Kori Aid Operation RP, Rescue Mission

rufiangel
Level 7
Level 7
Joined: July 9th, 2015, 2:17 am

July 24th, 2015, 6:20 pm #1

<3 Welcome back to the Adventuring 101 RP! :D The current inventory listed below takes into account the changes to inventory after the continuation of events from the last point (from two months ago - RL, not RP!). Sorry for such a long hiatus, that was a looong time to hold your breath underwater! :blush: Let's get back into it and see if we can finish things this time, shall we?


[b][size=150]Current Inventories[/size][/b]
[spoiler=Leo's Inventory][b]Weapons Slot: [/b]Dreglyn Bone Knuckles (Def +1, Dex +1, Atk +5 and 1 Skill granted - you can optionally choose, on your turn in combat just once per encounter, to perform a special 'Bone Shatter' move that deals 2x damage on a successful hit OR destroys a weapon upon contact)
[b]Head Slot: [/b]Scarlet Bandanna (Def +1)
[b]Torso Slot:[/b] Liqui-silver Vest (Def +3)
[b]Accessories: [/b]Blue Bangle (Def +1, Cha +1), Blue Dreglyn Belt (Def +2)

[b]Misc. Items: [/b]Cannister (empty), Bedroll, Crystal Candles (7 left in the pack), 1 Pearl Healing Potion, 1 Berserk Potion, 1 Packet of Choco Herb Seeds, 1 Shrewter Pelt, 1 Blue Dreglyn Wing, 1 Golden Shrewter Pelt, 6 Lizard-Badger Scales, 6 Lizard-Badger Claws, 2 Lizard-Badger Shells

[b]Items: [/b]17 Cacao-juice, 3 Choco Potions

[b]Quest Item: [/b]Red Dust pouch

[b]Current Party: [/b]Zel (half-Anjelian archer, fellow student from Adventuring 101), Glenn (Kori Village miner)

You have: [b]no money left in your pouch![/b]

[b]Damage die: [/b]2d6 for damage in combat situations
[b]Intimidation Skill Mod:[/b] +2
[b]Athletics Skill Mod:[/b] +2
[b]Acrobatics Skill Mod:[/b] +1

[b]Racial Bonus:[/b] +1 to any Perception rolls

[hr] Leo's group:

[b]two young girls, 7 years old[/b] - they are best friends, Lily and Cora. They seem okay so long as they have each other.
[b]one young boy, 4 years old[/b] - a shy boy who Lily and Cora call 'Cookie', but is apparently really named Peter. He is exceedingly quiet but Lily and Cora take care of him well enough.
[b]one teenage girl, 13 years old [/b]- a quiet, anxious looking girl named Tania. She isn't great with kids but obviously cares and tries to keep them in check.
[b]one teenage boy, 17 years old[/b] - an active, eager-to-help boy named Wallace. Both Tania and Wallace know each other from the village school, and though they didn't know each other very well before, they are glad to see a face they know in this dire situation.

[b]four young guys in their mid-twenties[/b] - two of them are brothers, Hak and Pak, and work in the weapons shop under their father. The other two are Simon, a farmer (the rather young father of the little girl, and is unconscious) and Otis, a stoic man who is a miner and knows Glenn rather well.
[b]two old men in their mid-sixties [/b]- one is Fil, a language teacher (teaches the common language Archaiean) at the village school, and second is Cormac, the general item shopkeeper.

[b]two old women in their mid-sixties[/b] - one is Trelle, the magic bookshop owner, and the other is Loren, who works part-time as a baker in the bakery (Kori's wheat biscuits are her specialty)
[b]one young lady, 23 years old[/b] - Stella, an assistant at Trelle's magic bookshop; squints as she lost her glasses in the water.

[b]one young girl, 9 years old [/b]- Simon's daughter, Felicia; the one who ate a tea biscuit. She seems to be a fairly brittle state as her father is doing poorly.[/spoiler]
[spoiler=mjkj's Inventory][b]Weapons: [/b]Knife (Atk +5) and Dagger (Atk +10) (weapon in each hand)
[b]Head Slot:[/b] Royal Blue Bandanna (Def +1)
[b]Torso Slot:[/b] Liqui-silver Vest (Def +3)
[b]Feet Slot: [/b]Striped Socks (Def +1)
[b]Hands Slot:[/b] Studded Gloves (Def +1)
[b]Accessories: [/b]Daisy Ring (Cha +1, Nat +1), Blue Bangle (Cha +1, Def +1), Star Pin (Cha +1, M.Def +1), Ruby Choker (Cha +2), Golden Ring (Cha +0.5), Glamia Scale Necklace (Cha +1, Def +2)

[b]Misc. Items:[/b] Cannister (full of green fluid from Cave Spiders), 5 Crystal Candles (four full packs, the fifth has 7 candles left), Sleeping Roll, Lightning Bolt Scroll (M. Atk +10) (2 uses left), 1 Shrewter Pelt, 1 Garnet, 1 Glamia Princess Tiara, Sprig of Glowing Mushrooms, 3 Aquamarines, 4 Emeralds, 1 pair of Ruby Earrings, 1 Pearl Necklace, 1 Pearl Bracelet

[b]Items: [/b]158 Choco Herbs, 1167 Opa Fruits, 355 Choco Potions, 3 Enhanced Choco Potions, 102 Cacao-Juice with steamed milk and sugar, 352 Chocolate Chip Cookies

[b]Quest Item: [/b]Red Dust pouch

[b]Current Party:[/b] Tonta

You have: [b]1 Goldra, 65 Silvas and 55 Bronzes left in your pouch![/b]

[b]Damage die: [/b]Automatic 15 damage dealt per attack round (upon successful hit), and deal double damage if you crit on an attack roll
[b]Stealth Skill Mod: [/b]+2
[b]Acrobatics Skill Mod: [/b]+2
[b]Persuasion/Seduction Skill Mod:[/b] +1

[b]Misc. bonus: [/b]Normally get a +1 to Perception rolls when Sarah is around, but...

