Gracing Kestrell with another wicked grin, the no-nonsense sergeant almost kicks the unlocked door of its hinges, sending it crashing into (and bouncing back off) the interior wall of the room.
Stepping inside with her shield raised and her fellow crossbow wielding wardens at her back, Sharn repeats her gruff commands from the previous room... and is likewise met with silence.
Glancing over the warden's shoulder, you see a small 10'x10' room thats sole occupants seem to be four plain but well made chairs and an equally plain but well made wooden table. Four empty glasses and an empty glass decanter sit at the centre of the table.
Glancing around in undisguised disgust, the warden sergeant turns about shouting, "Blast! Well, that confirms it. Those cowardly Luskan rats have fled. Nothing more for us to do here, except send the corpse wagon. Let's go report to the Cove Warden, lads."
Marching back to the stairs with her men, Sharn spares you all a brief nod as she says, "If you find anything else out, come by the Warden's Lodge. Might be though that Golm will have the whole thing figured out after he's put some hard questions to our Luskan cell guest."
Rollback Post to RevisionRollBack
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
This post has potentially manipulated dice roll results.
Kestrell waves to Sharn: "Thank you, Sergeant!"
Then he sniffs the decanter to see what was in it, and looks around the room for anything that might be out of place. "Just four people sitting in a tiny room, drinking...?"He thinks to himself.
Perception: 18 to tell what they were drinking. Investigation: 5 to look for anything else that they could have been doing in this room.
A'ro just smiles as Sharn wishes him good luck with Barney "I'm good at getting people to talk. When you walk upstairs, I'm going to hand you a sheet of paper - just nod and keep walking please."
With that he takes out a piece of paper from his pocket and just disappears upstairs and begins to just shake his head as he walks towards Barney. He begins to fold the paper and just holds it in his hand, stopping a few feet from Barney "Your mates left you out to dry Barney...carved a phrase LuskansForever on the door, tried to kill guards with a poison needle attached to the door, several stolen goods from different ships downstairs and..." he just chuckles as he holds up the piece of paper "Left a confession naming you as a member of this Luskan's group and letting us know that it was your idea to steal these goods - probably wasn't a good idea to store the stolen goods though in your own place. This doesn't look good mate, not good at all...anything to say for yourself cause right now things are not looking so good for you mate."
This post has potentially manipulated dice roll results.
While the others focus on the other door Dekket finally enters the first room and takes a look around. He tries to igonre the stench from the dead body but he says.
"This one has been here for days now. I doubt the others would share the hammocks with him. If they came here there's could be a good reason to do so... perhaps they had an escape route here, or even a hideen place..." he says hitting the wooden floor with his boots.
Then he sniffs the decanter to see what was in it, and looks around the room for anything that might be out of place. "Just four people sitting in a tiny room, drinking...?"He thinks to himself.
Perception: 9 to tell what they were drinking. Investigation: 6 to look for anything else that they could have been doing in this room.
The decanter and glasses are dry, with not a drop of liquid in sight. It's hard to place the faint smell coming from the larger glass container, but it smells light and spicy, unlike the heavy beers and ales sold upstairs.
Looking around the room, nothing stands out to Kestrell except the chairs, table and glasses.
A'ro just smiles as Sharn wishes him good luck with Barney "I'm good at getting people to talk. When you walk upstairs, I'm going to hand you a sheet of paper - just nod and keep walking please."
With that he takes out a piece of paper from his pocket and just disappears upstairs and begins to just shake his head as he walks towards Barney. He begins to fold the paper and just holds it in his hand, stopping a few feet from Barney "Your mates left you out to dry Barney...carved a phrase LuskansForever on the door, tried to kill guards with a poison needle attached to the door, several stolen goods from different ships downstairs and..." he just chuckles as he holds up the piece of paper "Left a confession naming you as a member of this Luskan's group and letting us know that it was your idea to steal these goods - probably wasn't a good idea to store the stolen goods though in your own place. This doesn't look good mate, not good at all...anything to say for yourself cause right now things are not looking so good for you mate."
The sergeant squints an eye at A'ro, clearly dubious about his plan, but shrugs and nods as her and her men trudge up the stairs, through what passes for a kitchen in the Crate, then the smoking room and into the now mostly empty taproom. The hulking form of Barney Barney is indeed behind the counter, counting coins into a small cofffer while his two almost-as-large sons prepare to close for the night.
As A'ro executes his ruse, he notes with some trepidation that Sharn's face and posture seem largely disinterested throughout and the proprietor looks mostly angry and confused at the start, before becoming confused and angry instead. A brief pause ensues after A'ro's monologue, at which time Sharn grunts, snatches the piece of paper from A'ro and leaves the Crate with her small squad of Wardens. For his part, Barney Barney looks livid, his anvil-like face growing redder and redder, as a nest of fat purple veins begin to erupt across his face and neck.
"Me mates, eh? I call bullshit, see'n as I don't 'ave any. I run an honest business 'ere, so you can take your gibber-jabber and stick it up your... What did you say? Those stunted little pond worms said what? Why I'll wring their necks if I ever see them 'gain! I only rented them that space as a favour to Miss Danfe..."
Perhaps having said more than he intended to, Barney Barney *SLAMS* one massive meaty fist on the counter top, before beggining to turn away, clearly furious and disinterested in further discussion.
While the others focus on the other door Dekket finally enters the first room and takes a look around. He tries to igonre the stench from the dead body but he says.
"This one has been here for days now. I doubt the others would share the hammocks with him. If they came here there's could be a good reason to do so... perhaps they had an escape route here, or even a hideen place..." he says hitting the wooden floor with his boots.
( Investigation: 9 )
Searching the room thoroughly, paying special attention to the walls and floors, Dekket finds two things - firstly, there is a small loose board in the floor directly below the hammock holding the dead man and, secondly, the corpse appears to have something carved into his forehead, which wasn't at first noticable due to his obscuring hair and the angle of his leaning head.
Prying up the board, Dekket finds a small purple velvet pouch within, containing a silver ring set with 3 tiny moonstones (worth 75gp) and a small folded note reading 'Please find within a paltry token of compensation for your loss. Bring your leader to meet with me as directed and there will be more rewards to come."
Lifting the dead man's hair away from his face, you see carved into his forehead the words, 'Luskan Blades'.
[OOC] FYI - I used A'ro's previous investigation check for Dekket, since I missed it at the time.
Cat Vaken snoops around the new room. Doesn't see anything interesting so he heads back up stairs and then outside to wait on the others.
The spicy smell is even stronger in here, though it seems to come from no place in particular, but rather seems like a smell gained from general, though repeated exposure. Leaping up onto the table, Cat Vaken sniffs the bottles and glasses, detecting a faint, but sweet and sharp smell, not at all like the heavy, malty scents of the taproom above.
Padding up the stairs and through the now mostly dark and empty tavern, the feline lips unnoticed from the building out into Rumbottom's dark early morning streets.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
Beign alone in the room Dekket distracts the purple pouch on one hidden pocket on his jacket and before they go upstaris he shares his discovery on the man's forehead with the rest and the Sergeant.
While Barney Barney spekas he gives A'ro the piece of paper whispering
"I found this too... do you think we should tell her or..." he then turns towards Barney before his outburst and asks him in loud voice
Virt leaves with the group and makes his way outside as well. He doesn't care too much about what's happening, he just wants to be at sea. As he steps outside, he'll see a cat on the ground and scratch behind its ears.
"You seem familiar, little kitten cat. Have we met in a past life," Virt muses to the cat before standing up straight and waiting for the rest of the crew. He dons his goggles again and looks out into the night air, wishfully thinking about the times they will spend on their ship.
Rollback Post to RevisionRollBack
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
Beign alone in the room Dekket distracts the purple pouch on one hidden pocket on his jacket and before they go upstaris he shares his discovery on the man's forehead with the rest and the Sergeant.
While Barney Barney spekas he gives A'ro the piece of paper whispering
"I found this too... do you think we should tell her or..." he then turns towards Barney before his outburst and asks him in loud voice
"Excuse me, what was that again? Miss Danfe...? "
The last of the wardens to leave the cellar pauses briefly to examine Dekket's grissly find, grimacing in distaste before shrugging noncommitally in the direction of the sergeant who had already gone upstairs with A'ro.
Following the others upstairs, when the attentive tiefling questions Barney Barney on his apparent slip of the tounge, the burly proprietor of the Crate gives Dekket only enough of his time and attention to mutter, "I've 'ad 'nough of you lot. We're closed for the night. **** off!"
Rollback Post to RevisionRollBack
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
Virt leaves with the group and makes his way outside as well. He doesn't care too much about what's happening, he just wants to be at sea. As he steps outside, he'll see a cat on the ground and scratch behind its ears.
"You seem familiar, little kitten cat. Have we met in a past life," Virt muses to the cat before standing up straight and waiting for the rest of the crew. He dons his goggles again and looks out into the night air, wishfully thinking about the times they will spend on their ship.
Picking up the strangely familiar cat, Virt looks off into the darkness of the new 'morning', wondering what surprises might await he and his ship mates at sea aboard the Shore Shark... should they ever get there. His melancholy musings are momentarily interrupted by the sight of sergeant Sharn and her patrol of wardens meeting up with a larger squad of the town's peacekeepers just down the street. The intimidating form of Cove Warden Golm steps up to the sergeant, appears to briefly discuss something that involves gestures in the direction of the Crate, before most of the militia members march off in the direction of the Wardens Lodge. A couple it seems are left posted near the end of the street, perhaps to keep on eye on the tavern and the area.
Apart from the purring of the cat and sounds caused by the frequent gusts of wind, the only sound that catches the ships mage's ears is the splashing of waves and the creaking of wood being jostled by tide and surf.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
A'ro just chuckles as Barney turns away "Thanks Barney - I guess we'll go talk with Ms. Danferit and be sure to let her know you send your regards..." he paused for a minute "Or if you tell us what else you know I could leave out the fact it was you that guided us to her. Depends how important keeping that little bit of information from her means to you."
"Or I can just go - stop me before I get to the door if your interested in my offer." with that A'ro just begins to slowly walk towards the door waiting to see if the privacy of that information meant anything to Barney.
A'ro just chuckles as Barney turns away "Thanks Barney - I guess we'll go talk with Ms. Danferit and be sure to let her know you send your regards..." he paused for a minute "Or if you tell us what else you know I could leave out the fact it was you that guided us to her. Depends how important keeping that little bit of information from her means to you."
"Or I can just go - stop me before I get to the door if your interested in my offer." with that A'ro just begins to slowly walk towards the door waiting to see if the privacy of that information meant anything to Barney.
As A'ro reaches the tavern's door, he quickly glances back to see a red-faced but silent Barney Barney glaring at him from behind the counter. The proprietor's sons move forward to push the genasi and the last remaining couple of drunk patrons out into the early morning street.
As the tavern door closes, the sounds of the departing wardens leaves Rumbottom's wharfside street quiet apart from the sounds of wind, surf and ship. Seeing no further benefit in wandering the streets and anticipating a busy day ahead, the crew of the Shore Shark make their way back aboard ship, readily convincing the still awake Lionel that Dekket should be given a temporary berth for the night in preperation for meeting the captain and other senior officers in the morning.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
Day four: Eighteenth of Kythorn, 1492 DR - Town of Rumbottom, The Southern region of the Bitter Shore
The sounds of gusting winds, creaking wood and raised voices greet the Shore Shark's crew when they awake later that morning. A quick glance above deck reveals the sun halfway between horizon and zenith, while the rocking of the caravel's movement in the considerable harbour swell is a familiar comfort to those born to sail. The voices belong to the ship's many other crew, who appear to be hustling both below and above deck, making ready it would seem to finally lift anchor.
In the rigging above, the scampering forms of the halfling twin sail monkeys Freya and Fillian can be seen tightening and loosening lines and sails, while at the base of the main mast the grizzled face of Ol' Jart appears to be in a heated discussion with the leather clad form of a grinning Zaretta. At the top of the gangplank, the stout dwarven senior sailor Hendel can be heard barking clear and concise instructions down to the dock regarding the loading of some final stores.
The pace and energy on the deck of their home vessel is palpably exciting. Their maiden voyage upon the sea, it would appear, is imminent!
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
A lithe figure chases Freya and Fillian across the rigging, sweat sparkling on her brow. She wears plain clothes and is equipped with naught but a bundle of rope, a short dagger and a thick, heavy belt satchel that occasionally shuffles of its own accord. Kaycurses under her breath and leans heavily on the mizzenmast, panting as she tries to catch her breath. After a moment she opens her orange eyes and wipes the sweat from her brow, then goes back checking the sails, doing her best to keep up with the twins.
Kestrell wakes, stretches, and splashes some water on his face. He gathers his gear, just in case, and goes topside for a look around.
He throws a smile and a wave at Zaretta before looking for the captain or other officers to discuss last nights events.
The animated Zaretta pauses briefly in her argument with Ol' Jart to toss Kestrell a wave and a wink. The early morning activity on the deck and wharf around the Shore Shark makes it difficult at first to locate an officer, but after asking a grumbling, still half-asleep Nubrel, the Navigator is pointed in the direction of the forecastle where he spies the heads of the First Mate and Bosun, both looking out to sea. Bosun Drannick appears to be pointing in the direction of the mouth of the harbour while First Mate Estrue uses one of the rare and expensive looking glasses to scan the waters of the bay.
Rollback Post to RevisionRollBack
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
"First Mate, Bosun Drannick, good morning!" Kestrell sidles up between them. "Looks like we are getting ready to hit the sea. Good, I'm looking forward to getting onto the water."
"So, we recovered the missing stores, and stirred up quite the hornets nest in the process. Has any word of last nights activities made it back here yet?"
Rollback Post to RevisionRollBack
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"It looks fine to me! Go ahead and user your 'Warden's Key' to open this one too."
Kestrell takes a mental note to examine the previous room when everyone is out of it.
Gracing Kestrell with another wicked grin, the no-nonsense sergeant almost kicks the unlocked door of its hinges, sending it crashing into (and bouncing back off) the interior wall of the room.
Stepping inside with her shield raised and her fellow crossbow wielding wardens at her back, Sharn repeats her gruff commands from the previous room... and is likewise met with silence.
Glancing over the warden's shoulder, you see a small 10'x10' room thats sole occupants seem to be four plain but well made chairs and an equally plain but well made wooden table. Four empty glasses and an empty glass decanter sit at the centre of the table.
Glancing around in undisguised disgust, the warden sergeant turns about shouting, "Blast! Well, that confirms it. Those cowardly Luskan rats have fled. Nothing more for us to do here, except send the corpse wagon. Let's go report to the Cove Warden, lads."
Marching back to the stairs with her men, Sharn spares you all a brief nod as she says, "If you find anything else out, come by the Warden's Lodge. Might be though that Golm will have the whole thing figured out after he's put some hard questions to our Luskan cell guest."
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
Kestrell waves to Sharn: "Thank you, Sergeant!"
Then he sniffs the decanter to see what was in it, and looks around the room for anything that might be out of place. "Just four people sitting in a tiny room, drinking...?" He thinks to himself.
Perception: 18 to tell what they were drinking.
Investigation: 5 to look for anything else that they could have been doing in this room.
A'ro just smiles as Sharn wishes him good luck with Barney "I'm good at getting people to talk. When you walk upstairs, I'm going to hand you a sheet of paper - just nod and keep walking please."
With that he takes out a piece of paper from his pocket and just disappears upstairs and begins to just shake his head as he walks towards Barney. He begins to fold the paper and just holds it in his hand, stopping a few feet from Barney "Your mates left you out to dry Barney...carved a phrase Luskans Forever on the door, tried to kill guards with a poison needle attached to the door, several stolen goods from different ships downstairs and..." he just chuckles as he holds up the piece of paper "Left a confession naming you as a member of this Luskan's group and letting us know that it was your idea to steal these goods - probably wasn't a good idea to store the stolen goods though in your own place. This doesn't look good mate, not good at all...anything to say for yourself cause right now things are not looking so good for you mate."
OOC:
deception check:17
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
While the others focus on the other door Dekket finally enters the first room and takes a look around. He tries to igonre the stench from the dead body but he says.
"This one has been here for days now. I doubt the others would share the hammocks with him. If they came here there's could be a good reason to do so... perhaps they had an escape route here, or even a hideen place..." he says hitting the wooden floor with his boots.
( Investigation: 17 )
PbP Character: A few ;)
Cat Vaken snoops around the new room. Doesn't see anything interesting so he heads back up stairs and then outside to wait on the others.
Campaigns:
DM - Waterdeep Dragon Heist PbP
The decanter and glasses are dry, with not a drop of liquid in sight. It's hard to place the faint smell coming from the larger glass container, but it smells light and spicy, unlike the heavy beers and ales sold upstairs.
Looking around the room, nothing stands out to Kestrell except the chairs, table and glasses.
The sergeant squints an eye at A'ro, clearly dubious about his plan, but shrugs and nods as her and her men trudge up the stairs, through what passes for a kitchen in the Crate, then the smoking room and into the now mostly empty taproom. The hulking form of Barney Barney is indeed behind the counter, counting coins into a small cofffer while his two almost-as-large sons prepare to close for the night.
As A'ro executes his ruse, he notes with some trepidation that Sharn's face and posture seem largely disinterested throughout and the proprietor looks mostly angry and confused at the start, before becoming confused and angry instead. A brief pause ensues after A'ro's monologue, at which time Sharn grunts, snatches the piece of paper from A'ro and leaves the Crate with her small squad of Wardens. For his part, Barney Barney looks livid, his anvil-like face growing redder and redder, as a nest of fat purple veins begin to erupt across his face and neck.
"Me mates, eh? I call bullshit, see'n as I don't 'ave any. I run an honest business 'ere, so you can take your gibber-jabber and stick it up your... What did you say? Those stunted little pond worms said what? Why I'll wring their necks if I ever see them 'gain! I only rented them that space as a favour to Miss Danfe..."
Perhaps having said more than he intended to, Barney Barney *SLAMS* one massive meaty fist on the counter top, before beggining to turn away, clearly furious and disinterested in further discussion.
Searching the room thoroughly, paying special attention to the walls and floors, Dekket finds two things - firstly, there is a small loose board in the floor directly below the hammock holding the dead man and, secondly, the corpse appears to have something carved into his forehead, which wasn't at first noticable due to his obscuring hair and the angle of his leaning head.
Prying up the board, Dekket finds a small purple velvet pouch within, containing a silver ring set with 3 tiny moonstones (worth 75gp) and a small folded note reading 'Please find within a paltry token of compensation for your loss. Bring your leader to meet with me as directed and there will be more rewards to come."
Lifting the dead man's hair away from his face, you see carved into his forehead the words, 'Luskan Blades'.
[OOC] FYI - I used A'ro's previous investigation check for Dekket, since I missed it at the time.
The spicy smell is even stronger in here, though it seems to come from no place in particular, but rather seems like a smell gained from general, though repeated exposure. Leaping up onto the table, Cat Vaken sniffs the bottles and glasses, detecting a faint, but sweet and sharp smell, not at all like the heavy, malty scents of the taproom above.
Padding up the stairs and through the now mostly dark and empty tavern, the feline lips unnoticed from the building out into Rumbottom's dark early morning streets.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
Beign alone in the room Dekket distracts the purple pouch on one hidden pocket on his jacket and before they go upstaris he shares his discovery on the man's forehead with the rest and the Sergeant.
While Barney Barney spekas he gives A'ro the piece of paper whispering
"I found this too... do you think we should tell her or..." he then turns towards Barney before his outburst and asks him in loud voice
"Excuse me, what was that again? Miss Danfe...? "
PbP Character: A few ;)
Not finding much, Kestrell goes back into the first room with Dekket, views the "Luskan Blades" carving for himself, then follows the group upstairs.
Virt leaves with the group and makes his way outside as well. He doesn't care too much about what's happening, he just wants to be at sea. As he steps outside, he'll see a cat on the ground and scratch behind its ears.
"You seem familiar, little kitten cat. Have we met in a past life," Virt muses to the cat before standing up straight and waiting for the rest of the crew. He dons his goggles again and looks out into the night air, wishfully thinking about the times they will spend on their ship.
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
The last of the wardens to leave the cellar pauses briefly to examine Dekket's grissly find, grimacing in distaste before shrugging noncommitally in the direction of the sergeant who had already gone upstairs with A'ro.
Following the others upstairs, when the attentive tiefling questions Barney Barney on his apparent slip of the tounge, the burly proprietor of the Crate gives Dekket only enough of his time and attention to mutter, "I've 'ad 'nough of you lot. We're closed for the night. **** off!"
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
Picking up the strangely familiar cat, Virt looks off into the darkness of the new 'morning', wondering what surprises might await he and his ship mates at sea aboard the Shore Shark... should they ever get there. His melancholy musings are momentarily interrupted by the sight of sergeant Sharn and her patrol of wardens meeting up with a larger squad of the town's peacekeepers just down the street. The intimidating form of Cove Warden Golm steps up to the sergeant, appears to briefly discuss something that involves gestures in the direction of the Crate, before most of the militia members march off in the direction of the Wardens Lodge. A couple it seems are left posted near the end of the street, perhaps to keep on eye on the tavern and the area.
Apart from the purring of the cat and sounds caused by the frequent gusts of wind, the only sound that catches the ships mage's ears is the splashing of waves and the creaking of wood being jostled by tide and surf.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
"Nice job, everyone. Let's go tell the Captain that the missing supplies have been found."
A'ro just chuckles as Barney turns away "Thanks Barney - I guess we'll go talk with Ms. Danferit and be sure to let her know you send your regards..." he paused for a minute "Or if you tell us what else you know I could leave out the fact it was you that guided us to her. Depends how important keeping that little bit of information from her means to you."
"Or I can just go - stop me before I get to the door if your interested in my offer." with that A'ro just begins to slowly walk towards the door waiting to see if the privacy of that information meant anything to Barney.
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
As A'ro reaches the tavern's door, he quickly glances back to see a red-faced but silent Barney Barney glaring at him from behind the counter. The proprietor's sons move forward to push the genasi and the last remaining couple of drunk patrons out into the early morning street.
As the tavern door closes, the sounds of the departing wardens leaves Rumbottom's wharfside street quiet apart from the sounds of wind, surf and ship. Seeing no further benefit in wandering the streets and anticipating a busy day ahead, the crew of the Shore Shark make their way back aboard ship, readily convincing the still awake Lionel that Dekket should be given a temporary berth for the night in preperation for meeting the captain and other senior officers in the morning.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
Day four: Eighteenth of Kythorn, 1492 DR - Town of Rumbottom, The Southern region of the Bitter Shore
The sounds of gusting winds, creaking wood and raised voices greet the Shore Shark's crew when they awake later that morning. A quick glance above deck reveals the sun halfway between horizon and zenith, while the rocking of the caravel's movement in the considerable harbour swell is a familiar comfort to those born to sail. The voices belong to the ship's many other crew, who appear to be hustling both below and above deck, making ready it would seem to finally lift anchor.
In the rigging above, the scampering forms of the halfling twin sail monkeys Freya and Fillian can be seen tightening and loosening lines and sails, while at the base of the main mast the grizzled face of Ol' Jart appears to be in a heated discussion with the leather clad form of a grinning Zaretta. At the top of the gangplank, the stout dwarven senior sailor Hendel can be heard barking clear and concise instructions down to the dock regarding the loading of some final stores.
The pace and energy on the deck of their home vessel is palpably exciting. Their maiden voyage upon the sea, it would appear, is imminent!
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
Kestrell wakes, stretches, and splashes some water on his face. He gathers his gear, just in case, and goes topside for a look around.
He throws a smile and a wave at Zaretta before looking for the captain or other officers to discuss last nights events.
A lithe figure chases Freya and Fillian across the rigging, sweat sparkling on her brow. She wears plain clothes and is equipped with naught but a bundle of rope, a short dagger and a thick, heavy belt satchel that occasionally shuffles of its own accord. Kay curses under her breath and leans heavily on the mizzenmast, panting as she tries to catch her breath. After a moment she opens her orange eyes and wipes the sweat from her brow, then goes back checking the sails, doing her best to keep up with the twins.
~♡~
The animated Zaretta pauses briefly in her argument with Ol' Jart to toss Kestrell a wave and a wink. The early morning activity on the deck and wharf around the Shore Shark makes it difficult at first to locate an officer, but after asking a grumbling, still half-asleep Nubrel, the Navigator is pointed in the direction of the forecastle where he spies the heads of the First Mate and Bosun, both looking out to sea. Bosun Drannick appears to be pointing in the direction of the mouth of the harbour while First Mate Estrue uses one of the rare and expensive looking glasses to scan the waters of the bay.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
"First Mate, Bosun Drannick, good morning!" Kestrell sidles up between them. "Looks like we are getting ready to hit the sea. Good, I'm looking forward to getting onto the water."
"So, we recovered the missing stores, and stirred up quite the hornets nest in the process. Has any word of last nights activities made it back here yet?"