For rules references, if houserules or optional rules are added, they will be in the below spoiler:
Optional Rule: Flanking
If you regularly use miniatures, flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy.
A creature can’t flank an enemy that it can’t see. A creature also can’t flank while it is incapacitated. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking.
Flanking on Squares. When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.
When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures’ spaces. If the line passes through opposite sides or corners of the enemy’s space, the enemy is flanked.
Optional Rule: Diagonals
The Player’s Handbook presents a simple method for counting movement and measuring range on a grid: count every square as 5 feet, even if you’re moving diagonally. Though this is fast in play, it breaks the laws of geometry and is inaccurate over long distances. This optional rule provides more realism, but it requires more effort during combat.
When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you’re counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement. For example, a character might move one square diagonally (5 feet), then three squares straight (15 feet), and then another square diagonally (10 feet) for a total movement of 30 feet.
Combat rules:
Given that combat can take some time based on how the part acts, and that PbP doesn't get updated as quickly as IRL games, I'm imposing the following rules:
When initiative is rolled, the DM rolls all the initiatives to save time. A second post will show the initiative order and who goes when, as a normal initiative order is tracked.
If your turn is before the next DM-controlled character, please take your turn. Example below.
Initiative is setup as follows: Party member #1 Party member #2 Party member #3 Monster #1 Party Member #4 Party Member #5 Monster #2 Monster #3
Party members 1-3 should take their turns regardless of whom posts first, their initiative is fluid with one another. I will update with the aftermath of each of their actions when I next get on to show what's happened. If a target fell on someone's turn, I can redirect the prior actions of someone if their target's no longer available.
If party members haven't acted within 24 hours of their turns becoming available, I'll take their turn for them. As a base I will only use cantrips and other at-will resources unless it seems necessary (like healing required to stop death saves etc.)
If combat has an ASCII map, please update with your movement and positions, which will be in a AA-11 style format. This will be more apparent if there is a combat map.
Here are spoilers for added bits of lore, for easy access.
Lore - Locations
Sarrok: A land once known for its natural beauty, this kingdom on the Northern Continent shared borders with Daverro. It's ruler was Queen Leenea.
Caeron: The capital of Sarrok, a grand crystalline castle surrounded by an enchanted forest, just like out of a fairy tale. The Queen and her family resided there, as well as many powerful mages and feykin.
Daverro: An empire with a lot of military prowess and industrial advancements, a lot of its landscape
Fort d'Averron: Named after the empire's long running bloodline, Fort d'Averron is the technological basting of Daverro. It's large stone walls are lined with mechanical parts that hiss and whirl, causing a fair amount of noise that travellers may not be used to. Within its walls are some of the most prestigious and advanced laboratories of the nation.
Ringing Mountains: A mountain range near the border of Sarrok, these areas were once sacred lands to the wandering tribes of orcs, goblinoids, and gnolls that roam its ranges. These things have changed since they became battlegrounds, but still some tribes may wish to return to their birthlands.
Prospain: The tropical island nation is run by an elected governing body. While neither ally nor enemy to other island states, they tend to keep to their own borders, occasionally sending trading vessels with exotic materials to the northern continent.
Carbul: The largest city in Prospain, this central settlement is guarded by three large volcanoes believed to be controlled by a mighty primordial under the governing body's control.
Port Finna: The northern port town of Prospain. The fishermen of the town have a pact with sahuagin tribes and apparently a dragon turtle to safeguard their boundaries.
Lore - Famous Names of the Realm
Queen Leenea Touben: Her Royal Highness, First of Her Name, Monarch of the Sarrokan lands. Queen Leenea is a human woman in her late forties whom was known for her beauty and gentle nature. Usually escorted by a council of nature spirits, she was known to personally visit the towns and cities of her kingdom in order to resolve issues of state.
Prince Regent Allux Touben: Firstborn of Queen Leenea, Allux is more proactive and blunt in his methods. Whilst not as liked as the queen, he has his supporters and good knowledge of tactics and politics, though may be too young to accept the full role of monarch.
Emperor Hocatio d'Averron: Long ruling emperor of the Daverron state, Emperor Hocatio III is both a military genius and technological prodigy. Whilst the world relies on the magic of the other realms to provide them with works beyond the physical strength of a man, the empire under his fifty-seven years of rule have managed to find mechanical beings of great use, including the great service of the sentient mechanical servants, the warforged.