[hr] mjkj's group:

[b]14 year old boy - [/b]Surin, a teen from the village school. He is currently clutching the wooden sword thing you gave him.
[b]5 year old girl -[/b] Carlis, a young girl you were carrying on your back earlier, and was playing with Sarah.
[b]14 year old girl [/b]- Mavis, a girl who works as an assistant at the potion shop.
[b]16 year old girl -[/b] Iris, a girl who makes/sells accessories and knows Carlis's mother, and has currently taken to helping Carlis around.

[b]one woman in her mid-forties [/b]- Megan, a woman who teaches and sells embroidery in the village; she is unconscious and cannot be woken up.
[b]one young lady, 18 years old[/b] - Keira, a normally formidable lady who is an apprentice under the village mechanic; she is the girl you kissed in order to persuade her to stop attacking you. She is currently quite unwell (the water really did a number to her lungs) and requires help to walk. Your restorative items don't seem up to the task of helping her; she needs a proper assistance from a medical expert or healer. She is, however, conscious, unlike Megan.

[b]two young men, 30 years old[/b] - Caladium and Flik, partners in business and farmers; they breed pot-belly peach-spotted boars. Flik was injured when you initially found him, but you healed him with your items.
[b]one older woman in her mid-sixties [/b]- Yvonne, an older lady who once worked as an archivist in Lari and has come to settle in Kori for retirement.
[b]one young woman, 24 years old[/b] - Nadia, one of the assistant chefs at one of the larger village restaurants; she is the girl you kissed in order to calm down when she was frightened.
[b]one older man, 42 years old[/b] - Alan, a tourist visiting from Circla Village. He is also injured; his head is bleeding badly from having been bashed about quite a bit from the recoil.[/spoiler]

Here's a refresher quote that covers what happened at the start of Stage Three, two months ago XD (in RL, not in the RP!):
[spoiler] [quote=]An incessant rushing noise swells and bounces off the damp cavern walls, and the white light from your crystal candle flickers momentarily as a sudden gush of wind blows through the cavern you are in. You look around in alarm as the survivors by your side whimper; there is a groaning that seems to come from the very heart of the mines that grows louder and louder with every rushed step you take, trying to bring your group to the nearest exit as soon as possible.

You should have had at least a few more minutes, you thought, but it seems this aquafall recoil is far more potent than expected. Just as you think you can see a glimmer of ambient light reflecting off the surface of a wall at the far end of the passageway you are headed towards, behind you several survivors let out piercing shrieks and screams.

[Both of you rolled high enough on Perception to avoid getting caught completely off-guard! Both of you are also able to catch sight in the ceiling of a potential air-pocket or two...]

You see water surging upward from cracks and fissures in the side like geysers, and from the way the ground is shaking and cracking ominously you're pretty sure this cavern floor isn't going to last. You manage to push a couple of survivors towards the passage before the ground gives way right under your feet. As it collapses, you feel more than one hand grabbing at you desperately before freezing cold water submerges your entire body in a chilling rush. The sounds of people screaming, of frenzied footfalls echoing against the cavern walls and of all the rumbling immediately ceases into silence; all you can hear, besides a very muffled low rumble, is your own heartbeat.

The current is crazy and batters your body left, right and centre as you try desperately to gain bearings. The candle in your hand has gone out, so even when you open your eyes you see nothing but darkness. Oddly, there does seem to be a hint of light somewhere a good distance away; is that where the air pockets are? The light is extremely faint though and illuminates nothing immediately aorund you. Worse still, the hands that grabbed at your arms and clothes are still holding tightly to you and dragging you different directions. You managed to get a good gulp of air before the water came over your face, but you won't last forever... [/quote]
[/spoiler]
I'll post straight below this one the continuation of events! :yes:

[color=#5a70b3]Edited by Mod #2: added some spoiler tags to shorten the post
Edited by Mod #2: added the persons to the inventory to have all at the same place[/color]
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rufiangel
Level 7
Level 7
Joined: July 9th, 2015, 2:17 am

July 24th, 2015, 6:31 pm #2

I'm going to use spoiler tags to see if this helps keep things separate, and also to see if it'll help avoid meta-ing too much. XD Do your best, guys!

Leo
[+] Spoiler
You strive to reach that slight glimmer of light you can see if you strain your eyes through the surge of water. Bubbles stream around you in a blur as you kick upwards with all your might; somehow, incredibly, you make it up most of the way with the weight of what feels like four adults dragging you down with tight, clinging hands around your arms and legs.

(You rolled successfully for endurance, but failed your Athletics check...)


However, you can't quite summon up the strength to make it all the way through. Your lungs are burning and your muscles are screaming in agony. As your vision blurs and darkens, you feel your strength sap away as you weakly reach upward in desperation. You feel a cool rush of air meet your fingertips as your hand just barely breaks through the surface of the water into the air pocket before the world goes black...

