This is the seventy-fifth and final Acqua Alta Finale main post. Players' posts in either this thread or the intermission thread are due by 11 pm, Saturday, December 15th. The narrative and discussion threads for the new adventure will open by 11 am, Monday, December 17th. The current threads will close when the new threads open.
I cannot give the new adventure quite the grand and robust sendoff that I would like, due to my schedule for the next two weeks. Fortunately, things will definitely lighten up by the 14th, unlike the continuously extending project deadline I was facing in summer.
It may be necessary to call for a hiatus during that time, especially around the period of this weekend. I do hope that I will not have to do that, and can continue with somewhat brief postings, instead. (Edit 12/6/12 - Unfortunately there will be a hiatus until after the 14th. See the update to post #75, later on this thread.)
So the main point right now is that it's decided, as far as I can tell, that the party will seek after Cresta at the monastery of Saint Ioun All-Seeing, in the northern wilds of Beil Valley.
The funeral is held on the day after the summer solstice, two weeks after your return from Faerie. It is the last day of the three day midsummer holiday, but those festivities have been superseded by the ceremonies of the funeral and vigil.
You should decide when to set out. If there's no clear decision by Thursday, you will set out in three days' time after the funeral. The earliest you can set out is the morning after the funeral. That is not strange: Iniusy's death was not a surprise, and this location is on the way to the monastery. Departing after the vigil would be in keeping with the symbolic parting of ways that is part of the ritual. From the day after the funeral to three days after the funeral, the weather will be hot and clear.
A very rough, overgrown track is known to lead between the north bank and the monastery. It is considered to be a two day trip on foot. One or more guides may be retained to escort you there and back. Due to various problems with the trip right now, the starting price is 20 staters a day per guide, subject to some negotiation, probably. One Streetwise check plus any number of Aid Another checks will be made for a negotiation. Aid Another checks may substitute Nature (one check only) or Diplomacy for Streetwise. A maximum of two negotiations can be conducted, due to the limited pool of guides.
A number of considerations of wilderness travel should be taken care of, as well:
- marching order
- time of travel (Travel is generally considered to be in two five hour blocks divided by a brief rest, and then by a rather significant period of resting and camp preparation.)
- camp preparations (which usually include locating a source of fresh water; a waterskin is good for at most one day's worth of water)
- camp location in relation to the track
- turns at watch and at rest, if desired
Traveling in heavy armor in hot weather and any armor besides regular clothing in very hot weather may have a negative influence on a character's stamina.