Eurim nods and helps Denethir move the Prince's body off the ship's deck. Out of curiosity, he pops open the casket once they return.
Eurim, with a frown, notes the state of the mast and oars. "Guess we really do need to pull our weight, to get out of this mess. Did the hull look sound? Wouldn't want to find out the hard way."
Opening the casket, you see that the Prince was to meet the afterlife well prepared. The contents of which have been well kept as the lid and joints were sealed with wax.
Inside you find 4 sets of clothing of heavy linen, leather trousers and jacket, a seal skin great coat (waterproof), two sets of leather boots. A heavy wool blanket separates these items from the oiled-linen wrapped contents below. Unwrapping the items reveals a chain shirt, a heater-style shield embossed with a sword over a longboat, a long sword and a dagger. There is also several bags of gold (300gp).
Ruki (the sailor) reports that the ship is sound, "May leak a bit, but all ships do." He also reports that the ship, currently hold upright by blocks sits on top of rollers. "Will be hard long work to move it." The ship is designed for a small crew (5), and under sail could be managed by a single master sailor.
Denethir's eyes light up as he spies the warm, waterproof clothing. "These items are treasure enough for me! Let us equip ourselves for the voyage and launch this boat."
Moving the ship is a long, painful, sweaty, backbreaking process. It takes everyone's strength to move the ship a few feet, then you need to stop an move a roller from the end of the ship to the front and repeat the process. As the hours pass, the howling of the wind becomes louder and wilder, while the light coming in from the outside.
As you bring the ship a stop before the wall leading outside, you are faced with the problem of how to get through the wall without causing a collapse and blocking the exit...
"Perhaps we do not need to use all these rollers? If we place them further apart, we require less under the ship, and can use the surplus ones to support the wall as we dismantle it?"
Denethir counts the rollers and their length to determine whether it would be possible.
"Perhaps we do not need to use all these rollers? If we place them further apart, we require less under the ship, and can use the surplus ones to support the wall as we dismantle it?"
Denethir counts the rollers and their length to determine whether it would be possible.
Investigation: 10
Technically possible, to a point. Though Ruki will point out that the fewer rollers, the harder it will be to move.
"Even undead," Melisana wonders, "How would one prince move this boat? Or open this wall?"
Deciding to look around, Melisana notices a level on the west side of the wall. "This looks promising," she says and tries to pull the level, but doesn't have the strength.
"And there I was about to suggest that the boat was merely ceremonial, but you have clearly proven me wrong!" Denethir excitedly approaches the lever, then beckons to Eurim to join him. "With your short stature, perhaps if you were to hang from the lever like an unruly child, I could assist by applying pressure from above?"
Eurim has +1 to athletics, while Denethir has -1, so makes sense for me to Help you to give you advantage.
This post has potentially manipulated dice roll results.
Eurim gives Denethir a long, slow look. "Choice of words, elf. Choice of words."
With a bit of a running start, Eurim rushes at the lever and leaps onto it, timing the push with Denethir's to give the lever as much power as possible.
With the combined "leverage" the rusted lever slowly gives way as you pull it down. From above is the sound of iron giving way, and then a loud squeal as of a giant, un-greased wooden axle turning, followed by the sound of rusty chains above. From the ceiling of the cave on either side of the door, two large boulders are slowly descending.
Another of rust and wood and iron, is followed by a rumble from beneath the wooden floor. In pairs from the center, the stout wooden planks of the floor starts to give way (as giant pins under floor are drawn back) under the weight of the wall above. After 5 or 6 have been exposed the wall begins to break and crack as the bricks and rocks tumble into the sea. Once the first pair of boulders has descended a second set begins its descent, as more of the wall breaks and falls away.
Even as the second set descends, the high tide begins to wash up over the sill and into the cave. Beyond, the sky is dark and the winds howl. The clouds swirl above as the Goddess stirs the cauldron of the island's destruction. Lightening flashes almost continually, and the rolling sound of thunder can now be heard, as if giant war drums are being beaten.
“Last chance to stay for the show, I suppose? Anyone?” Denethir looks round the group, with a small smirk, trying to hide his trepidation at venturing out into a storm.
"No time to walk out now! We're swimming or sinking under that high tide. Goddess be with us." Eurim rushes back to the boat, looking for a pole or something appreciably long to help nose the ship out of the new and rapidly filling waterway. His face is pale from the flashes of lightning without, illuminating the cave and casting stark shadows against the far walls. Ruki follows as Eurim's footsteps, watching but not able to help much now that such powerful forces have started to activate all around them.
Rolling the ship to the edge, the party clambers aboard and uses the oars to push the ship over the edge into the (relatively) sheltered cove. Ruki, and surprisingly Melisana, take charge setting some to row, and some to step the mast. and hoist the sail. With remarkable ease the ship seems to almost move itself on the tide until the ship clears the cove.