... and then you are violently coughing out water from your lungs as Zel and Glenn shout your name, pounding your back thoroughly; you are lying somewhere very hard, cold and it is difficult to see anything. Everything feels sore and your body is freezing cold, but you are alive.

(Your HP is at minimum - one small hit could take you out. You also lost one Choco Potion that was ministered to you by a well-meaning Zel and Glenn, who didn't realise you wouldn't be able to swallow it while your windpipe was obstructed with water.)

"I thought you wouldn't make it!" Zel says shakily, his face a ghostly white in the very faint, bluish-tinted light.

"Very nearly none of us made it," Glenn says with a voice just as trembly. Zel squeezes your shoulder as your ears flick; you have water in them, blegh.

(You can take restorative items at this point if you wish to restore your health.)

You look around where you're at (20 Perception) and just barely avoid cracking your head on the extremely low ceiling when you try to get to your feet. This air pocket is full of craggy spots and there is, you can sense, a very faint direction of movement in the air that seems to be coming from somewhere further upward, to your right. All around you see light blue mushrooms, with delicate white-spotted heads on tall, thin stalks; they cast a gentle glow of soft cyan and provide the only light in the area.

All the survivors you found managed to make it up here in relatively good health, save for one; though obviously they are rather shaken and need a rest. Zel and Glenn apparently carried a bunch of the survivors up themselves before helping you out and rescuing the rest you had in tow as well. The only one who seems to be in really bad shape is the father of the little girl you found in the third cavern; he wasn't conscious to begin with, and the waterlogged situation didn't help very much. Although he is somehow still breathing, he needs proper assistance from a medical expert or healer.

From what you can tell of the very cramped and damp air pocket, there is definitely a way to move out of it into some kind of craggy passageway. You ask Glenn about this and he confirms it.

"Most likely, this air pocket is kind of an old ventilation system drilled through here by the creatures that once inhabited these mines," Glenn says. "We can try to make our way out through the 'tunnels', but we'll have to wait for some water to drain out."

It seems the aquafall recoil forced some water up here, but it is draining out slowly. At least you know there is no need to worry about oxygen. There is no point trying to light a crystal candle, however, because it is too wet to try and all the flint you have is soaked through. Luckily the luminous fungus seems to cast light enough.

Since you all have to wait for the water to drain out for a bit, you all have a little time to take a breather, though as soon as the water goes you know you have to try and get out as soon as possible; who knows how stable these mines are after the aquafall recoil? Besides, there is always a chance of a second resurgence of Aqua and you don't want to risk waiting for that to come around.

You briefly get to know the survivors as they chat quietly amongst themselves, and catch their names. There are 15 of them in total.

(Since you crit on your Perception, I'll take that into account for the survivor descriptions. It's kind of like you rolled for Insight too, I suppose!)

two young girls, 7 years old - they are best friends, Lily and Cora. They seem okay so long as they have each other.
one young boy, 4 years old - a shy boy who Lily and Cora call 'Cookie', but is apparently really named Peter. He is exceedingly quiet but Lily and Cora take care of him well enough.
one teenage girl, 13 years old - a quiet, anxious looking girl named Tania. She isn't great with kids but obviously cares and tries to keep them in check.
one teenage boy, 17 years old - an active, eager-to-help boy named Wallace. Both Tania and Wallace know each other from the village school, and though they didn't know each other very well before, they are glad to see a face they know in this dire situation.

four young guys in their mid-twenties - two of them are brothers, Hak and Pak, and work in the weapons shop under their father. The other two are Simon, a farmer (the rather young father of the little girl, and is unconscious) and Otis, a stoic man who is a miner and knows Glenn rather well.
two old men in their mid-sixties - one is Fil, a language teacher (teaches the common language Archaiean) at the village school, and second is Cormac, the general item shopkeeper.

two old women in their mid-sixties - one is Trelle, the magic bookshop owner, and the other is Loren, who works part-time as a baker in the bakery (Kori's wheat biscuits are her specialty)
one young lady, 23 years old - Stella, an assistant at Trelle's magic bookshop; squints as she lost her glasses in the water.

one young girl, 9 years old - Simon's daughter, Felicia; the one who ate a tea biscuit. She seems to be a fairly brittle state as her father is doing poorly.

As you have some time, you decide to quickly set about crafting some stuff to help you face whatever might be lurking in the tunnels.

You don't have quite the time to craft a pair of pants out of the Golden Shrewter pelt or the boots from the Shrewter pelt (though dang, those are going to be awesome later) but you do have time to use the bones from the Blue Dreglyn Wing to modify your existing pair of gloves into a really kickass pair of Knuckles. (You rolled a 20 and crit on this Crafting!) The rest of the webbing is kind of shredded to bits but you stretch it taut and thin and plait it to create a decent belt around your waist. (You rolled a 16 for this, which is a moderate success.)

Hands Slot: Studded Gloves (Def +1, Dex +1) --> UPGRADED TO: Dreglyn Bone Knuckles (Def +1, Dex +1, Atk +5 and 1 Skill granted - you can optionally choose, on your turn in combat just once per encounter, to perform a special 'Bone Shatter' move that deals 2x damage on a successful hit OR destroys a weapon upon contact)
Accessories: Blue Bangle (Def +1, Cha +1), Blue Dreglyn Belt (Def +2)


Mjkj
[+] Spoiler
Determinedly, you do your best to reach up towards the pale light shimmering through the water.

