(I wasn't planning on doing a "proper introduction" before the actual game starts. The "Hello" was just because I had to type something to create a thread.)
Rhenwi Enaid stands about two meters tall, considerably above that of the average elf so one could reasonably suspect his height was due to the human side of his racial mix. He is a bit on the thin side, most notable are his long fingers, which occasionally seem to crawl around as if filed with a life of there own; a bit odd, but not too strange. His skin is a dull bronze shade and, apparently, every square centimeter is covered by a blueish-grey script, undecipherable to the point that too much scrutiny gives one a headache, possibly worse, depending upon how intent that scrutiny is. Eyes the color of river agate regard the world steadily but reflect an unspeakable horror the is immediately apparent to any who peer to long or closely. He is dressed in some kind of leather breeches tanned a dark grey, a woven tunic of the same shade over which is studded leather armor dyed in a mottled pattern with greys, greens and black dyes. His belt supports a pouch and a sheathed dagger. Slung along his left side is a book satchel, on the right a bolt case. The high collared travelers cloak he wears is the color of burnt bone. A standard backpack on which hangs a light crossbow and a well used ironwood quarterstaff in his left hand complete his accouterments, but for one thing. Around Rhenwi Enaid's neck is suspended a medallion of red iron; it is truly disturbing to look upon as it depicts some sort of alien creature consuming itself.
Rollback Post to RevisionRollBack
Panic is a mechanism that strengthens the gene pool.
You are aboard the Seabear, a small ship sailing the stormy Sea of Fallen Stars. After one week sailed, you have now been told that you should be getting close to your final destination; the port town of Clebluff in the Dominion of Hargalar. Allthough it's hard to tell excactly how close, as you're in the middle of a raging storm. Huddled in your separate cabins, you hear the half-orc captain Ursog above you, cursing the Storm god as he steers the ship on through the rain and thunder.
Suddenly you are thrown out of your bunks as the ship tilts to starboard. You hear the terrified screams of the crew on deck. Something isn't right.
Williwaw buzzes up to try and stay off the pitching deck, she grabs her pack and squeezes out her cabin door, rapidly synching her closes tight to fight against the rain. And begins heading toward the commotion.
The small gnome hits the floor and quickly rolls up to his feet. “Mano’s mask! That is not the wake up call I requested!” His blond hair was askew and his blue eyes sparkled mischievously, even when awakened abruptly in the middle of a storm. He is unable to decipher the screams of the crew, but quickly decides that it is better to take his chances on deck in the storm instead of being stuck helpless in his darkened cabin. He grabs his gear, keeping his rapier close, and heads to the main deck to look for the source of the screams, keeping in the shadows as he goes.
This firbolg that entered the ship is as tall as one would expect someone from her giant-blooded race, at well over 7 feet. Her skin and hair are gray, and her eyes blue. She was seen entering the ship with a heavy set of chain mail that she carried with stride. Her shield had the symbol of Dysnera, a white cobweb drawn on a silver plate, and though she has yet to take it off her waist, she also carried with her a warhammer.
During the night where a troubling thunderstorm raged on the seas, the firbolg would not be asleep, as she always preferred the night. As such, despite being in her bunk under the orders of the crew, she was wearing her armor and praying, simply waiting to know Dysnera's will for that night, and said will seems to have been shrouded by another's. With the determination to see that the night is kept calm as it is supposed to be, the firbolg grabs her hammer and shield and climbs up to the deck.
Grim, a unassuming human you could meet with black short hair and tanned skin from many days on the wall. He keeps fidgeting with unfamiliar leather armor and often can be seen maintaining his crossbow from taking it apart to clean it parts to keeping it oiled.
________________
Grimm scrambles for his crossbows and jumps to his feet, his head spinning around looking in a frenzy as his hands search for bolts, "What? What!? Where's going on? Huh? Hey wait up!" Grimm follows the others to the deck with a bolt loaded and searching for a target.
Assuming Initiative: 8
Rollback Post to RevisionRollBack
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls - Overchannel Steel Wind Strike for the Win against Demogorgon Silas - Level 11 Human Cleric (War Domain) - Tomb of Annihilation Done
This post has potentially manipulated dice roll results.
Rhenwi Enaid lurches to his feet after the sudden starboard heel of the ship, grabs his gear and heads topside as the screaming begins. Thinking the ship hit an unseen reef or rock, maybe something like a hungry kraken, he steps on deck expecting nothing good will greet him.