Lore - Races
While races exist in any and all locations, they mostly get along (fantasy racism to a lower end, please), where it is more about where you come from rather than what you are born from
Humans: The most populous of the races, both royal bloodlines of the Northern Continent are humans.
Half-Humans: The mixing of humans betweens orcs or elves is not entirely common, but happens between cultures where both races intermingle. Usually having a bit of an uneasy relations between the mixed heritages, they aren't frowned upon, but generally have an air of unease from those of pure blood.
Elves: Elves generally gravitate to more nature-abound environments, meaning their numbers were more commonly found in Sarrok.
Dwarves: With their natural stonecunning and mind for creation, dwarves tended to live within Daverro, becoming smiths and artificers that brought honour to their household.
Halflings: The ever-lovable small folk were seen aplenty along the rivers of the northern continent, generally enjoying their own peaceful lives outside of the political heat of either nation. Though some known as the Ghostwise were known to travel outside of these cliques with their own personal secrets and knowledge.
Gnomes: The gnomes tended to two main cultures, the Forest Gnomes of Sarrok and the Rock Gnomes of Daverro. The rock gnomes are well known for their "innovative" attitudes, while the forest gnomes are known as druids and herbalists.
Tieflings: The tieflings are believed to be descended from folk in an ancient war, where they traded in their humanity to gain power to fight against the dark forces of eons past. Now known to have devillish blood, they are revered and respected by some for their ancestor's sacrifice, but others of a more zealous nature might pity them as the stain of their forefathers' choices has shaped their form.
More to come...
Faith and Deities
As with the world, many faiths and views are seen differently between lands and even folk within the same city. While worship is open and a free right to all, some overzealous folk do tend to cause trouble for opposing beliefs.
In years gone by, there was an uneasy alliance between the neighbouring lands of Sarrok and Daverro. Sarrok, the natural beauty, full of life and magic, was ruled by the beautiful and wise Queen Leenea Touben. Their borders were well guarded by fey spirits and warding mystics of their sages. Daverro was the great industrial innovators of the land, guided by their genius Emperor Hocatio d'Averron. Their industrial prowess brought bustling business and ease of life to the average villager, using automated ploughs and harvesters to maintain their fields with artifices.
However, this alliance would slowly strain over the years. In order to renew their treaties, Queen Leenea travelled to the foreign soils of Daverro. However, she never made it to the capital. After several scrying attempts and investigations, no sign of the queen remained. This caused the rambunctious Prince Regent, Allux Touben, decided that the treaties were now void and both sides declared war; one for the return of their queen, the other to gain rightful rulership over the "underdeveloped" nation.
For three years soldiers, warriors, mages, and the like were battling over the grand fields of East Sarrok and the mountain ranges of West Daverro, both losing numbers by the day. The bloody mess was a stalemate, the powerful otherrealmly magic of Sarrok battling the artificing might of Daverro. However, on the First Day of the New Year, the war changed completely.
The Battle of the Green Hills, or so it is now called, was a large scale battle on the border between both nations. Many fell during that morning, but as night drew, an unearthly green glow began to emanate on the battlefield. All the fallen troops of both sides began to rise, taking up arms against their friends and foes. This new third force, known colloquially as The Green, wiped out all that were present at that battle, as they too began to rise with this eerie green glow in their eyes, now serving The Green.
The army, now comprised of two vast legions, marched on both lands. With each side losing numbers and The Green only increasing its numbers, it was said that all that was seen at night from nearby waystations were the emerald hue of their forces, marching to that place's doom. It was reported that before the end of the first month that both capitals had fallen, Sarrok deciding to abandon their mighty castle and flee whilst Daverro's mighty fortress was destroyed in a spectacular battle that none could ever describe. The whereabouts of both The Prince Regent and The Emperor were left unknown.
A last bastion, the port city of Prossht was the bastion that accepted refugees from both sides, claiming a ceasefire between Sarrok and Daverro for a time. Knowing that the days were numbered, all remaining ships were called upon, as the city was evacuated. Fifty thousand people and what they could afford to bring, stacked into seven hundred ships of varying size, began their expedition across the waters. The nearest nation of Prospain, a tropical island nation and neutral to both sides would be their destination. The first ships made their journey before the emerald glow began to arrive at the city's walls. It is unknown how many that remained in the city at that time survived, only time would tell...
The Dutchess, a large battleship, was once under the command of Commodore LeStall. However, its days are now seen as a transport vessel. Made to carry one hundred and fifty crew and supplies, it has been home to around five hundred these days. Barely enough space to sleep that many, lots of its battle-ready components were stripped, but its artificing enhancements to maintain speed regardless of the weather and wind.
So far only seven deaths have happened in the past three weeks at sea, three in a fight between rival soldiers, and the other four being executed for their actions in said fight. Since then it has been wary upon the ship, everyone expecting someone else to shove a knife in their back when they were not looking. Food is starting to get scarce too, only having rations for one meal a day. Not all is that bleak, as the children aboard the ship seem to still enjoy their exploring and playing on parts of the ship, childish laughter causing the occasional smile on people's faces. However, it isn't an exact science as to how long it will be until Prospain is in sight, the main hope that everyone aboard this ship clings on to, alongside the potential of a new fight, or a chance to regroup and take the fight back north.
We begin our story in cabin 13-C, where eight unfortunate souls find themselves bunking together. Folk from both sides, but with a main goal of survival.
Players, if you would provide a brief description of what your character looks like (and/or a picture in a spoiler) as you begin within your tightly packed room together, making the best of the scenario. Below is an NPC who has been sharing their space with you.
A human man, barely of age, with a darker complexion and scraggy black hair sits on his small spot of ground. This boy, whom has asked to be called Smokey, shuffles a worn pack of playing cards. Whilst he isn't an experienced battler like some in this group, he seems to know his way around a deck, his large hands nimbly able to shuffle the deck. He pulls his dark green cap over his head as he looks to the others with his light brown eyes, then with a shiny white grin. "So, does anyone wanna game while we wait our shift?"He asks. While he may not be the best player in the room, he is at least fair and takes a loss as well as a win. With a couple of hours before the room's turn to go for food and then work around the ship, it is one way to pass the time, should the group want to do so.
A minotaur struggles to find his balance on the ship, his hooves constantly slipping about if he doesn't hold onto something. His bull face tenses in annoyance as his nostrils flare. He wears a mercenary's coat of arms with Sarroka's colors upon his shoulder guard, somewhat covering his speckled brown fur and tanned skin. . For some reason, he has rings upon his horns, one pair of brass then another pair of copper. He opts to stand as to not take much room in the already cramped room.
He gives a shrug, "I don't know how to play but there ain't anything else to do but wait...Got any dice?" He says in a deep voice.
This post has potentially manipulated dice roll results.
"But cards are much more fun." Smokey grins. "I win more with them." He stows the deck into a small leather satchel and retrieves a small cloth pouch, emptying six bone dice onto the wooden floorboards. "Just don't throw them too hard again, it took an hour to get that one stuck behind the bed last time. I can bet you two coppers."
Game: Knucklebones
Knucklebones is a traditional dice game, similar to Yahtzee in its approach. You can roll Dexterity (Dice Set) as the total roll, but may roll either Wisdom (Insight) opposed against the opponent's Charisma (Deception), or vice versa, the winner gaining advantage on the final roll.
Smokey's Turn: Smokey attempts a Deception vs. Krovek. DC 19Insight check.
Tahia sits down, her small frame (just under three feet) allowing her to wedge herself against the berths and keep from shifting too much. She has ruddy brown skin and wild curly brown hair that is tied back to keep it out of her face. She has some fresh scars coming in along one side of her face along the hairline, not exactly noticeable, but not something she'll talk about if asked, either. Her clothes are in dark, neutral tones, and are well-kept, despite the chaos of the situation.
"I'm in for a game of dice."
(If we have proficiency with the dice set, do we add that to the Insight since we're familiar with the use of the tool, or just the dex roll?)
In the corner of this room sits a currently rather bulky Warforged, his outer plating configured for maximum defense at the expense of mobility. His outer form was a polished iron grey finish, his jaw hinged to allow some semblance of true speech though he had a voice box which generated his speech. Despite how mildly ridiculous it looked, the Warforged had a fake thick metallic beard made of a light alloy built into his chin and hanging down to where a humanoid would have a sternum, clinking softly if he moved his head too fast. Anyone familiar with Dwarvish crafts would be able to recognize his father's influence on his creation, his gears ever so softly whirring and occasionally softly clicking as he set about his business.
Currently Ace's business was maintaining his firearms (which he was none too happy that he had several times had to keep them out of the hands of the rambunctious juveniles frolicking about), his chest plate opened and perpendicular to his chest as a makeshift work bench, his left hand having rotated and swapped out with another appendage built into him which contained the finer implements of his craft. At the mention of cards, with a couple clicks and snaps Ace holstered his weapon, closed his chest plate and his left hand swapped back around into a normal hand, an excited deep voice beginning "Cards indeed sound fun, what game might-" However he cuts himself off as the dice are brought out, a light sigh from his frame before he frowns gently, sitting back down content to just watch the dice game
"Yeah, well we can bring the cards out once I've got some extra coin in my purse from this." Smokey passes the dice over to whomever wants to play against him.