(You succeeded at half the rolls required but ultimately failed both your Endurance and Athletics checks...)

It is exceedingly difficult to drag up all the weight pulling at you, but you manage to draw closer to the light a little bit. However, it is excruciatingly slow progress, and your lungs and throat burn painfully against the chilling pressure of the water all around you. It suddenly seems like time slows to a crawl as the light stays stubbornly away from you, continually out of reach. The darkness is overwhelming as you realise you can't make it, and the pale light glimmers almost tauntingly at you from what feels like a short distance away before your consciousness fades...

... and then you are coughing out lukewarm water from your lungs as Tonta forces it out of you with heavy hits against your chest. He stops the painful process the moment you start breathing again; your skin is freezing and wherever you're lying is hardly comfortable, but you are alive. When you glance around, the environment is gently lit by the pale light of blue mushrooms squeezed between the damp crevices of the air pocket.

(Your HP is at minimum - one small hit could take you out. You also lost one Choco Potion that was ministered to you by a well-meaning Tonta, who didn't realise you wouldn't be able to swallow it while your windpipe was obstructed with water.)


"I thought you were a goner!" Tonta's voice is hoarse as he sits back, his face illuminated by the soft glow of pale-blue fungus around you. His eyes are wide, and his ears are flattened down against his skull; he lost his black bandanna in the surge of Aquafall recoil, apparently. "Damn, that scared me."

Sarah! You look around for her, full of dismay at the fact she isn't on your shoulder as usual, but you do not see her anywhere on your person.

You ask Tonta if she's seen your pet baby coco, but he shakes his head looking stricken and disheartened. Where is she? You hope desperately that she made it out before the recoil hit.

(You can take restorative items at this point if you wish to restore your health.)

Most of the survivors you found managed to make it up here in relatively good health, though several are injured and one is completely out; everyone is shaken and needs a rest. Tonta dragged up quite a few survivors himself, and the ones in good enough condition helped out as well. The one in worst shape is the older lady who was unconscious to begin with; although she is somehow still breathing, she needs proper assistance from a medical expert or healer.

You try to light a crystal candle, but it is too wet to light and all the flint you have is soaked through. Luckily the luminous fungus seems to cast light enough.

Two of the young men, Caladium and Flik, seem to think that the air pocket everyone is now crowded in might have a way out, though it is impossible to check further with the water still draining out from the Aquafall recoil.

(You can roll a Perception or Nature/Dungeoneering check to see what you can find.)

Since you all have to wait for the water to drain out for a bit, you all have a little time to take a breather, though as soon as the water goes you know you have to try and get out as soon as possible; who knows how stable these mines are after the aquafall recoil? Besides, there is always a chance of a second resurgence of Aqua and you don't want to risk waiting for that to come around.

You briefly get to know the survivors as they chat quietly amongst themselves, and catch their names. There are 11 of them in total. (You can get more information about them if you either ask questions or roll for Insight.)

14 year old boy - Surin, a teen from the village school. He is currently clutching the wooden sword thing you gave him.
5 year old girl - Carlis, a young girl you were carrying on your back earlier, and was playing with Sarah.
14 year old girl - Mavis, a girl who works as an assistant at the potion shop.
16 year old girl - Iris, a girl who makes/sells accessories and knows Carlis's mother, and has currently taken to helping Carlis around.

one woman in her mid-forties - Megan, a woman who teaches and sells embroidery in the village; she is unconscious and cannot be woken up.
one young lady, 18 years old - Keira, a normally formidable lady who is an apprentice under the village mechanic; she is the girl you kissed in order to persuade her to stop attacking you. She is currently quite unwell (the water really did a number to her lungs) and requires help to walk. Your restorative items don't seem up to the task of helping her; she needs a proper assistance from a medical expert or healer. She is, however, conscious, unlike Megan.

two young men, 30 years old - Caladium and Flik, partners in business and farmers; they breed pot-belly peach-spotted boars. Flik was injured when you initially found him, but you healed him with your items.
one older woman in her mid-sixties - Yvonne, an older lady who once worked as an archivist in Lari and has come to settle in Kori for retirement.
one young woman, 24 years old - Nadia, one of the assistant chefs at one of the larger village restaurants; she is the girl you kissed in order to calm down when she was frightened.
one older man, 42 years old - Alan, a tourist visiting from Circla Village. He is also injured; his head is bleeding badly from having been bashed about quite a bit from the recoil.

As you have some time, you decide to quickly set about crafting some stuff to help you face whatever might be lurking in the tunnels.

You don't have quite the time to do too much crafting (though it'll be awesome making some of the accessories you have in mind later!) but a defense necklace sounds like it'll be helpful. Taking the Glamia Slave scale, you poke a hole in it using the tip of your dagger and carefully string a strand of rope into it before braiding the threads into a neat cord. (You rolled a 20 and crit on this crafting!) The necklace goes over your Ruby Choker and the scale sits neatly upon your collarbone.