Initiative. 5
Rollback Post to RevisionRollBack
Panic is a mechanism that strengthens the gene pool.
You step out from your cabins and into a narrow corridor. In the dark, you recognize eachother as passengers on the ship. At the end of the corridor is a short flight of stairs leading to the upper deck. Water is rushing down the stairs, making the floor slippery. I addition the ship is constantly rocking from side to side, as if something was pulling on it. You struggle to hold your balance as you make your way towards the stairs.
This post has potentially manipulated dice roll results.
Grimm Acrobatics: 18
Rollback Post to RevisionRollBack
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls - Overchannel Steel Wind Strike for the Win against Demogorgon Silas - Level 11 Human Cleric (War Domain) - Tomb of Annihilation Done
The gnome balances himself in the hallway of the rocking ship and tries to fight through the surging water to make it up the stairs. If he makes it out on the deck, he stays to the shadows and looks for any threats.
Before taking her first step through the dangerous corridor, the firbolg puts the warhammer away so that she can press her free hand up to her chest. A small sparkle of moonlight later, and Dysnera's favor becomes the firbolg's guidance through the difficult-to-cross hallway.
Rhenwi Enaid manges to make it to the ladder leading to the main deck in spite of the rushing waters and pitching and yawing of the ship. He is now certain nothing good is going on.
This post has potentially manipulated dice roll results.
Scales and Nameless Firbolg: You slip and fall, hitting your head on the wall. You both take 3 bludgeoning damage, but manage catch up with the others.
Everyone: You get up on deck just in time to see three large, writhing tentacles slither over the ship's railing. They start flailing around violently in the air, knocking people over and tearing holes in the sail.
Hello
(Hi! Is that what you wanted us to do? Is the "Hello" to confirm that we could get here, or are you still editing it for a proper introduction?)
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
(I wasn't planning on doing a "proper introduction" before the actual game starts. The "Hello" was just because I had to type something to create a thread.)
Rhenwi Enaid stands about two meters tall, considerably above that of the average elf so one could reasonably suspect his height was due to the human side of his racial mix. He is a bit on the thin side, most notable are his long fingers, which occasionally seem to crawl around as if filed with a life of there own; a bit odd, but not too strange. His skin is a dull bronze shade and, apparently, every square centimeter is covered by a blueish-grey script, undecipherable to the point that too much scrutiny gives one a headache, possibly worse, depending upon how intent that scrutiny is. Eyes the color of river agate regard the world steadily but reflect an unspeakable horror the is immediately apparent to any who peer to long or closely. He is dressed in some kind of leather breeches tanned a dark grey, a woven tunic of the same shade over which is studded leather armor dyed in a mottled pattern with greys, greens and black dyes. His belt supports a pouch and a sheathed dagger. Slung along his left side is a book satchel, on the right a bolt case. The high collared travelers cloak he wears is the color of burnt bone. A standard backpack on which hangs a light crossbow and a well used ironwood quarterstaff in his left hand complete his accouterments, but for one thing. Around Rhenwi Enaid's neck is suspended a medallion of red iron; it is truly disturbing to look upon as it depicts some sort of alien creature consuming itself.
Panic is a mechanism that strengthens the gene pool.
You are aboard the Seabear, a small ship sailing the stormy Sea of Fallen Stars. After one week sailed, you have now been told that you should be getting close to your final destination; the port town of Clebluff in the Dominion of Hargalar. Allthough it's hard to tell excactly how close, as you're in the middle of a raging storm. Huddled in your separate cabins, you hear the half-orc captain Ursog above you, cursing the Storm god as he steers the ship on through the rain and thunder.
Suddenly you are thrown out of your bunks as the ship tilts to starboard. You hear the terrified screams of the crew on deck. Something isn't right.
Williwaw buzzes up to try and stay off the pitching deck, she grabs her pack and squeezes out her cabin door, rapidly synching her closes tight to fight against the rain. And begins heading toward the commotion.
The small gnome hits the floor and quickly rolls up to his feet. “Mano’s mask! That is not the wake up call I requested!” His blond hair was askew and his blue eyes sparkled mischievously, even when awakened abruptly in the middle of a storm. He is unable to decipher the screams of the crew, but quickly decides that it is better to take his chances on deck in the storm instead of being stuck helpless in his darkened cabin. He grabs his gear, keeping his rapier close, and heads to the main deck to look for the source of the screams, keeping in the shadows as he goes.
This firbolg that entered the ship is as tall as one would expect someone from her giant-blooded race, at well over 7 feet. Her skin and hair are gray, and her eyes blue. She was seen entering the ship with a heavy set of chain mail that she carried with stride. Her shield had the symbol of Dysnera, a white cobweb drawn on a silver plate, and though she has yet to take it off her waist, she also carried with her a warhammer.
During the night where a troubling thunderstorm raged on the seas, the firbolg would not be asleep, as she always preferred the night. As such, despite being in her bunk under the orders of the crew, she was wearing her armor and praying, simply waiting to know Dysnera's will for that night, and said will seems to have been shrouded by another's. With the determination to see that the night is kept calm as it is supposed to be, the firbolg grabs her hammer and shield and climbs up to the deck.
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Grim, a unassuming human you could meet with black short hair and tanned skin from many days on the wall. He keeps fidgeting with unfamiliar leather armor and often can be seen maintaining his crossbow from taking it apart to clean it parts to keeping it oiled.
________________
Grimm scrambles for his crossbows and jumps to his feet, his head spinning around looking in a frenzy as his hands search for bolts, "What? What!? Where's going on? Huh? Hey wait up!" Grimm follows the others to the deck with a bolt loaded and searching for a target.
Assuming Initiative: 8
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls- Overchannel Steel Wind Strike for the Win against DemogorgonSilas - Level 11 Human Cleric (War Domain) - Tomb of AnnihilationDoneRhenwi Enaid lurches to his feet after the sudden starboard heel of the ship, grabs his gear and heads topside as the screaming begins. Thinking the ship hit an unseen reef or rock, maybe something like a hungry kraken, he steps on deck expecting nothing good will greet him.
Initiative. 5
Panic is a mechanism that strengthens the gene pool.
Grabbing his rapier, Scales hums a jaunty tune as he leaves the cabin.
Initiative: 20
Liarin: Against the Cult of the Reptile God
Adewild: Shadows and Light 2
Brother Thaddeus: Rime of the Frostmaiden.
You step out from your cabins and into a narrow corridor. In the dark, you recognize eachother as passengers on the ship. At the end of the corridor is a short flight of stairs leading to the upper deck. Water is rushing down the stairs, making the floor slippery. I addition the ship is constantly rocking from side to side, as if something was pulling on it. You struggle to hold your balance as you make your way towards the stairs.
Make an Acrobatics check.
Grimm Acrobatics: 18
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls- Overchannel Steel Wind Strike for the Win against DemogorgonSilas - Level 11 Human Cleric (War Domain) - Tomb of AnnihilationDoneThe gnome balances himself in the hallway of the rocking ship and tries to fight through the surging water to make it up the stairs. If he makes it out on the deck, he stays to the shadows and looks for any threats.
Acrobatics 15
Stealth 27
Assuming Initative: 19
Before taking her first step through the dangerous corridor, the firbolg puts the warhammer away so that she can press her free hand up to her chest. A small sparkle of moonlight later, and Dysnera's favor becomes the firbolg's guidance through the difficult-to-cross hallway.
Acrobatics: 3 + 2
Assumed Initiative Roll: 0
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
7 acro
8 init
Williwaw, tries her hardest to avoid the pitch and yaw of the boat as she buzzes along
Acrobatics. 21
Rhenwi Enaid manges to make it to the ladder leading to the main deck in spite of the rushing waters and pitching and yawing of the ship. He is now certain nothing good is going on.
Panic is a mechanism that strengthens the gene pool.
Scales Acrobatics: 12
(I rolled for Charwoman_Gene since they havn't posted for 2 days)
Scales and Nameless Firbolg: You slip and fall, hitting your head on the wall. You both take 3 bludgeoning damage, but manage catch up with the others.
Everyone: You get up on deck just in time to see three large, writhing tentacles slither over the ship's railing. They start flailing around violently in the air, knocking people over and tearing holes in the sail.
Octopus initiative: 8
Turn order:
Scales
Nimblefinger
Grimm
Rhenwi
Octopus
Williwaw
Nameless Firbolg
(Everyone before the octopus can do their turn now and we'll sort it out later)