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CH 3: Pulp Adventure!

A sandbox 2E game set in the home-brewed world of Amtar. On a group of tropical islands, a party of adventurers try and make their mark on the world.

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JadedDM
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Re: CH 3: Pulp Adventure!

Post by JadedDM »

"Two more over here," Grey announces, holding up two additional waterskins he took from the warrior. With the three Areilon found, that makes five total.

Shrugging, Oren gets out his rope. After Jocelyn binds the wounds of the warrior, the dwarf starts tying the two tribals up.

"Hmm, what are these? Potions?" Dalaim ponders. "It takes considerable power and skill to brew these. It is even beyond my abilities. Very curious, indeed."

"Found this, too," Grey says, holding out a dagger. Not a stone dagger, as one would expect, but a steel one.

"Even curiouser," Dalaim comments. "They must have taken it from one of the sailors."

"Something written on the blade, too," Grey notes. "Elvish. Vanwa." Both Ouragana and Areilon recognize the Elven word for 'lost.' When Grey speaks the word, though, the blade suddenly splits into two, forming a navigational compass. "Whoa!" the gnome exclaims, surprised. "I'll be danged."

"Interesting," Dalaim notes. "Gonto, Seeker of Knowledge...show me the aura of all things imbued with magic. Yes, yes. The dagger and the potions are magical, alright."

Ouragana, a student of history, had heard of such daggers before. In the old days of Ruara, they were often crafted for elven princes and other nobles who took to the seas, so they never got lost. They have largely disappeared over the centuries; it's quite a twist of luck that one would turn up on this island, of all places.

=============

Dalaim casts Detect Magic.
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Re: CH 3: Pulp Adventure!

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Val lays there with some red drool running out of the side of her mouth.
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Re: CH 3: Pulp Adventure!

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Not needing to look for rope, Ouragana had looked at the compass dagger with interest.au

"That is a most extraordinary find" she declares. "Those pieces have been crafted for elven nobles in the days of Ruara. They make sure their owner never gets lost at sea. They are very valuable.
With this in their possesion, and the potions Master Dalaim says are difficult to make, I would say that these seemingly primitive tribals have a lot more knowledge than expected."


She now moves towards "her" tree. "Right, I'll start my watch then."
There's more to me than meets the eye...
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Re: CH 3: Pulp Adventure!

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Grey repeats the word 'Vanwa' and the blades snap back together, transforming the compass back into a dagger. He sheathes it, and flips it over, handing it pommel first to the mage. "You want it? I got plenty of daggers, but got no use for a compass. Navigation isn't my forte."

Whether she accepts it or not, he then starts attempting to identify the potions. "Alchemy, on the other hand, is something I know a little about." He checks each potion, tasting only a tiny drop of each and carefully evaluating them. "Hmm, these two are healing potions. This one will give a person great strength, this one will guard against flame and heat...and hells, this one will let you fly for awhile. Geez, these are pretty useful. Surprised they didn't try using them against us."

==========

Grey makes a spellcraft check on Potion 01 (1d20): 6, pass. Identifies a Potion of Healing.
Grey makes a spellcraft check on Potion 02 (1d20): 8, pass. Identifies a Potion of Hill Giant Strength.
Grey makes a spellcraft check on Potion 03 (1d20): 4, pass. Identifies a Potion of Fire Resistance.
Grey makes a spellcraft check on Potion 04 (1d20): 9, pass. Identifies another Potion of Healing.
Grey makes a spellcraft check on Potion 05 (1d20): 3, pass. Identifies a Potion of Flying.
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Re: CH 3: Pulp Adventure!

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"Indeed, that is a rare find, I remember something, but my mind is a little hazy.... " Holding her head she reverts her attention to Grey, "Perhaps they did not know what they were, or.... Perhaps they did not intend to hurt us so much?" Arei suggests, "One of those potions would come in handy, but right now Val and I need a rest." Using her stick she pulls herself to her feet and moves over to Val.

"You need a rest, can someone help me move her to a tent please?" Her legs aching she collapses on the ground once again.
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."

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Re: CH 3: Pulp Adventure!

Post by HorizonsDream »

"Those potions of healing will come in handy," Jocelyn says. "With the way things are going right now, we are going to need them."
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Re: CH 3: Pulp Adventure!

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"Indeed." Realising the Cleric didn't intend to help she stays slumped on the floor, raising her hand she cleans the Half orcs face, "You will be ok."
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."

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Re: CH 3: Pulp Adventure!

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Ouragana takes the first watch up in 'her' tree, fascinated with her new dagger/compass. What was its history? What powers did it hold? Perhaps someday she could get it properly analyzed and find out.

Meanwhile, the rest of the party aids Val and Areilon into one of the tents. The other tents are used by whoever is not on watch at the time. Jocelyn checks on her patients frequently; not just the half-orc and elf, but also Dalaim, Oren and the two tribals, as well. The party also enjoys the fried fish that the tribals had not yet finished off.

Ouragana keeps watch for two hours, then Dalaim takes over, followed by Oren and then finally Grey. Nobody disturbs the party at all during this time, surprisingly enough.

Val starts to come to, feeling famished and thirsty, as she has had nothing to eat or drink yet today. Likewise, Areilon finds her strength returning, as well. The male tribal remains unconscious, even under Jocelyn's care, although the druid eventually comes to. The illusionary wounds caused by the jaguar were magically gone, as they never actually existed in the first place.

=============

The party (save Val, who is unconscious) eats some fish and drinks two pints of water (except Grey, who didn't bring any).

It is now 2:30 PM.

Areilon's and Val's near-death fatigue ends.
Val regains consciousness.
Tribal 04 awakens.

Areilon regains 5 HP.
Val regains 5 HP.
Oren, Dalaim, and the tribals regain 2 HP.

Spellcasters may choose new spells. You likely will also want to discuss how to divide up the potions.
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Re: CH 3: Pulp Adventure!

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OOC: Light, Cure Light Wounds, Cure Light Wounds.
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Re: CH 3: Pulp Adventure!

Post by Jenara »

Arei rises after resting no longer relying in the walking stick she greets the group with a wave, sitting crosslegged in the middle of the camp she sips on her water.

"We need to find fresh water..." She says after a few moments, "And decide who takes the potions, perhaps someone else should carry the healing ones Jocelyn? I think Val should take the strength one.. Just a thought of course."
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."

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Re: CH 3: Pulp Adventure!

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"Should also decide what to do about them," Grey says, gesturing to the two tied up tribals. The male remains unconscious still, but the female grunts and struggles against her bonds, glaring daggers at the party.
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Re: CH 3: Pulp Adventure!

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"Jocelyn seemed to get her point across, perhaps she should try?" The elf suggests, "Perhaps our Mage could try also?"
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."

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Re: CH 3: Pulp Adventure!

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"Try what?" Grey asks, feeling he has missed some important context in this conversation.
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Re: CH 3: Pulp Adventure!

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"Communicate, we need to at least try to communicate dont we?" Arei suggests, her hand on her chest.
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."

Demiplane of Dread - Mira Human Bard (Searching for the Crown)
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- Stardust (Jade) Pixie Warlock (Seeking answers)
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Re: CH 3: Pulp Adventure!

Post by HorizonsDream »

"I healed them up to the best of my ability. The rest is up to you guys," Jocelyn said.
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