Ursk ties a rope between everyone and then wades into the wretched water. Wisely deciding to leave rather then exploring further, you all proceed south toward Torch. The placid stream quickly becomes deeper and deeper until you all can only barely touch the bottom.
[OoC: I will give everyone a +2 bonus on their swim checks so you need a DC 8. If you succeed then you need to roll a DC:11 Fortitude save to avoid being sickened. If you failed your swim check by 5 or more then you are considered to have ingested a little of the water and you receive a -4 penalty on your save or suffer the same fate. Note the penalties to your Skill checks if you become sickened.]
Quote:Sickened
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Swim [1d20-3] = 4-3 = 1
Fortitude save -4 [1d20-1] = 9-1 = 8
Thankfully Ursk tied a rope around Reawyn, because in the dark he bumped his head, gulped in a huge mouthful of water, then found he had a water breathing spell on rather than a vomit breathing spell and almost drowned in the contents of his stomach.
[OoC: When swimming you can move half your speed with a full round action. So each of you can move 15'. The passage is 45' so it requires 3 successes. The rolls are pretty much a formality because you can't drown and nothing is attacking you. It was more for my own curiosity. I rolled twice more for Eva and she succeeded both swim rolls.]
While Eva gracefully swims down the passage two of her companions were splashing around desperately trying to navigate out to the surface. Everyone breaks the surface of the pond and drag themselves out of the pond. A family having a picnic watches in surprise as one by one each of you step onto the shore.
[OoC: Where would you like to go first?]
Some options:
1. Iven's Livery Stable
2. General Store
3. Silverdisk Hall (Gambling)
4. The Marrymaid (Bordello)
5. The Copper Coin (Oldest Tavern in Torch)
6. Garrison and Armory
7. Olandir Estate
8. Otterbie Manor
9. The Weeping Pool (You are here)
10. Crowfeather Palace (Water Treatment)
11. Market Square
12. Foundry Tavern
13. Tempting Tonics (Apothecary)
14. Seven Tears Farms
15. Town Hall
16. Chapel of the Wanderer
17. Temple of Brigh
18. Evercandle Inn
19. Boarding House
20. Warehouse District
21. Torch Guildhouse of Metallurgist and Artisans
22. Dolga's Foundery
23. Junkyard
24. Blackhill (Where the Torch's namesake use to burn)
Did we bring out the first body we found? If so we will take it to the Town Hall, where it could be identified, unless we get redirected to one of the temples with it.
"No. We decided to leave it behind until we could apply some cold to the mold to make it safe to travel with." Cin replies. "What do we have for treasure to divide up or sell?"