Accessories: Daisy Ring (Cha +1, Nat +1), Blue Bangle (Cha +1, Def +1), Star Pin (Cha +1, M.Def +1), Ruby Choker (Cha +2), Golden Ring (Cha +0.5), Glamia Scale Necklace (Cha +1, Def +2)
Let me know what you'd like to do. If you want to talk to survivors, please keep in mind that you spent most of the break crafting, so you won't have a lot of time to talk if you want to keep moving so keep the questions brief. (If you want to sit around and just chat, go ahead, but don't blame me for what may happen as a result XD)

For Mjkj: to try to see if Sarah is maybe around the air pocket but is lost and unable to find you, you can roll for Perception and also give me a roll on a d20 for... uh... your special Whistle Skill. Its sole purpose as a skill is to whistle for Sarah so this skill is pointless until the rare situation occurs where Sarah goes missing. (This may also just be the GM setting you up for disappointment because the GM has placed Sarah somewhere else. ;D...)

Whew, that's it from me for now. Please do your best, guys! :candle: :yes:
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Prayformercy
Level 8
Level 8
Joined: July 13th, 2015, 5:19 pm

July 24th, 2015, 7:13 pm #3

[+] Spoiler
Rufi -> just for clarification, i understand that the girls father is in need of a genuine healer or doctor, would that mean that my pearl healing potion wouldnt have a much better effect on him then any of my other healing items?
I need to think about the rest of my actions depending on that i suppose.
'We must take sides. Neutrality helps the oppressor, never the victim. Silence encourages the tormentor, never the tormented. Sometimes we must interfere.'' Elie Wiesel

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Robert
Level 10
Level 10
Robert
Level 10
Level 10
Joined: July 13th, 2015, 1:55 pm

July 24th, 2015, 7:57 pm #4

Hmmm, well, that was a quick read! (For some reason, the spoiler click to toggles are not working for me!)
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mjkj
Level 8
Level 8
mjkj
Level 8
Level 8
Joined: July 13th, 2015, 12:12 pm

July 24th, 2015, 10:56 pm #5

rufiangel wrote:I'm going to use spoiler tags to see if this helps keep things separate, and also to see if it'll help avoid meta-ing too much. XD Do your best, guys!

Mjkj
[+] Spoiler
Determinedly, you do your best to reach up towards the pale light shimmering through the water.

(You succeeded at half the rolls required but ultimately failed both your Endurance and Athletics checks...)

It is exceedingly difficult to drag up all the weight pulling at you, but you manage to draw closer to the light a little bit. However, it is excruciatingly slow progress, and your lungs and throat burn painfully against the chilling pressure of the water all around you. It suddenly seems like time slows to a crawl as the light stays stubbornly away from you, continually out of reach. The darkness is overwhelming as you realise you can't make it, and the pale light glimmers almost tauntingly at you from what feels like a short distance away before your consciousness fades...

... and then you are coughing out lukewarm water from your lungs as Tonta forces it out of you with heavy hits against your chest. He stops the painful process the moment you start breathing again; your skin is freezing and wherever you're lying is hardly comfortable, but you are alive. When you glance around, the environment is gently lit by the pale light of blue mushrooms squeezed between the damp crevices of the air pocket.

(Your HP is at minimum - one small hit could take you out. You also lost one Choco Potion that was ministered to you by a well-meaning Tonta, who didn't realise you wouldn't be able to swallow it while your windpipe was obstructed with water.)


"I thought you were a goner!" Tonta's voice is hoarse as he sits back, his face illuminated by the soft glow of pale-blue fungus around you. His eyes are wide, and his ears are flattened down against his skull; he lost his black bandanna in the surge of Aquafall recoil, apparently. "Damn, that scared me."

Sarah! You look around for her, full of dismay at the fact she isn't on your shoulder as usual, but you do not see her anywhere on your person.

You ask Tonta if she's seen your pet baby coco, but he shakes his head looking stricken and disheartened. Where is she? You hope desperately that she made it out before the recoil hit.

(You can take restorative items at this point if you wish to restore your health.)

Most of the survivors you found managed to make it up here in relatively good health, though several are injured and one is completely out; everyone is shaken and needs a rest. Tonta dragged up quite a few survivors himself, and the ones in good enough condition helped out as well. The one in worst shape is the older lady who was unconscious to begin with; although she is somehow still breathing, she needs proper assistance from a medical expert or healer.

You try to light a crystal candle, but it is too wet to light and all the flint you have is soaked through. Luckily the luminous fungus seems to cast light enough.

Two of the young men, Caladium and Flik, seem to think that the air pocket everyone is now crowded in might have a way out, though it is impossible to check further with the water still draining out from the Aquafall recoil.

(You can roll a Perception or Nature/Dungeoneering check to see what you can find.)

Since you all have to wait for the water to drain out for a bit, you all have a little time to take a breather, though as soon as the water goes you know you have to try and get out as soon as possible; who knows how stable these mines are after the aquafall recoil? Besides, there is always a chance of a second resurgence of Aqua and you don't want to risk waiting for that to come around.

You briefly get to know the survivors as they chat quietly amongst themselves, and catch their names. There are 11 of them in total. (You can get more information about them if you either ask questions or roll for Insight.)

14 year old boy - Surin, a teen from the village school. He is currently clutching the wooden sword thing you gave him.
5 year old girl - Carlis, a young girl you were carrying on your back earlier, and was playing with Sarah.
14 year old girl - Mavis, a girl who works as an assistant at the potion shop.
16 year old girl - Iris, a girl who makes/sells accessories and knows Carlis's mother, and has currently taken to helping Carlis around.

one woman in her mid-forties - Megan, a woman who teaches and sells embroidery in the village; she is unconscious and cannot be woken up.
one young lady, 18 years old - Keira, a normally formidable lady who is an apprentice under the village mechanic; she is the girl you kissed in order to persuade her to stop attacking you. She is currently quite unwell (the water really did a number to her lungs) and requires help to walk. Your restorative items don't seem up to the task of helping her; she needs a proper assistance from a medical expert or healer. She is, however, conscious, unlike Megan.

two young men, 30 years old - Caladium and Flik, partners in business and farmers; they breed pot-belly peach-spotted boars. Flik was injured when you initially found him, but you healed him with your items.
one older woman in her mid-sixties - Yvonne, an older lady who once worked as an archivist in Lari and has come to settle in Kori for retirement.
one young woman, 24 years old - Nadia, one of the assistant chefs at one of the larger village restaurants; she is the girl you kissed in order to calm down when she was frightened.
one older man, 42 years old - Alan, a tourist visiting from Circla Village. He is also injured; his head is bleeding badly from having been bashed about quite a bit from the recoil.

As you have some time, you decide to quickly set about crafting some stuff to help you face whatever might be lurking in the tunnels.

You don't have quite the time to do too much crafting (though it'll be awesome making some of the accessories you have in mind later!) but a defense necklace sounds like it'll be helpful. Taking the Glamia Slave scale, you poke a hole in it using the tip of your dagger and carefully string a strand of rope into it before braiding the threads into a neat cord. (You rolled a 20 and crit on this crafting!) The necklace goes over your Ruby Choker and the scale sits neatly upon your collarbone.

Accessories: Daisy Ring (Cha +1, Nat +1), Blue Bangle (Cha +1, Def +1), Star Pin (Cha +1, M.Def +1), Ruby Choker (Cha +2), Golden Ring (Cha +0.5), Glamia Scale Necklace (Cha +1, Def +2)
Let me know what you'd like to do. If you want to talk to survivors, please keep in mind that you spent most of the break crafting, so you won't have a lot of time to talk if you want to keep moving so keep the questions brief. (If you want to sit around and just chat, go ahead, but don't blame me for what may happen as a result XD )

For Mjkj: to try to see if Sarah is maybe around the air pocket but is lost and unable to find you, you can roll for Perception and also give me a roll on a d20 for... uh... your special Whistle Skill. Its sole purpose as a skill is to whistle for Sarah so this skill is pointless until the rare situation occurs where Sarah goes missing. (This may also just be the GM setting you up for disappointment because the GM has placed Sarah somewhere else. ;D ...)

Whew, that's it from me for now. Please do your best, guys! :candle: :yes:
I will try, Rufi :S - and do not worry about the long break - I am happy to continue now :D
[+] Spoiler
At first mjkj takes out the hot cacao-juice and offers all one also - to get warm again - then mjkj tries to heal everybody with injuries using the herbs, fruit and cookies - and even tries some of the diluted lapia oak sap.

For the way out: Perception :d2013: and Nature/Dungeoneering check :d2007:

mjkj asks Carlis if she can remember what had happened with Sarah.

mjkj tries to see if Sarah is around and even tries his special whistle skill... (perception :d2017: and whistle :d2011: )

As for getting to know the others more mjkj uses his insight ( :d2020: criiitt!!! :D ) and asks some questions for special purposes.

After he tried to find Sarah and used his insight mjkj asks Mavis about how does she go on to make potions - maybe she can make one to help the injured with the ingredients available - maybe something to help Keira...

mjkj then asks Iris for pointers in crafting before trying to make the defense necklace.
Yup, did the best ^_^' :yes:

...and I hope to have my Sarah back soon... :S

PS: all rolls are without any mods - please add them where applicable.
  ~ mjkj ~  

baby coco owner
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Robert
Level 10
Level 10
Robert
Level 10
Level 10
Joined: July 13th, 2015, 1:55 pm

July 25th, 2015, 1:36 am #6

Lol, and now the spoiler tags are working for me XD
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rufiangel
Level 7
Level 7
Joined: July 9th, 2015, 2:17 am

July 26th, 2015, 1:56 pm #7

Prayformercy wrote:
[+] Spoiler
Rufi -> just for clarification, i understand that the girls father is in need of a genuine healer or doctor, would that mean that my pearl healing potion wouldnt have a much better effect on him then any of my other healing items?
I need to think about the rest of my actions depending on that i suppose.
Yep, it wouldn't have much better effect on him, unfortunately :<
The pearl healing potion heals more HP, rather than cure other status ailments, if you catch my drift. XP

(EDIT: Sorry, I only just re-read what I wrote and wow was that stupidly confusing :'D sorryyy I meant it DOESN'T cure other status ailments, durrrr)
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rufiangel
Level 7
Level 7
Joined: July 9th, 2015, 2:17 am

July 26th, 2015, 2:27 pm #8

mjkj wrote:I will try, Rufi :S - and do not worry about the long break - I am happy to continue now :D
[+] Spoiler
At first mjkj takes out the hot cacao-juice and offers all one also - to get warm again - then mjkj tries to heal everybody with injuries using the herbs, fruit and cookies - and even tries some of the diluted lapia oak sap.

For the way out: Perception :d2013: and Nature/Dungeoneering check :d2007:

mjkj asks Carlis if she can remember what had happened with Sarah.

mjkj tries to see if Sarah is around and even tries his special whistle skill... (perception :d2017: and whistle :d2011: )

As for getting to know the others more mjkj uses his insight ( :d2020: criiitt!!! :D ) and asks some questions for special purposes.

After he tried to find Sarah and used his insight mjkj asks Mavis about how does she go on to make potions - maybe she can make one to help the injured with the ingredients available - maybe something to help Keira...

mjkj then asks Iris for pointers in crafting before trying to make the defense necklace.
Yup, did the best ^_^' :yes:

...and I hope to have my Sarah back soon... :S

PS: all rolls are without any mods - please add them where applicable.
Your crit roll on Insight provides you with the following extra information on each survivor:

14 year old boy - Surin, a teen from the village school who wants to be an architect. He is currently carrying the wooden sword thing you had in your item bag and looks anxious.
5 year old girl - Carlis, a young girl who is distraught, as she was separated from her mother on the fields. You were carrying her on your back.
14 year old girl - Mavis, a girl who works as an assistant at the potion shop. Seems to be quite calm compared to Surin.
16 year old girl - Iris, a girl who makes/sells accessories and knows Carlis's mother, and has currently taken to helping Carlis around.

1 woman in her mid-forties - Megan, a woman who teaches and sells embroidery in the village; she is unconscious and cannot be woken up.
1 young lady, 18 years old - Keira, a normally formidable lady who is an apprentice under the village mechanic; she is the girl you kissed in order to persuade her to stop attacking you. She is currently quite unwell (the water really did a number to her lungs) and requires help to walk. Your restorative items don't seem up to the task of helping her; she needs a proper assistance from a medical expert or healer. She is, however, conscious, unlike Megan.

2 young men, 30 years old - Caladium and Flik, partners in business and farmers; they breed pot-belly peach-spotted boars. Flik was injured when you initially found him, but you healed him with your items. They are both a little gloomy, knowing their entire farm is likely lost after the Aquafall, but are glad to be alive.
1 older woman in her mid-sixties - Yvonne, an older lady who once worked as an archivist in Lari and has come to settle in Kori for retirement with her husband. He wasn't with her when she was swept away on the field.
1 young woman, 24 years old - Nadia, one of the assistant chefs at one of the larger village restaurants; she is the girl you kissed in order to calm down when she was frightened. She blushes furiously whenever you come near her.
1 older man, 42 years old - Alan, a tourist visiting from Circla Village. He was with his wife on the fields before the Aquafall hit, and he is quiet and fairly despondent. He is also injured; his head is bleeding badly from having been bashed about quite a bit from the recoil.

You hand out 10 hot cacao-juice, 10 herbs, 10 opa fruit and 10 cookies. (This has been deducted from the current inventory.)
This helps Keira enough so she can walk on her own without assistance, but her lungs are still doing poorly and you don't have any medical expertise to help with this. With the way she is coughing, you don't think she'll be very helpful with Stealth operations, though at this point you probably won't have to be all that stealthy anyway.
This also helps Alan to recover well enough so he is no longer bleeding, and is a little more aware and alert of his surroundings.
Megan is still out. It looks like someone will have to carry her around.

Your Perception roll yields the following: you think you can sense some air movement in the cavern, but you're not sure from where. Tonta (who rolled a :d2010: and has a +2 modifier to his Perception rolls) has the same assessment of the area as you. The both of you bomb your dungeoneering rolls (Mjkj: :d2007: Tonta: :d2003: ) so neither of you have a very good idea on where to go, so it looks like you'll have to choose randomly from two possible paths you found: a narrow one to the left that seems to go straight on level, or a slightly wider tunnel that slopes downward to the right.

When you ask about Sarah, Carlis says: "She... she went to you. When the water came, she... sorry. I don't know. Sorry, mister." Her eyes fill with tears as she continues to apologise, and Iris spends a moment consoling her.

You ask Iris for pointers on crafting your necklace. She tries to assist you (and rolls an :d2008: ) but she is too disoriented and tired from the current ordeal she is going through to be of much help. Nadia offers to help, but as she is an expert at baking but not accessories crafting, she isn't very helpful. (Though she does say she likes the colour of your necklace, and that's always nice to know.)

You ask Mavis whether she can make potions with what you have, and though she could with the proper equipment, she currently lacks any of the brewing, distilling or compounding tools and books with the appropriate magic inscriptions she usually refers to in order to make anything much more complex than what you already have. She does, however, says she can mildly improve the contents of your cannister of lapia oak sap by mixing it with choco potion at the correct ratio; it will have an increased healing effect. She says she can try to do this for up to 3 choco potions with the amount of lapia oak sap you have. She has a very low chance of failure, so if you want to try this, just let her know. Nadia eagerly offers to help again, but she knows less about potions than she did about accessories, and ends up not being very helpful again (Though you can't fault her for her enthusiasm! What a helpful girl!)

You rolled a :d2017: on your Perception in the cavern specifically looking for Sarah; you see nothing pertaining to your tiny baby coco.
You rolled a :d2011: on your Whistle; your gentle, cooing whistle that used to coax her out when she was barely two weeks old and didn't know you that well yet echoes like several birds singing a melancholy birdsong in the craggy air pocket. There is no response to your whistle...
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mjkj
Level 8
Level 8
mjkj
Level 8
Level 8
Joined: July 13th, 2015, 12:12 pm

July 27th, 2015, 1:31 am #9

rufiangel wrote:
[+] Spoiler
Your crit roll on Insight provides you with the following extra information on each survivor:

[...]

You hand out 10 hot cacao-juice, 10 herbs, 10 opa fruit and 10 cookies. (This has been deducted from the current inventory.)
This helps Keira enough so she can walk on her own without assistance, but her lungs are still doing poorly and you don't have any medical expertise to help with this. With the way she is coughing, you don't think she'll be very helpful with Stealth operations, though at this point you probably won't have to be all that stealthy anyway.
This also helps Alan to recover well enough so he is no longer bleeding, and is a little more aware and alert of his surroundings.
Megan is still out. It looks like someone will have to carry her around.

Your Perception roll yields the following: you think you can sense some air movement in the cavern, but you're not sure from where. Tonta (who rolled a :d2010: and has a +2 modifier to his Perception rolls) has the same assessment of the area as you. The both of you bomb your dungeoneering rolls (Mjkj: :d2007: Tonta: :d2003: ) so neither of you have a very good idea on where to go, so it looks like you'll have to choose randomly from two possible paths you found: a narrow one to the left that seems to go straight on level, or a slightly wider tunnel that slopes downward to the right.

When you ask about Sarah, Carlis says: "She... she went to you. When the water came, she... sorry. I don't know. Sorry, mister." Her eyes fill with tears as she continues to apologise, and Iris spends a moment consoling her.

You ask Iris for pointers on crafting your necklace. She tries to assist you (and rolls an :d2008: ) but she is too disoriented and tired from the current ordeal she is going through to be of much help. Nadia offers to help, but as she is an expert at baking but not accessories crafting, she isn't very helpful. (Though she does say she likes the colour of your necklace, and that's always nice to know.)

You ask Mavis whether she can make potions with what you have, and though she could with the proper equipment, she currently lacks any of the brewing, distilling or compounding tools and books with the appropriate magic inscriptions she usually refers to in order to make anything much more complex than what you already have. She does, however, says she can mildly improve the contents of your cannister of lapia oak sap by mixing it with choco potion at the correct ratio; it will have an increased healing effect. She says she can try to do this for up to 3 choco potions with the amount of lapia oak sap you have. She has a very low chance of failure, so if you want to try this, just let her know. Nadia eagerly offers to help again, but she knows less about potions than she did about accessories, and ends up not being very helpful again (Though you can't fault her for her enthusiasm! What a helpful girl!)

You rolled a :d2017: on your Perception in the cavern specifically looking for Sarah; you see nothing pertaining to your tiny baby coco.
You rolled a :d2011: on your Whistle; your gentle, cooing whistle that used to coax her out when she was barely two weeks old and didn't know you that well yet echoes like several birds singing a melancholy birdsong in the craggy air pocket. There is no response to your whistle...
[+] Spoiler
Continued talk with Carlis:
mjkj comforts and hugs her and says: "Hey, that is not your fault. *comforts* Yes, I am sad that Sarah is missing, but she is a big baby coco and I hope she will be all right *sighs* Well, I will be looking for her now maybe I will find her and maybe she will come when I call her - but be assured, Carlis, it is not your fault - and there is nothing you could have done to prevent that." *hugs and comforts*

mjkj then gives Mavis the canister with the diluted lapia oak sap and three choco potions and asks her to enhance that. mjkj thanks Nadia for her enthusiasm and asks her if it is possible to watch out for Keira and, together with Yvonne, take care of her when she needs help.

Ok, mjkj checks out the two exits with Tonta and tries to find out where the air movement comes from. Since they can not determine the origin of it he randomly chooses to go and try the left path (1d20 says :d2019: - even going right odd going left, so go west, erm, left...)

mjkj asks Caladium, Flik and Alan to take care of Megan and gathers all to continue on. mjkj asks Iris to stay close and asks Carli if she wants to continue with him - if she declines he will ask her to stay close to Iris.

mjkj gathers a few of these mushrooms to light the way and distributes them to every group then continues to lead on carefully (perception :d2014: and awareness :d2019: ) on the way mjkj continues to look out for lil' Sarah ( :d2018: ) and repeats the special whistle from time to time ( :d2017: ). So, mjkj goes first with Carlis (or not) and Surin followed by Mavis and Iris (and Carlis), then Keira, Yvonne and Nadia follow, then the three men with the unconscious Megan and Tonta brings up the rear and takes care that we will not lose anybody. If anything happens all are instructed to yell and get the attention of the others.
PS: all rolls are without any mods - please add them where applicable - and tell me if I need to make some rolls (...and no, I do not mean bread rolls...). :P ;) XD
[+] Spoiler
Oh, seems like somebody has a crush... :P >:D
  ~ mjkj ~  

baby coco owner
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Prayformercy
Level 8
Level 8
Joined: July 13th, 2015, 5:19 pm

July 28th, 2015, 2:49 am #10

[+] Spoiler
Ok, well id like to use whatever i need to to heal up, out of the fruit and biscuits and if i really need to dip into the potions as well.
At this point you seem to be telling me we need to wait a bit for water to drain out so.
Id like to try talking to Trelle and see if as the owner of the magic bookshop, if she has any magic ability of her own. Specifically in the healing arts or if she has come across in her books anything that might be useful to helping the unconscious man out. If so id like to try to get her to do what she can to stabilize the unconscious man.
I dont have too much food left but w/e i do have offer to pass around for people to eat and split with each other.
Can't think of too much else id like to do since i believe glenn already basically told us we need to wait a bit and can go out through a tunnel and i already rolled perception to check things out and make sure there arent any monsters nearby
'We must take sides. Neutrality helps the oppressor, never the victim. Silence encourages the tormentor, never the tormented. Sometimes we must interfere.'' Elie Wiesel

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