tue 22 Jan 2013
at 18:04
  • msg #68

Re: All at Sea

Rhaskos squints at the sun, takes moss from a nearby tree and sniffs it carefully

(Survival roll - skill 41 - Rhaskos rolls 43)

This way - I know where I am going....

Rhaskos strikes off through the undergrowth.
Kordan Mardahar
player, 191 posts
Korantine
Sea Captain
Tue 22 Jan 2013
at 19:47
  • msg #69

Re: All at Sea

"I'm following Rhaskos, he's never steered me wrong before."
Simulacrum
GM, 342 posts
Tue 22 Jan 2013
at 20:35
  • msg #70

Re: All at Sea

In reply to Kordan Mardahar (msg # 69):

And he doesn't this time either - I asked for an easy roll because you are moving at Search speed, which adds half again to his chance, total 61%..
Kordan Mardahar
player, 192 posts
Korantine
Sea Captain
Tue 22 Jan 2013
at 20:48
  • msg #71

Re: All at Sea

Hah!
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