The sky over the is completely covered in storm clouds, but you can still see the island—it seems to be lit by a faint glow, enough for you to see what's going on. As you watch, tornados—10 or 12, at least—descend from the heavy mantle of clouds cloaking the sky. The tornados begin tearing along the island and stripping great tracts of territory up into the air. Hurricane-force winds are scouring the island, and from your vantage point you can see the ruins of the town, plus the manor, barracks, and stable, begin to disintegrate, being thrown plank by plank and beam by beam into the air.
The orc and goblin boats trying to leave beaches are being driven back onto the beach, torn apart by the winds and batteting seas. You can dimly see their crews running, scattering, some of them being thrown like leaves up against the cliff side, others swept out to sea by the waves.
By the time you're a quarter of a mile out to sea, the rocking and pitching of your own boat begins to subside—it no longer threatens to throw you overboard. But things are worse, not better, back on the island, which seems strangely obscured now, covered from shore to shore by a gray-brown whirlwind of rocks and scrub brush and sand and sea which seems to scour the island. And that's just what happens: by the time you're a mile away, the whirlwind lifts and the island is gray-white and smooth, resembling not at all the island you landed upon yesterday. There's not one hill, not one topographical feature that you remember. And, suddenly, the seas around you are still, the clouds overhead clear, and the stars and moon can be seen overhead.
Ruki & Melisana argue for a bit and finally set the party on the southward course for the human lands for which the wind blows fair. It takes some work, but you are finally able to step the mast, yard and sail.
Two days upon the ocean, with no foot and water only add to the misery. Eventually, the island of Ventris comes into site and after sailing along its coast Melisana is able to direct you to the city itself. Under Ruki & Melisana's guidance, the ship in easily brought into the harbor to the marvel of its inhabitants.
Melisana, you find, hasn't been entirely honest with you. While her father is a merchant, he is also connected to the royal family on the island and Melisana actually a distant cousin to the King. Nevertheless, your tale is soon told about the island and you find yourselves to be mighty and wealthy heroes. For Melisana's rescue, you are awarded another 500gp by the King, as well as the services of court Wizard in determining the nature of the items you have recovered.
Magical Items
Dagger +1
Javelin +1
Mace +1
Scale Mail +1
Potion of Heroism
Wand of Magic Detection (3 max charges)
Significant Non-Magical Treasures
Chain mail
Longsword
Shield
Viledel's & Queen's 250 gp./ea.
Map with Westhaven 200 gp. (reward from King)
Chest 300gp
Galley (should you sell it) 10,000 gp.
Rollback Post to RevisionRollBack
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
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Opening the casket, you see that the Prince was to meet the afterlife well prepared. The contents of which have been well kept as the lid and joints were sealed with wax.
Inside you find 4 sets of clothing of heavy linen, leather trousers and jacket, a seal skin great coat (waterproof), two sets of leather boots. A heavy wool blanket separates these items from the oiled-linen wrapped contents below. Unwrapping the items reveals a chain shirt, a heater-style shield embossed with a sword over a longboat, a long sword and a dagger. There is also several bags of gold (300gp).
Ruki (the sailor) reports that the ship is sound, "May leak a bit, but all ships do." He also reports that the ship, currently hold upright by blocks sits on top of rollers. "Will be hard long work to move it." The ship is designed for a small crew (5), and under sail could be managed by a single master sailor.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Denethir's eyes light up as he spies the warm, waterproof clothing. "These items are treasure enough for me! Let us equip ourselves for the voyage and launch this boat."
Adorning themselves richly, they make ready to depart...
Moving the ship is a long, painful, sweaty, backbreaking process. It takes everyone's strength to move the ship a few feet, then you need to stop an move a roller from the end of the ship to the front and repeat the process. As the hours pass, the howling of the wind becomes louder and wilder, while the light coming in from the outside.
As you bring the ship a stop before the wall leading outside, you are faced with the problem of how to get through the wall without causing a collapse and blocking the exit...
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
OOC - just to clarify, we need to get the ship through the wall we came in?
Yep...
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
"Perhaps we do not need to use all these rollers? If we place them further apart, we require less under the ship, and can use the surplus ones to support the wall as we dismantle it?"
Denethir counts the rollers and their length to determine whether it would be possible.
Investigation: 10
Technically possible..
Technically possible, to a point. Though Ruki will point out that the fewer rollers, the harder it will be to move.
"Even undead," Melisana wonders, "How would one prince move this boat? Or open this wall?"
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Melisana 11
Ruki 8
Nic 2
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Deciding to look around, Melisana notices a level on the west side of the wall. "This looks promising," she says and tries to pull the level, but doesn't have the strength.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
"And there I was about to suggest that the boat was merely ceremonial, but you have clearly proven me wrong!" Denethir excitedly approaches the lever, then beckons to Eurim to join him. "With your short stature, perhaps if you were to hang from the lever like an unruly child, I could assist by applying pressure from above?"
Eurim has +1 to athletics, while Denethir has -1, so makes sense for me to Help you to give you advantage.
Eurim gives Denethir a long, slow look. "Choice of words, elf. Choice of words."
With a bit of a running start, Eurim rushes at the lever and leaps onto it, timing the push with Denethir's to give the lever as much power as possible.
Athletics: 8
With the combined "leverage" the rusted lever slowly gives way as you pull it down. From above is the sound of iron giving way, and then a loud squeal as of a giant, un-greased wooden axle turning, followed by the sound of rusty chains above. From the ceiling of the cave on either side of the door, two large boulders are slowly descending.
Another of rust and wood and iron, is followed by a rumble from beneath the wooden floor. In pairs from the center, the stout wooden planks of the floor starts to give way (as giant pins under floor are drawn back) under the weight of the wall above. After 5 or 6 have been exposed the wall begins to break and crack as the bricks and rocks tumble into the sea. Once the first pair of boulders has descended a second set begins its descent, as more of the wall breaks and falls away.
Even as the second set descends, the high tide begins to wash up over the sill and into the cave. Beyond, the sky is dark and the winds howl. The clouds swirl above as the Goddess stirs the cauldron of the island's destruction. Lightening flashes almost continually, and the rolling sound of thunder can now be heard, as if giant war drums are being beaten.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
“Last chance to stay for the show, I suppose? Anyone?” Denethir looks round the group, with a small smirk, trying to hide his trepidation at venturing out into a storm.
"No time to walk out now! We're swimming or sinking under that high tide. Goddess be with us." Eurim rushes back to the boat, looking for a pole or something appreciably long to help nose the ship out of the new and rapidly filling waterway. His face is pale from the flashes of lightning without, illuminating the cave and casting stark shadows against the far walls. Ruki follows as Eurim's footsteps, watching but not able to help much now that such powerful forces have started to activate all around them.
Rolling the ship to the edge, the party clambers aboard and uses the oars to push the ship over the edge into the (relatively) sheltered cove. Ruki, and surprisingly Melisana, take charge setting some to row, and some to step the mast. and hoist the sail. With remarkable ease the ship seems to almost move itself on the tide until the ship clears the cove.
The sky over the is completely covered in storm clouds, but you can still see the island—it seems to be lit by a faint glow, enough for you to see what's going on. As you watch, tornados—10 or 12, at least—descend from the heavy mantle of clouds cloaking the sky. The tornados begin tearing along the island and stripping great tracts of territory up into the air. Hurricane-force winds are scouring the island, and from your vantage point you can see the ruins of the town, plus the manor, barracks, and stable, begin to disintegrate, being thrown plank by plank and beam by beam into the air.
The orc and goblin boats trying to leave beaches are being driven back onto the beach, torn apart by the winds and batteting seas. You can dimly see their crews running, scattering, some of them being thrown like leaves up against the cliff side, others swept out to sea by the waves.
By the time you're a quarter of a mile out to sea, the rocking and pitching of your own boat begins to subside—it no longer threatens to throw you overboard. But things are worse, not better, back on the island, which seems strangely obscured now, covered from shore to shore by a gray-brown whirlwind of rocks and scrub brush and sand and sea which seems to scour the island. And that's just what happens: by the time you're a mile away, the whirlwind lifts and the island is gray-white and smooth, resembling not at all the island you landed upon yesterday. There's not one hill, not one topographical feature that you remember. And, suddenly, the seas around you are still, the clouds overhead clear, and the stars and moon can be seen overhead.
Ruki & Melisana argue for a bit and finally set the party on the southward course for the human lands for which the wind blows fair. It takes some work, but you are finally able to step the mast, yard and sail.
To Be Continued...
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Two days upon the ocean, with no foot and water only add to the misery. Eventually, the island of Ventris comes into site and after sailing along its coast Melisana is able to direct you to the city itself. Under Ruki & Melisana's guidance, the ship in easily brought into the harbor to the marvel of its inhabitants.
Melisana, you find, hasn't been entirely honest with you. While her father is a merchant, he is also connected to the royal family on the island and Melisana actually a distant cousin to the King. Nevertheless, your tale is soon told about the island and you find yourselves to be mighty and wealthy heroes. For Melisana's rescue, you are awarded another 500gp by the King, as well as the services of court Wizard in determining the nature of the items you have recovered.
Magical Items
Significant Non-Magical Treasures
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG