As the thread title indicates, I'm looking for a group of players to try a crazy idea I had in my head for a while.
PM me your character concepts and/or links to your character pages, but concepts should follow these guidelines:
1. All characters are 1-st level
2. Advancement is XP based
3. Enable Encumbrance and Weight for Coins
4. All players are either Human, Dwarf, Halfling, or Gnome
No Clerics, Druids, or Paladins
As additional information:
Your character has managed somehow to get on board an airship travelling to the continent of Chult. You are there to conduct research in your particular field. You don't know any of the other passengers. You would hat to think what would happen to you if the ship crashed above the dense jungle canopy…
The idea I have is to run a game focusing primarily on surviving in an extremely hostile environment with little to no resources, and with characters that are more urban dwellers than hardcore survivalists. If that sounds interesting to you, please send me a character concept respecting the above. Any concept should include:
Basic information about the character, a field of Study that means they need to go to Chult, an explanation for how you managed to get on board of an extremely exclusive airship, and a list of the items that you are taking with you- encumbrance rules apply, so if you are encumbered already, explain how you're bringing everything on board.
If you have any more questions, feel free to pose them. Players of all levels of experience are welcome!
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
I thank all those who submitted a character concept, I have enough interested players already that I won't need any more.
For the players themselves, here are some additional variants I like to play with and which I think will make this challenge particularly interesting:
Healer’s Kit Dependency
A character can’t spend any Hit Dice after finishing a short rest until someone expends one use of a healer’s kit to bandage and treat the character’s wounds.
Slow Natural Healing
Characters don’t regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest.
This optional rule prolongs the amount of time that characters need to recover from their wounds without the benefits of magical healing and works well for grittier, more realistic campaigns.
Proficiency Dice
This optional rule replaces a character’s proficiency bonus with a proficiency die, adding more randomness to the game and making proficiency a less reliable indicator of mastery. Instead of adding a proficiency bonus to an ability check, an attack roll, or saving throw, the character’s player rolls a die. The Proficiency Die table shows which die or dice to roll, as determined by the character’s level.
Whenever a feature, such as the rogue’s Expertise, lets a character double his or her proficiency bonus, the player rolls the character’s proficiency die twice instead of once.
This option is intended for player characters and nonplayer characters who have levels, as opposed to monsters who don’t.
Proficiency Die
Level
Proficiency Bonus
Proficiency Die
1st–4th
+2
1d4
5th–8th
+3
1d6
9th–12th
+4
1d8
13th–16th
+5
1d10
17th–20th
+6
1d12
I'm warning players, that this campaign might be very tough and brutal on the players. But, that is in fact the point. I want to put your characters in really tough challenging positions, and want you as players to start thinking about the different resources you have at your disposal to deal with certain situations.
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Maxine Rian - with her thick black hair, grey-blue eyes and all the energy youth can grant - could be called cute, even pretty, should she care to at least brash said hair a little and change the expression on her face from the fierce determination to something a notch softer. Normally she would, but 3 days in the cargo bay with nothing to do, only allowing herself to come out to the deck at the sleepiest hours, when even helmsman can not keep his eyes open - that "life" can make a snake prickly. But she had to get to Chult! And she will! Even if she has to spend half a year among crates and barrels.
She learned by heart every sign on every crate there, played with every combination of Prestidigitation she could think of, recited all she knew about Chult (pitiful amount of information!) and planned in every detail her several future inventions (when she gets all she need, learn all she has and establish her own workshop). Sometimes she even wanted to be found! But... no, who knows those rich crazies - they could throw her out of the ship (not literally, she hoped) and leave in the middle of nowhere just for fun! No, she will sit here and wait. Star Goddess has to be very close now, practically there, if her map is of any use! Would be silly to loose cation now.
Maxine moved a bit a big half-empty crate obscuring the small crack in the door, sat more comfortably and tried to imagine once again her firs meeting with Chult's Arcanists, while waiting for the day light to finally fade away.
Berrus paced along the deck.....again, although uncomfortable with heights (at least not supported by good stone) it was better than being below deck, and plus this is how he "paid for passage" as it were, just another hired muscle job. He had never heard of Chult until mentioned by the elders, maybe our lost home is there? either way he thought as he stroked his black beard, "I will find out one way or te other"
Zip hadn't expected such a treatment as he got. Sure, the cartell paid his way onto a rather exclusive voyage, but he didn't expect it to be so...posh. Immediately, he was presented with wine and food. A portly man with a monacle commented on the craftsmanship of Zip's metal-clad leather gloves, remarking first at the peacemeal fashion, then marvelling as it came to life with small arcs of electricity. Another man with a wide-brimmed hat and leather jacket struck up a conversation on the merits of traditional bows against crossbows when hunting.