Pacing in the tightest of loops, due to the cramped space, is an average height Elf. He is handsome, if not rogueish, in his features. His brown hair is kept short on the sides and a little long on top in the fashion of the human nobility of Daverro. A thin silver circlet fits his hairline and widow's peak almost perfectly and could possibly go unnoticed. He wears a crisp white button down shirt with a stylishly flared collar under a tailored charcoal vest with a few well hidden pockets for various odds and ends. Draped on his bunk is a long sweep of a fine grey tailcoat jacket. The interior of which is lined in a royal blue. His pants and shoes are of a similar style and status. Those that have seen him cast spells while helping maintain the ship or even in the confines of the cabin have noticed an under-layer of precious metals and gem stones that seem to cover him like some sort of special armor. The armor is of some importance to the way in which he channels magic but it seems overly complicated. The more battle hardened might question the resiliency of the "armor". Typically a longsword is slung low on his hip, the hilt ornate but clearly functional. Currently the sword is wrapped neatly in its belts on his bunk. Those who know of The Royal Order d'Averron might recognize the blade as the standard issue for a Knight of the Order. If that doesn't catch their eye, the Order signet ring on his right ring-finger may. On his pinky finger next to it rests a House Krast signet.
Tvon'ii has kept to a strict cleaning and mending routine for his personal care during the trip and has "accidentally" cleaned anyone in the room that does not maintain their own personal hygiene when they were asleep or not paying particular attention. When questioned, he maintains that the rocking of the ship sometimes makes the target of his magic slip Persuasion24if you believe him...((lol nat 20))
Currently he scribbles away in the air of the room creating glowing runes and schematics with some sort of shorthand notes next to most things. In the "extra" space the Minotaur and Warforged have created by moving to the edges of the room, Tvon'ii's familiar and unseen servant have filled back in as assistants. The invisible servant, Artemis, sits on the edge of the bunk transcribing dutifully into a ledger. Floating effectively inside the head of the servant is Tvon'ii's familiar Themis. It appears to be some sort of clockwork orb radiating an internal blue light as thin silver panels rotate around it in a seemingly random order. From time to time it mimics Tvon'ii's instructions to Artemis during the transcription process as if correcting an error.
The ebb and flow of Tvon'ii's mental state are fairly clear to the cabin by this point in the journey. If he had something to drink, preferably coffee or spirits, or had worked on parts of the ship he's fairly amenable. If he's not had a shift in a while and not had any type of stimulant, he's fairly irritable. With the rationing and extent at sea, irritable is about as nice as things get these days. Time spent in the cabin to think about the state of things seems to range from frustrating to some level of sadness. So he busies himself with work.
(Those with arcane backgrounds or the Sending spell might realize he is trying to "brute force" his way into deciphering the spell, sometimes almost in a fervor. He hasn't been willing to ask for help yet.)
As the mention of cards and dice come up Tvon'ii pauses and looks over to his servant. The servant lifts the book and turns to a page with a chart spanning two pages, covered in tally marks.
"If history serves, Smokey will win the first toss, forfeit the next two, and clean out the pot on the forth. But new data to correct for inaccuracies is always welcome..."His voice is even and absolute. After which he almost immediately goes back to pacing.
A small brown skinned creature lies in a hammock in one of the corners. His leather armor much cleaner then it used to be. He pretends to sleep while listening and waiting.
Literally crammed into the corner of the room, his eight foot frame making him slouch to fit stands Trumann, his light grey skin offset but the heavy robes he wears that are so dark grey they are almost black. He hugs a massive shield of dull steel to his chest with a raven, as black as night, wings spread wide in flight embossed upon its centre. To the casual observer it seems like the raven's piercing blue eyes are following them.
When upon the deck, Trumann has busied himself with tending to the sick and wounded, as well as entertaining the children. Their favorite game is to sneak up and startle him, to which he lets out a raucous trumpeting squeak from his trunk. Everyone has suffered so much, especially the children, so pretending he is surprised is the least he can do. The children's laughter is the only thing that brings him any joy any this point.
At the mention of cards, or dice the is an audible "HARUMPH" originating from Trumann's trunk, the force of which actually shocks him. "Ummm, sorry, you all go ahead I was simply lost in thought there, my apologies, please continue." he says into the floor. As he settles back into his musings he mutters to himself quietly.
"If history serves, Smokey will win the first toss, forfeit the next two, and clean out the pot on the forth. But new data to correct for inaccuracies is always welcome..."His voice is even and absolute. After which he almost immediately goes back to pacing.
"Hey!" Smokey looks over to the elf. "You're not meant to help them. It's all about smarts, and it looks like I won this pot. You owe me two copper." He claims smugly to Tahia. He collects the dice together. "Well we can either carry on giving me money with dice, or move onto cards and give me even more money." He gives a bit toothy grin, showing a gap between his front teeth.
Cards
There are many types of card games playable, but it generally needs wits and cunning in order to be a true player of the game. Given it plays out over several hands of cards, we'll work with these rules:
There are five "phases" of the game, each one the player selects a skill to use. They can use each skill up to two times in a game, the overall highest (or joint highest) gain a bonus:
Dexterity (Sleight of Hand) to fix a draw. Grants +2 to final roll.
Wisdom (Insight) to read a person's tell. Gives target player -2 to a final roll.
Intelligence (Investigation) to count cards. Grants a +2 to final roll.
Charisma (Deception) to bluff. Gives target player a -2 to a final roll.
Roll each of the five passes one after another. After everyone has rolled, whomever won that pass gets their bonus. After that, it is a d20 + pass bonuses/penalties + proficiency in card games to determine the winner (no ability modifier). They win the overall pot.
Example:
Player 1 rolls their five passes, deciding their skills in order.
"Me not like games of luck. Gnoll prever contest of strength and dexterity. Anyone wants to play thumb wars? Rules easy, no money, jusst fun. Best of three."
(I'll rule Thumb War a little like grappling: contested Strength (Athletics) or Dexterity (Acrobatics) to show off holding power with your thumb or nimble alacrity of escaping a press.)
Welcome to the War of the Green campaign thread.
This is a private PbP campaign starting at level 5. For reference, we have the following players:
For rules references, if houserules or optional rules are added, they will be in the below spoiler:
Optional Rule: Flanking
If you regularly use miniatures, flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy.
A creature can’t flank an enemy that it can’t see. A creature also can’t flank while it is incapacitated. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking.
Flanking on Squares. When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.
When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures’ spaces. If the line passes through opposite sides or corners of the enemy’s space, the enemy is flanked.
Optional Rule: Diagonals
The Player’s Handbook presents a simple method for counting movement and measuring range on a grid: count every square as 5 feet, even if you’re moving diagonally. Though this is fast in play, it breaks the laws of geometry and is inaccurate over long distances. This optional rule provides more realism, but it requires more effort during combat.
When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you’re counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement. For example, a character might move one square diagonally (5 feet), then three squares straight (15 feet), and then another square diagonally (10 feet) for a total movement of 30 feet.
Combat rules:
Given that combat can take some time based on how the part acts, and that PbP doesn't get updated as quickly as IRL games, I'm imposing the following rules:
Party member #1
Party member #2
Party member #3
Monster #1
Party Member #4
Party Member #5
Monster #2
Monster #3
Chapter Shortcut
Current Player In: The Guild as Elsara Deepmoon
Lore
Here are spoilers for added bits of lore, for easy access.
Lore - Locations
Lore - Famous Names of the Realm
Lore - Races
While races exist in any and all locations, they mostly get along (fantasy racism to a lower end, please), where it is more about where you come from rather than what you are born from
More to come...
Faith and Deities
As with the world, many faiths and views are seen differently between lands and even folk within the same city. While worship is open and a free right to all, some overzealous folk do tend to cause trouble for opposing beliefs.
Current Player In: The Guild as Elsara Deepmoon
Prelude
In years gone by, there was an uneasy alliance between the neighbouring lands of Sarrok and Daverro. Sarrok, the natural beauty, full of life and magic, was ruled by the beautiful and wise Queen Leenea Touben. Their borders were well guarded by fey spirits and warding mystics of their sages. Daverro was the great industrial innovators of the land, guided by their genius Emperor Hocatio d'Averron. Their industrial prowess brought bustling business and ease of life to the average villager, using automated ploughs and harvesters to maintain their fields with artifices.
However, this alliance would slowly strain over the years. In order to renew their treaties, Queen Leenea travelled to the foreign soils of Daverro. However, she never made it to the capital. After several scrying attempts and investigations, no sign of the queen remained. This caused the rambunctious Prince Regent, Allux Touben, decided that the treaties were now void and both sides declared war; one for the return of their queen, the other to gain rightful rulership over the "underdeveloped" nation.
For three years soldiers, warriors, mages, and the like were battling over the grand fields of East Sarrok and the mountain ranges of West Daverro, both losing numbers by the day. The bloody mess was a stalemate, the powerful otherrealmly magic of Sarrok battling the artificing might of Daverro. However, on the First Day of the New Year, the war changed completely.
The Battle of the Green Hills, or so it is now called, was a large scale battle on the border between both nations. Many fell during that morning, but as night drew, an unearthly green glow began to emanate on the battlefield. All the fallen troops of both sides began to rise, taking up arms against their friends and foes. This new third force, known colloquially as The Green, wiped out all that were present at that battle, as they too began to rise with this eerie green glow in their eyes, now serving The Green.
The army, now comprised of two vast legions, marched on both lands. With each side losing numbers and The Green only increasing its numbers, it was said that all that was seen at night from nearby waystations were the emerald hue of their forces, marching to that place's doom. It was reported that before the end of the first month that both capitals had fallen, Sarrok deciding to abandon their mighty castle and flee whilst Daverro's mighty fortress was destroyed in a spectacular battle that none could ever describe. The whereabouts of both The Prince Regent and The Emperor were left unknown.
A last bastion, the port city of Prossht was the bastion that accepted refugees from both sides, claiming a ceasefire between Sarrok and Daverro for a time. Knowing that the days were numbered, all remaining ships were called upon, as the city was evacuated. Fifty thousand people and what they could afford to bring, stacked into seven hundred ships of varying size, began their expedition across the waters. The nearest nation of Prospain, a tropical island nation and neutral to both sides would be their destination. The first ships made their journey before the emerald glow began to arrive at the city's walls. It is unknown how many that remained in the city at that time survived, only time would tell...
Current Player In: The Guild as Elsara Deepmoon
Prologue: The Dutchess
The Dutchess, a large battleship, was once under the command of Commodore LeStall. However, its days are now seen as a transport vessel. Made to carry one hundred and fifty crew and supplies, it has been home to around five hundred these days. Barely enough space to sleep that many, lots of its battle-ready components were stripped, but its artificing enhancements to maintain speed regardless of the weather and wind.
So far only seven deaths have happened in the past three weeks at sea, three in a fight between rival soldiers, and the other four being executed for their actions in said fight. Since then it has been wary upon the ship, everyone expecting someone else to shove a knife in their back when they were not looking. Food is starting to get scarce too, only having rations for one meal a day. Not all is that bleak, as the children aboard the ship seem to still enjoy their exploring and playing on parts of the ship, childish laughter causing the occasional smile on people's faces. However, it isn't an exact science as to how long it will be until Prospain is in sight, the main hope that everyone aboard this ship clings on to, alongside the potential of a new fight, or a chance to regroup and take the fight back north.
We begin our story in cabin 13-C, where eight unfortunate souls find themselves bunking together. Folk from both sides, but with a main goal of survival.
Players, if you would provide a brief description of what your character looks like (and/or a picture in a spoiler) as you begin within your tightly packed room together, making the best of the scenario. Below is an NPC who has been sharing their space with you.
A human man, barely of age, with a darker complexion and scraggy black hair sits on his small spot of ground. This boy, whom has asked to be called Smokey, shuffles a worn pack of playing cards. Whilst he isn't an experienced battler like some in this group, he seems to know his way around a deck, his large hands nimbly able to shuffle the deck. He pulls his dark green cap over his head as he looks to the others with his light brown eyes, then with a shiny white grin. "So, does anyone wanna game while we wait our shift?" He asks. While he may not be the best player in the room, he is at least fair and takes a loss as well as a win. With a couple of hours before the room's turn to go for food and then work around the ship, it is one way to pass the time, should the group want to do so.
Current Player In: The Guild as Elsara Deepmoon
A minotaur struggles to find his balance on the ship, his hooves constantly slipping about if he doesn't hold onto something. His bull face tenses in annoyance as his nostrils flare. He wears a mercenary's coat of arms with Sarroka's colors upon his shoulder guard, somewhat covering his speckled brown fur and tanned skin. . For some reason, he has rings upon his horns, one pair of brass then another pair of copper. He opts to stand as to not take much room in the already cramped room.
He gives a shrug, "I don't know how to play but there ain't anything else to do but wait...Got any dice?" He says in a deep voice.
"But cards are much more fun." Smokey grins. "I win more with them." He stows the deck into a small leather satchel and retrieves a small cloth pouch, emptying six bone dice onto the wooden floorboards. "Just don't throw them too hard again, it took an hour to get that one stuck behind the bed last time. I can bet you two coppers."
Game: Knucklebones
Knucklebones is a traditional dice game, similar to Yahtzee in its approach. You can roll Dexterity (Dice Set) as the total roll, but may roll either Wisdom (Insight) opposed against the opponent's Charisma (Deception), or vice versa, the winner gaining advantage on the final roll.
Smokey's Turn: Smokey attempts a Deception vs. Krovek. DC 19 Insight check.
Current Player In: The Guild as Elsara Deepmoon
Tahia sits down, her small frame (just under three feet) allowing her to wedge herself against the berths and keep from shifting too much. She has ruddy brown skin and wild curly brown hair that is tied back to keep it out of her face. She has some fresh scars coming in along one side of her face along the hairline, not exactly noticeable, but not something she'll talk about if asked, either. Her clothes are in dark, neutral tones, and are well-kept, despite the chaos of the situation.
"I'm in for a game of dice."
(If we have proficiency with the dice set, do we add that to the Insight since we're familiar with the use of the tool, or just the dex roll?)
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
(Just the final roll)
"Alright, see if you can beat my roll." Smokey hands the dice over. (If you want to go next, the DC is set above for your Insight check.)
Current Player In: The Guild as Elsara Deepmoon
In the corner of this room sits a currently rather bulky Warforged, his outer plating configured for maximum defense at the expense of mobility. His outer form was a polished iron grey finish, his jaw hinged to allow some semblance of true speech though he had a voice box which generated his speech. Despite how mildly ridiculous it looked, the Warforged had a fake thick metallic beard made of a light alloy built into his chin and hanging down to where a humanoid would have a sternum, clinking softly if he moved his head too fast. Anyone familiar with Dwarvish crafts would be able to recognize his father's influence on his creation, his gears ever so softly whirring and occasionally softly clicking as he set about his business.
Currently Ace's business was maintaining his firearms (which he was none too happy that he had several times had to keep them out of the hands of the rambunctious juveniles frolicking about), his chest plate opened and perpendicular to his chest as a makeshift work bench, his left hand having rotated and swapped out with another appendage built into him which contained the finer implements of his craft. At the mention of cards, with a couple clicks and snaps Ace holstered his weapon, closed his chest plate and his left hand swapped back around into a normal hand, an excited deep voice beginning "Cards indeed sound fun, what game might-" However he cuts himself off as the dice are brought out, a light sigh from his frame before he frowns gently, sitting back down content to just watch the dice game
"Yeah, well we can bring the cards out once I've got some extra coin in my purse from this." Smokey passes the dice over to whomever wants to play against him.
Current Player In: The Guild as Elsara Deepmoon
Insight check: 14
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Next, make your Dexterity (Dice Set) check.
Smokey's Dexterity (Dice Set) check: 20 (advantage from win on Deception vs. Insight)
Current Player In: The Guild as Elsara Deepmoon
Pacing in the tightest of loops, due to the cramped space, is an average height Elf. He is handsome, if not rogueish, in his features. His brown hair is kept short on the sides and a little long on top in the fashion of the human nobility of Daverro. A thin silver circlet fits his hairline and widow's peak almost perfectly and could possibly go unnoticed. He wears a crisp white button down shirt with a stylishly flared collar under a tailored charcoal vest with a few well hidden pockets for various odds and ends. Draped on his bunk is a long sweep of a fine grey tailcoat jacket. The interior of which is lined in a royal blue. His pants and shoes are of a similar style and status. Those that have seen him cast spells while helping maintain the ship or even in the confines of the cabin have noticed an under-layer of precious metals and gem stones that seem to cover him like some sort of special armor. The armor is of some importance to the way in which he channels magic but it seems overly complicated. The more battle hardened might question the resiliency of the "armor". Typically a longsword is slung low on his hip, the hilt ornate but clearly functional. Currently the sword is wrapped neatly in its belts on his bunk. Those who know of The Royal Order d'Averron might recognize the blade as the standard issue for a Knight of the Order. If that doesn't catch their eye, the Order signet ring on his right ring-finger may. On his pinky finger next to it rests a House Krast signet.
Tvon'ii has kept to a strict cleaning and mending routine for his personal care during the trip and has "accidentally" cleaned anyone in the room that does not maintain their own personal hygiene when they were asleep or not paying particular attention. When questioned, he maintains that the rocking of the ship sometimes makes the target of his magic slip Persuasion24 if you believe him...((lol nat 20))
Currently he scribbles away in the air of the room creating glowing runes and schematics with some sort of shorthand notes next to most things. In the "extra" space the Minotaur and Warforged have created by moving to the edges of the room, Tvon'ii's familiar and unseen servant have filled back in as assistants. The invisible servant, Artemis, sits on the edge of the bunk transcribing dutifully into a ledger. Floating effectively inside the head of the servant is Tvon'ii's familiar Themis. It appears to be some sort of clockwork orb radiating an internal blue light as thin silver panels rotate around it in a seemingly random order. From time to time it mimics Tvon'ii's instructions to Artemis during the transcription process as if correcting an error.
The ebb and flow of Tvon'ii's mental state are fairly clear to the cabin by this point in the journey. If he had something to drink, preferably coffee or spirits, or had worked on parts of the ship he's fairly amenable. If he's not had a shift in a while and not had any type of stimulant, he's fairly irritable. With the rationing and extent at sea, irritable is about as nice as things get these days. Time spent in the cabin to think about the state of things seems to range from frustrating to some level of sadness. So he busies himself with work.
(Those with arcane backgrounds or the Sending spell might realize he is trying to "brute force" his way into deciphering the spell, sometimes almost in a fervor. He hasn't been willing to ask for help yet.)
As the mention of cards and dice come up Tvon'ii pauses and looks over to his servant. The servant lifts the book and turns to a page with a chart spanning two pages, covered in tally marks.
"If history serves, Smokey will win the first toss, forfeit the next two, and clean out the pot on the forth. But new data to correct for inaccuracies is always welcome..." His voice is even and absolute. After which he almost immediately goes back to pacing.
Dexterity (Dice Set) check (with proficiency): 9
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
(Wow, almost as low as I can get! Golf rules, right?)
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
A small brown skinned creature lies in a hammock in one of the corners. His leather armor much cleaner then it used to be. He pretends to sleep while listening and waiting.
Literally crammed into the corner of the room, his eight foot frame making him slouch to fit stands Trumann, his light grey skin offset but the heavy robes he wears that are so dark grey they are almost black. He hugs a massive shield of dull steel to his chest with a raven, as black as night, wings spread wide in flight embossed upon its centre. To the casual observer it seems like the raven's piercing blue eyes are following them.
When upon the deck, Trumann has busied himself with tending to the sick and wounded, as well as entertaining the children. Their favorite game is to sneak up and startle him, to which he lets out a raucous trumpeting squeak from his trunk. Everyone has suffered so much, especially the children, so pretending he is surprised is the least he can do. The children's laughter is the only thing that brings him any joy any this point.
At the mention of cards, or dice the is an audible "HARUMPH" originating from Trumann's trunk, the force of which actually shocks him. "Ummm, sorry, you all go ahead I was simply lost in thought there, my apologies, please continue." he says into the floor. As he settles back into his musings he mutters to himself quietly.
Trumann Bloth | Loxodon Grave Cleric | War of the Green
Prosinet Fizzlepurtet | Gnome Wizard | The Wilcox Experiment
"Hey!" Smokey looks over to the elf. "You're not meant to help them. It's all about smarts, and it looks like I won this pot. You owe me two copper." He claims smugly to Tahia. He collects the dice together. "Well we can either carry on giving me money with dice, or move onto cards and give me even more money." He gives a bit toothy grin, showing a gap between his front teeth.
Cards
There are many types of card games playable, but it generally needs wits and cunning in order to be a true player of the game. Given it plays out over several hands of cards, we'll work with these rules:
Example:
Player 1 rolls their five passes, deciding their skills in order.
Player 2 rolls their five passes, deciding on their skills in order.
Player 3 rolls their five passes, deciding on their skills in order.
Passes:
Final Check:
Player 2 wins the pot!
Current Player In: The Guild as Elsara Deepmoon
Suddenly enly the Goblin speaks.
"Me not like games of luck. Gnoll prever contest of strength and dexterity. Anyone wants to play thumb wars? Rules easy, no money, jusst fun. Best of three."
(I'll rule Thumb War a little like grappling: contested Strength (Athletics) or Dexterity (Acrobatics) to show off holding power with your thumb or nimble alacrity of escaping a press.)
Current Player In: The Guild as Elsara Deepmoon