All-in-all, the trip was well provided. Only a few times did it occur to him that his benefactors likely expected equal repayment for their troubles.
Rollback Post to RevisionRollBack
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
The journey to Baldur's gate had been such a bother, even though the Conclave of Silverymoon had provided adequate transport for Snively and his porters. By contrast, the Star Goddess journey was quite invigorating. He had come aboard with the three porters assigned to him...Alfred managed the mobile study desk and all the research volumes, Bertrand handled the defensive duties, and Cliff dealt with all the domestics like food, drink, and shelter.
Even so, it was a bit tense on board. How many of the other professors studied the elves and the Mythal, practically next door to the university--Snively was headed to the far reaches of the south in search of the divine seat of learning in Chult--the legendary Mezro! Finally breaking new ground by himself, making his own discoveries...but who were these other academics on board? Competition or collaborators--only time would tell.
Professor Snively Hironeous Iversoll Templeton is a scholarly gnome dressed in simple but well made clothing, sporting graying hair and slightly tinted glasses. Over the last three days, he has talked the ears off the other academics on the ship, looking at maps, comparing notes, scribbling in the margins of his books, and generally presuming on their time (each of you can decide if you find this attention endearing or irritating). Those who are not academics, he ignores completely--not being intentionally rude, he just seems to not have anything to say to them.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
It didn't take much to convince Shae to go to Chult, with the promise of new knowledge and a chance to discover lore and legends, she was in. All the same, it was a long three days on the airship. The time spent at high altitudes and the change in air pressure made her feel like her head was going to explode. Her ears ached, threatening her balance with bad vertigo. The first couple days Shae spent most of it in her cabin, only slinking out for the necessities. Passing by her door you could swear you could hear her talking to herself.
Finally on the third day Shae would make a formal appearance. She's tall, thin with a dark complexion and high cheek bones. Deep green eyes shaped like almonds. Her hair a dark violet, almost black. She'd naturally gravitate towards the professor at the first sight of books and maps, relieved to be able to distract herself with discussions. Shae would take an inquisitive role, her old apprentice habits kicking in to soak up any knowledge and experience the professor would share.
Sometime Faekin just wishes there were somebody else that is capable enough to be trusted upon with his work. He'd rather be in his cosy office back at Lockhall Merchantile and special Goods and crunsh the numbers of the latest acquisitions that the Lockhall Golddragon Bank made. But now he is here on this Airship, paler as usal as he is not acustomed to airtravel, a curly lock of his usually black backcomed hair impairing his vision. Yet his dark yellow eyes focused on his Notebooks and Inventory lists. Planning out all the acquisition his Boss and best friend Vecnon Lockhall wants him to aquire in Chult. Spices, delicate Woods, some exotic Animals, a lot of Land, even maybe some Infrastructure to Expand the Company and the associated Bank to Chult and a lot more goods for Export. Vecnon even allowed him to tap into all Company resources, frankly it is no challange this way Faekin thinks to himself. Especially for a numbercrunsher he is good looking and although he prefers to work on improving the Company and make it grow, alone in his office to be exact, he knows how to use his looks and cunning smile to convince people of his Ideas and Notions and whats best for both of them or at least he makes them beleave so.
The last few days, Faekin was mainly studing the information he could gather about chult and was panning out his Battleplan, what contracts he wanted to make and what to aquire. Time to time he gets up to check upon the Inventory, even tough most other guests on the ship seem to be scolars or staff, he does not trust any of them to not steal something of his precious tradinggoods. And he could swear he saw someone lurking around in his Cargobay at night. Even more a reason for his already annoying habit to doublecheck everything twice to check the Inventory...again
The airship suddenly seemed abuzz with activity, as a call boomed out onto the upper deck from the crow's nest: "Two swarms of terror folk to the north above and southeast behind!" Shortly followed by the steady voice of Captain Thasselandra Bravewing: "Everyone, Battlestations!"
Falx Harranis, the ship's master-at arms starts issuing orders to the crew, and, seeing Berrus, ordered him: "You thaer, maek sure the passengers are all well below decks, and then grab a spear or man the harpoons. Terror folk can do a nasty number on a ship like ours!"
______________________________________
Below deck, the shuffling of feet and muffled shouts and orders could be heard. Uncertainty spread, with passengers fearfully whispering what the attack could mean, and what would all happen to them. Brax, the ship's first mate, tried to do his best at calming them: "I ensure you, attacks such as these can occur, but if you rest below decks you should be perfectly safe. In the event of any damages to your property, the company will compensate you for any items lost!"
______________________________________
The doors to the cargo bay flew open, and Nhar, the ship's quartermaster, entered into the dimly lit compartment, cracking open a cask and grabbing heavy crossbows from it, to distribute to the crew above deck. As he looks up, he spots Maxine and sees Faekin head down to the inventory. Perplexed, he throws a heavy crossbow to Maxine and says: "I despise stowaways! But right now there are two swarms of terror folk out there. Help me take'em down, and I'll put in a word with the capt'n that you can stay for the rest of the journey as one of the crew."
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Faekin, having paid way to much for the ride and transport, at least he thinks so. Rushes directly to the part of the Cargobay where he stores his Companys Goods. Crates marked with the Lockhall family Logo next to special markings only known to a handful of trusted people, so only people who really need to know what the crate contains without opening one of the Iron reenforced crates.
I quickly glance over the crates to see if any show marks of having been opened.. Afterwards I turn to the staircase leading down to the Cargobay, drawing my rapier ready to defend my goods. I also look around if I see anyone who I could, for as little coin as possible, convince that the best idea is to protect the crates.
Maxine's first thought had nothing to do with the ruckus on the deck but more along the line "nine hells damn me! I wish I had such a visual memory! To remember everyone on a huge ship and spot one unfamiliar face in the middle of the combat! Some people are undeservingly gifted." But quartermaster immediately revealed his second gift - persuasion. An offer one can not refuse supported with a heavy weapon, pointet at her - how could she say "no"?
"I'll do what I can. Would you let me take a crossbow?" If Nhar allowed it, Maxine loaded first bolt and rushed outside to see what is going on. If not - she will go anyway, to look at the first Chult inhabitants greeting her on the land of her dreams, even if they were not Arcanists but their nightmarish neighbours.
(Her most precious and potentially useful stuff is on/with her - armour, weapon (hidden one), med-kits and so on)
"Really, Pterafolk? How exciting!" thinks Snively, although he is aware enough of the fear on the crew's faces to not say such things aloud.
He thinks through the features on deck...is there a place where he can observe the combat from under heavy cover, just with enough line of effect to cast a spell every now and again?
If yes:
The professor grabs an armful of crossbow bolts and scurries off, saying to Berrus, "Don't worry, I'll make myself useful." To his porters, he says, "Grab some crossbows and shoot any Pterafolk that make it belowdecks."
Snively then makes his way to the cover he remembers, then casts a spell--"Unseen Servant". He hands over the crossbow bolts to the unseen force and mentally commands, "Make sure the defenders do not run out of ammunition." He then waits for the attack to begin, planning to use his minor influence over the elements of air and fire to hinder the attackers.
If no:
"Alright, let's arm ourselves and hope nothing gets belowdecks," Snively says to his porters, suiting action to words by grabbing a heavy crossbow and loading it.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
With loaded crossbow in hands (and a hidden arm-crossbow in the sleeve) Maxine is headed up to the main deck to try to find a vantage point with the idea of being able to shoot but not being scooped by a flying monster. Through the noise of the running feet (probably flapping wings too) shouted commands and other pre-battle sounds, she heard something clearly addressed to her and yelled by a dwarf (gods know how she used to such situation!).
Berrus upon checking to make sure the passengers are heading below decks heads towards the main ballasta on the quarterdeck (7) and takes position as "gun captain"
seeing the human woman come above decks with the crossbow he hollers "you there come cover me back while i use this thing"
The only way to cover the dwarf was to hide behind him in something that looked like a mess-hall. Maxine run dived into the door, knocked down the chair to get some cover, fixed her crossbow on it and concentrated on her special touch - magic.
From one of the numerous pockets on her belt, she took out a small vial made of thick dark red glass. Light crossbow did not need much - one drop of flaming liquid from the vial was quickly absorbed by the wood, leaving slowly evaporating spot on it. In about an hour the spot will be gone and so is the effect but for now every bolt sent over that spot of crossbow will be covered with flame that no wind can quench.
“Right,” says Professor Snively in a businesslike manner. “Albert, Bertrand, Cliff, pile up these crates so I can get a good view through the grate, then grab crossbows and shoot any Pterafolk that make it belowdecks,” he directs his porters.
Grabbing an armload of crossbow bolts, Snively then makes a few arcane passes and rings what for all the world looks like a posh servant’s bell. He then hands off the bolts to an invisible force and the ammunition moves off, suspended in the air, towards the main deck.
Casting ‘Unseen Servant” and giving mental directions for it to keep the ship’s defenders supplied with ammunition.
He then climbs up on top of the crates and looks through the grate, his face just a few inches below the iron, maneuvering to get a clear view of both ballista and their operators.
Initiative: 22
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Shae would stand still for a moment amongst the panic to access the situation. She’d catch a glimpse of the professor and his porters scurrying up to the deck. First she’d flag down a soldier, “Any more of them spears or any other sharp objects you can spare?” Shae wouldn’t really wait for the answer before she spots a spear and grabs it. She’d follow the commotion up to the deck and scout for fellow passengers who know enough to give directions on what she can do to be of use.
Initiative: 8
If there is a harpoon or ballista that’s not manned and Shae can see it/spot it, she’d cackle and head right for it.
This post has potentially manipulated dice roll results.
Spotting the unmanned ballista on the quarterdeck, Shae would let out a cackle. Shot gun! She’d think to herself and bound towards the weapon. Shae would wedge the spear she found in a secure spot within arms reach before positioning herself comfortably at the ballista. Once behind the ballista, she’d realize she may not be the best suited for it, but **** it! No one else is fighting me for it... here we go...
With adrenaline pumping through her veins, Shae would attempt to cock the ballista.
This post has potentially manipulated dice roll results.
(Zip will move to the top deck alongside the heavy ballista, draw his crossbow, and make heroic noises. Out with family for a few more hours, need to leave phone on a charger. For now, Initiative: 19)
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
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As the thread title indicates, I'm looking for a group of players to try a crazy idea I had in my head for a while.
PM me your character concepts and/or links to your character pages, but concepts should follow these guidelines:
1. All characters are 1-st level
2. Advancement is XP based
3. Enable Encumbrance and Weight for Coins
4. All players are either Human, Dwarf, Halfling, or Gnome
No Clerics, Druids, or Paladins
As additional information:
Your character has managed somehow to get on board an airship travelling to the continent of Chult. You are there to conduct research in your particular field. You don't know any of the other passengers. You would hat to think what would happen to you if the ship crashed above the dense jungle canopy…
The idea I have is to run a game focusing primarily on surviving in an extremely hostile environment with little to no resources, and with characters that are more urban dwellers than hardcore survivalists. If that sounds interesting to you, please send me a character concept respecting the above. Any concept should include:
Basic information about the character, a field of Study that means they need to go to Chult, an explanation for how you managed to get on board of an extremely exclusive airship, and a list of the items that you are taking with you- encumbrance rules apply, so if you are encumbered already, explain how you're bringing everything on board.
If you have any more questions, feel free to pose them. Players of all levels of experience are welcome!
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
I thank all those who submitted a character concept, I have enough interested players already that I won't need any more.
For the players themselves, here are some additional variants I like to play with and which I think will make this challenge particularly interesting:
Healer’s Kit Dependency
A character can’t spend any Hit Dice after finishing a short rest until someone expends one use of a healer’s kit to bandage and treat the character’s wounds.
Slow Natural Healing
Characters don’t regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest.
This optional rule prolongs the amount of time that characters need to recover from their wounds without the benefits of magical healing and works well for grittier, more realistic campaigns.
Proficiency Dice
This optional rule replaces a character’s proficiency bonus with a proficiency die, adding more randomness to the game and making proficiency a less reliable indicator of mastery. Instead of adding a proficiency bonus to an ability check, an attack roll, or saving throw, the character’s player rolls a die. The Proficiency Die table shows which die or dice to roll, as determined by the character’s level.
Whenever a feature, such as the rogue’s Expertise, lets a character double his or her proficiency bonus, the player rolls the character’s proficiency die twice instead of once.
This option is intended for player characters and nonplayer characters who have levels, as opposed to monsters who don’t.
Proficiency Die
Level
Proficiency Bonus
Proficiency Die
1st–4th
+2
1d4
5th–8th
+3
1d6
9th–12th
+4
1d8
13th–16th
+5
1d10
17th–20th
+6
1d12
I'm warning players, that this campaign might be very tough and brutal on the players. But, that is in fact the point. I want to put your characters in really tough challenging positions, and want you as players to start thinking about the different resources you have at your disposal to deal with certain situations.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
(OOC: pretend you never knew that :) )
Maxine Rian - with her thick black hair, grey-blue eyes and all the energy youth can grant - could be called cute, even pretty, should she care to at least brash said hair a little and change the expression on her face from the fierce determination to something a notch softer. Normally she would, but 3 days in the cargo bay with nothing to do, only allowing herself to come out to the deck at the sleepiest hours, when even helmsman can not keep his eyes open - that "life" can make a snake prickly. But she had to get to Chult! And she will! Even if she has to spend half a year among crates and barrels.
She learned by heart every sign on every crate there, played with every combination of Prestidigitation she could think of, recited all she knew about Chult (pitiful amount of information!) and planned in every detail her several future inventions (when she gets all she need, learn all she has and establish her own workshop). Sometimes she even wanted to be found! But... no, who knows those rich crazies - they could throw her out of the ship (not literally, she hoped) and leave in the middle of nowhere just for fun! No, she will sit here and wait. Star Goddess has to be very close now, practically there, if her map is of any use! Would be silly to loose cation now.
Maxine moved a bit a big half-empty crate obscuring the small crack in the door, sat more comfortably and tried to imagine once again her firs meeting with Chult's Arcanists, while waiting for the day light to finally fade away.
Meili Liang Lvl 5 Monk
Dice
Berrus paced along the deck.....again, although uncomfortable with heights (at least not supported by good stone) it was better than being below deck, and plus this is how he "paid for passage" as it were, just another hired muscle job. He had never heard of Chult until mentioned by the elders, maybe our lost home is there? either way he thought as he stroked his black beard, "I will find out one way or te other"
Laissez les bons temps rouler
Zip hadn't expected such a treatment as he got. Sure, the cartell paid his way onto a rather exclusive voyage, but he didn't expect it to be so...posh. Immediately, he was presented with wine and food. A portly man with a monacle commented on the craftsmanship of Zip's metal-clad leather gloves, remarking first at the peacemeal fashion, then marvelling as it came to life with small arcs of electricity. Another man with a wide-brimmed hat and leather jacket struck up a conversation on the merits of traditional bows against crossbows when hunting.
All-in-all, the trip was well provided. Only a few times did it occur to him that his benefactors likely expected equal repayment for their troubles.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
The journey to Baldur's gate had been such a bother, even though the Conclave of Silverymoon had provided adequate transport for Snively and his porters. By contrast, the Star Goddess journey was quite invigorating. He had come aboard with the three porters assigned to him...Alfred managed the mobile study desk and all the research volumes, Bertrand handled the defensive duties, and Cliff dealt with all the domestics like food, drink, and shelter.
Even so, it was a bit tense on board. How many of the other professors studied the elves and the Mythal, practically next door to the university--Snively was headed to the far reaches of the south in search of the divine seat of learning in Chult--the legendary Mezro! Finally breaking new ground by himself, making his own discoveries...but who were these other academics on board? Competition or collaborators--only time would tell.
Professor Snively Hironeous Iversoll Templeton is a scholarly gnome dressed in simple but well made clothing, sporting graying hair and slightly tinted glasses. Over the last three days, he has talked the ears off the other academics on the ship, looking at maps, comparing notes, scribbling in the margins of his books, and generally presuming on their time (each of you can decide if you find this attention endearing or irritating). Those who are not academics, he ignores completely--not being intentionally rude, he just seems to not have anything to say to them.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
It didn't take much to convince Shae to go to Chult, with the promise of new knowledge and a chance to discover lore and legends, she was in. All the same, it was a long three days on the airship. The time spent at high altitudes and the change in air pressure made her feel like her head was going to explode. Her ears ached, threatening her balance with bad vertigo. The first couple days Shae spent most of it in her cabin, only slinking out for the necessities. Passing by her door you could swear you could hear her talking to herself.
Finally on the third day Shae would make a formal appearance. She's tall, thin with a dark complexion and high cheek bones. Deep green eyes shaped like almonds. Her hair a dark violet, almost black. She'd naturally gravitate towards the professor at the first sight of books and maps, relieved to be able to distract herself with discussions. Shae would take an inquisitive role, her old apprentice habits kicking in to soak up any knowledge and experience the professor would share.
just an unstable unicorn.
Sometime Faekin just wishes there were somebody else that is capable enough to be trusted upon with his work. He'd rather be in his cosy office back at Lockhall Merchantile and special Goods and crunsh the numbers of the latest acquisitions that the Lockhall Golddragon Bank made. But now he is here on this Airship, paler as usal as he is not acustomed to airtravel, a curly lock of his usually black backcomed hair impairing his vision. Yet his dark yellow eyes focused on his Notebooks and Inventory lists. Planning out all the acquisition his Boss and best friend Vecnon Lockhall wants him to aquire in Chult. Spices, delicate Woods, some exotic Animals, a lot of Land, even maybe some Infrastructure to Expand the Company and the associated Bank to Chult and a lot more goods for Export. Vecnon even allowed him to tap into all Company resources, frankly it is no challange this way Faekin thinks to himself. Especially for a numbercrunsher he is good looking and although he prefers to work on improving the Company and make it grow, alone in his office to be exact, he knows how to use his looks and cunning smile to convince people of his Ideas and Notions and whats best for both of them or at least he makes them beleave so.
The last few days, Faekin was mainly studing the information he could gather about chult and was panning out his Battleplan, what contracts he wanted to make and what to aquire. Time to time he gets up to check upon the Inventory, even tough most other guests on the ship seem to be scolars or staff, he does not trust any of them to not steal something of his precious tradinggoods. And he could swear he saw someone lurking around in his Cargobay at night. Even more a reason for his already annoying habit to doublecheck everything twice to check the Inventory...again
The airship suddenly seemed abuzz with activity, as a call boomed out onto the upper deck from the crow's nest: "Two swarms of terror folk to the north above and southeast behind!" Shortly followed by the steady voice of Captain Thasselandra Bravewing: "Everyone, Battlestations!"
Falx Harranis, the ship's master-at arms starts issuing orders to the crew, and, seeing Berrus, ordered him: "You thaer, maek sure the passengers are all well below decks, and then grab a spear or man the harpoons. Terror folk can do a nasty number on a ship like ours!"
______________________________________
Below deck, the shuffling of feet and muffled shouts and orders could be heard. Uncertainty spread, with passengers fearfully whispering what the attack could mean, and what would all happen to them. Brax, the ship's first mate, tried to do his best at calming them: "I ensure you, attacks such as these can occur, but if you rest below decks you should be perfectly safe. In the event of any damages to your property, the company will compensate you for any items lost!"
______________________________________
The doors to the cargo bay flew open, and Nhar, the ship's quartermaster, entered into the dimly lit compartment, cracking open a cask and grabbing heavy crossbows from it, to distribute to the crew above deck. As he looks up, he spots Maxine and sees Faekin head down to the inventory. Perplexed, he throws a heavy crossbow to Maxine and says: "I despise stowaways! But right now there are two swarms of terror folk out there. Help me take'em down, and I'll put in a word with the capt'n that you can stay for the rest of the journey as one of the crew."
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Faekin, having paid way to much for the ride and transport, at least he thinks so. Rushes directly to the part of the Cargobay where he stores his Companys Goods. Crates marked with the Lockhall family Logo next to special markings only known to a handful of trusted people, so only people who really need to know what the crate contains without opening one of the Iron reenforced crates.
I quickly glance over the crates to see if any show marks of having been opened.. Afterwards I turn to the staircase leading down to the Cargobay, drawing my rapier ready to defend my goods. I also look around if I see anyone who I could, for as little coin as possible, convince that the best idea is to protect the crates.
Maxine's first thought had nothing to do with the ruckus on the deck but more along the line "nine hells damn me! I wish I had such a visual memory! To remember everyone on a huge ship and spot one unfamiliar face in the middle of the combat! Some people are undeservingly gifted." But quartermaster immediately revealed his second gift - persuasion. An offer one can not refuse supported with a heavy weapon, pointet at her - how could she say "no"?
"I'll do what I can. Would you let me take a crossbow?" If Nhar allowed it, Maxine loaded first bolt and rushed outside to see what is going on. If not - she will go anyway, to look at the first Chult inhabitants greeting her on the land of her dreams, even if they were not Arcanists but their nightmarish neighbours.
(Her most precious and potentially useful stuff is on/with her - armour, weapon (hidden one), med-kits and so on)
Meili Liang Lvl 5 Monk
Dice
"Really, Pterafolk? How exciting!" thinks Snively, although he is aware enough of the fear on the crew's faces to not say such things aloud.
He thinks through the features on deck...is there a place where he can observe the combat from under heavy cover, just with enough line of effect to cast a spell every now and again?
If yes:
The professor grabs an armful of crossbow bolts and scurries off, saying to Berrus, "Don't worry, I'll make myself useful." To his porters, he says, "Grab some crossbows and shoot any Pterafolk that make it belowdecks."
Snively then makes his way to the cover he remembers, then casts a spell--"Unseen Servant". He hands over the crossbow bolts to the unseen force and mentally commands, "Make sure the defenders do not run out of ammunition." He then waits for the attack to begin, planning to use his minor influence over the elements of air and fire to hinder the attackers.
If no:
"Alright, let's arm ourselves and hope nothing gets belowdecks," Snively says to his porters, suiting action to words by grabbing a heavy crossbow and loading it.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
With loaded crossbow in hands (and a hidden arm-crossbow in the sleeve) Maxine is headed up to the main deck to try to find a vantage point with the idea of being able to shoot but not being scooped by a flying monster. Through the noise of the running feet (probably flapping wings too) shouted commands and other pre-battle sounds, she heard something clearly addressed to her and yelled by a dwarf (gods know how she used to such situation!).
Meili Liang Lvl 5 Monk
Dice
Berrus upon checking to make sure the passengers are heading below decks heads towards the main ballasta on the quarterdeck (7) and takes position as "gun captain"
seeing the human woman come above decks with the crossbow he hollers "you there come cover me back while i use this thing"
Initiative: 10
Laissez les bons temps rouler
The only way to cover the dwarf was to hide behind him in something that looked like a mess-hall. Maxine run dived into the door, knocked down the chair to get some cover, fixed her crossbow on it and concentrated on her special touch - magic.
From one of the numerous pockets on her belt, she took out a small vial made of thick dark red glass. Light crossbow did not need much - one drop of flaming liquid from the vial was quickly absorbed by the wood, leaving slowly evaporating spot on it. In about an hour the spot will be gone and so is the effect but for now every bolt sent over that spot of crossbow will be covered with flame that no wind can quench.
Initiative: 5
Meili Liang Lvl 5 Monk
Dice
“Right,” says Professor Snively in a businesslike manner. “Albert, Bertrand, Cliff, pile up these crates so I can get a good view through the grate, then grab crossbows and shoot any Pterafolk that make it belowdecks,” he directs his porters.
Grabbing an armload of crossbow bolts, Snively then makes a few arcane passes and rings what for all the world looks like a posh servant’s bell. He then hands off the bolts to an invisible force and the ammunition moves off, suspended in the air, towards the main deck.
Casting ‘Unseen Servant” and giving mental directions for it to keep the ship’s defenders supplied with ammunition.
He then climbs up on top of the crates and looks through the grate, his face just a few inches below the iron, maneuvering to get a clear view of both ballista and their operators.
Initiative: 22
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Shae would stand still for a moment amongst the panic to access the situation. She’d catch a glimpse of the professor and his porters scurrying up to the deck. First she’d flag down a soldier, “Any more of them spears or any other sharp objects you can spare?” Shae wouldn’t really wait for the answer before she spots a spear and grabs it. She’d follow the commotion up to the deck and scout for fellow passengers who know enough to give directions on what she can do to be of use.
Initiative: 8
If there is a harpoon or ballista that’s not manned and Shae can see it/spot it, she’d cackle and head right for it.
just an unstable unicorn.
Berrus cocks the ballista in place and grabs a bolt "probly only get one shot wi' this" he mutters loudly
Strength roll. 13 prof die 3
Laissez les bons temps rouler
Spotting the unmanned ballista on the quarterdeck, Shae would let out a cackle. Shot gun! She’d think to herself and bound towards the weapon. Shae would wedge the spear she found in a secure spot within arms reach before positioning herself comfortably at the ballista. Once behind the ballista, she’d realize she may not be the best suited for it, but **** it! No one else is fighting me for it... here we go...
With adrenaline pumping through her veins, Shae would attempt to cock the ballista.
DC Strength: 7
just an unstable unicorn.
(Zip will move to the top deck alongside the heavy ballista, draw his crossbow, and make heroic noises. Out with family for a few more hours, need to leave phone on a charger. For now, Initiative: 19)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero