Rohuzar pleads his case to his old Legion friend. Perhaps it is out of desire to see Rohuzar succeed in his private enterprise; perhaps it is out of concern and hopes that he will survive this trip the ruins. In either case, she gives him the name of a quartermaster in the Legion who is currently sitting on a stockpile of surplus equipment.
After a quick meeting and an exchange of gold, Rohuzar walks away with set of Heavy Thieves Tools, which includes:
Set of basic thieves tools
Heavy pry bar
Set of hammers and metal wedges
Metal cutting hand saw
Hand crank drill
The set weighs 50lbs and costs Rohuzar 60gp.
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PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
When the morning of June 19th comes, you wake to find clear skies and warm temperatures... an auspicious start to your journey. With your bags and gear packed you make your way from Aubrey'sTownhouse toward Southbank where the ship is waiting, stopping along the way to deposit Dandelion at the stables. The donkey seems to recognize the place and twitches its tail in goodbye to Leelanas it ambles off to get some grooming.
Bardstown is busy this morning. It is the annual fishing derby to mark the start of summer. Commoners crowd the docks with cane poles and handlines, trying to catch something impressive. Shops, warehouse companies and ship captains all post rewards for different species and sizes of fish, redeemable by those who are the first to meet the requirements and collect. Most are simple treats or knick-knacks, like candied apples or new fishing gear, but a few of the larger establishments offer cash prizes. It is a huge hit with the local populace and everywhere folk run with their poles or buckets through the streets.
Following the directions provided by Aubrey'strip advisor, you promptly locate your transportation for the first leg of your journey. It is a converted freight barged turned into something more like a floating inn, sailing under the name The Kelpie's Castle. 100'x40', the flat-bottomed ship has what looks like a two-story wooden home in the middle. The ground floor is mostly common area and kitchens, with 12 guest rooms on the upper floor. The ship has a few small sails but is navigated mostly by poles worked by a crew of laborers. There is a tented area near the stern which looks to be their sleeping quarters. Inside, captain and proprietor, an obese and thunderous cheerful human woman named Capt. Josefina Laundero, confirms your reservations and gives you each your room key.
The other 8 rooms are already claimed by members of the Bardstown chapter of the Dwarven Historical Society. They are traveling as far as Tucker Hills, where they have plans to meet with their counterparts in the local chapter to plan activities, lodging arrangements, and logistics for the upcoming Autumn Games, an annual event in Pentwater that draws travelers from across the continent, to be held this year in late August. The assembled dwarves seem to be in rough shape, having toasted their journey in a similar fashion as you did last night, but with conspicuously greater amounts of ale. Chief among them are Ester Fröhlich, sitting President of the local historical society, and Thorsten Forest-Sperber, industry magnate and owner of the Forest Leatherworks in Northbank.
The rooms are small but updated and clean, appointed in the manner of a good, if not elite quality inn. Your gear takes up a lot of space but by dividing it among your rooms no one is too cramped to be comfortable.
Assuming the weather holds, it should be three days of quiet river travel down to Grand Crossing and Way Isle.
[We can role play a bit on the boat, or just >>> fast-forward to Pentwater.]
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PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
"The Golden Empress is an excellent name! An auspicious way to start our greatest quest!"Grugga exclaims over dinner when first hearing the name of their boat awaiting them in his home country. He toasts success to the mission with the rest of his team, and after eating well, heads to bed. He notices the awe on Rohuzar's face and ass, "First time seeing a passenger riverboat, cousin?" Grugga looks wistful, as he recalls his first time seeing one, shortly after arriving in Tucker Hills and visiting the Breitvasser. "Not ours, though. The Golden Empress is awaiting us on Way Isle in Pentwater." He leans in close and whisper, so as not to offend the captain, "Ours is going to be much better than this."
When the morning comes, Grugga helps carry the gear down to Southbank and loads it up into their small but comfortable cabins. The Orc is happy to be in the presence of so many Dwarves with similar interests to him. He's happy to speak Dwarven with them, a language he grew up speaking, and excitedly talks to them about archaeology, Dunngenor, Pentwater, and the Autumn games. Grugga tells them he would have loved to get into archaeology if things had been different in his life. Grugga's mother, Brinda, is from Dunngenor and Grugga still has lots of aunts, uncles, and cousins in the "homeland." Of course, he wants to get his new Dwarven friends' opinions on Pentwater as well: have they been there before? Did they enjoy it? They need to stop by this Grognard's and order the fish platter while in Tucker Hills, etc. Finally, Grugga proudly announces that he once competed in the Autumn games decathlon, but he only placed moderately well.
Grugga also spends plenty of time with his comrades, going over plans in detail, discussing monster-fighting strategies for the monsters they think they know, and admiring Rohuzar's new shield, which is one of the first non-artificer major magical item Grugga has seen outside of glass.
This post has potentially manipulated dice roll results.
Having spent much of his life in Bardstown, Aubrey would take in the sounds and the scents of the city he was about to leave as he walked with the others to Southbank, hopefully to return one day from this quest for his family and his emperor. As the the Kelpie's Castle leaves, the young noble would stand at the aft deck and watch Bardstown disappear, already thinking about the day he would return in triumph on the Golden Empress to report to his emperor that the way was paved for his legions to reclaim ancient Amnifortis.
Aubrey would then try to enjoy the three days of quiet river travel down to Grand Crossing and Way Isle, eating and drinking, but also conversing his fellow passengers, curious to hear what they could tell about Amnifortis and it's destruction and any other interesting news they would care to share.
Persuasion to get the dwarves talking: 25 Another roll if enough dwarven ale paid by Aubrey would get them talking more easily: 14
The young noble would have his peculiar raven familiar Furvus watch over him at night but also discreetly spy on the other passengers, trying to make sure no cultists or other nefarious creatures are following the team or slipping oto the boat at night.
Furvus perception: 8
(Yes, we can move on pretty quickly now to get the others into the game :-)
This post has potentially manipulated dice roll results.
94
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PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Leelan joins his companions at the pre expedition dinner. With everyone giving rousing speeches of their potential success, the gnome does say a few words.
"Gentlemen, let this be the start of our greatest adventure. And I couldn’t hope to see it through with any finer company."
On the day of departure, the gnome wishes farewell to Dandelion. It may look odd to have this kind of bond with a pack animal, but Dandelion has been his very first companion since he left home in the NTF.
Leelan tries to help as best he can, but due to his diminutive stature, he struggles with the heavier and larger supplies. This is also a first for him, as he has never set foot on a boat this large before, his inexperience plainly visible to everyone.
Once everything is on board, he tries to have all their supplies neatly sorted and stored away while also keeping an inventory. He will also make conversation with the dwarves about the institution they represent.
The trip downstream is pleasant and uneventful. The weather holds, and once you are used to the slight rocking of the boat, it becomes much like staying at an inn with moveable scenery. Rohuzar, keeping watch, misses out on a bit of the conversation but is able to take in more of the sights.
The first major monument you pass is the still under-construction Castle Memoria. It sits on the point of land where the North Branch of the Breitvasser intersects with the main branch. Intended as a winter home for the Emperor, its most notable feature - made famous on painted posters hung all over Bardstown - was a 6 story stone carving attached to the main tower. It is the image of a legionnaire, shield held high and sword extended south, pointing toward Amnifortis. If anything... the posters make the real thing a bit of a let down. The posters showed it dominating the landscape and visible for miles around. In reality, while it is a very large statue, it is challenged for stature even by some of the nearby oak trees.
Early on the second morning, you pass the Ferry Crossing. This is a busy trade intersection that stands where the borders of the Empire, Valar, and Pentwater all meet at the river's edge. Barges, ferries, and small boats fill the river here, and the shores are lines with docks, parked wagons, and customs houses. Sailing past this point, you leave the Empire for the first time in our story.
A few hours later, you drift past the settlement of Walder's Rest. Long a center for agriculture, this is also a well-fortified military chokepoint, holding the River Road from any potential aggressive action from Pentwater's neighbor to the north.
Leelan, the dwarves are more than happy to pontificate about their organization. The Dwarven Historical Society is a group with a rich history. While they do, as the name suggests, operate museums, run libraries, and curate dwarven history and culture, they also act as something like a chamber of commerce, a place where dwarves can air their business grievances with one another outside of the formal channels of local government. In modern times, it has also become as much a social organization as a cultural or business one, with members meeting at the local halls to drink, commiserate and hold feasts or weddings.
Certain members steer the group more towards its original mission. In the current Bardstown Dwarven Historical Society President, Ester Fröhlich, Grugga finds a kindred spirit. A historian and holder of degrees in both Archaeology and Etymology, she has pushed the organization to reinvest in acquisition of relics and writings. While Gruggainvestigates such matters as a hobby, she has pursued these throughout a long, dedicated career, and her ability to reference dates and events and quote source material is quite impressive. She has made this trip many times before and is almost as familiar with Tucker Hills as Grugga. Singing was her favored event in the Autumn Games, though she was never invited to compete in the finals and she is now too old for such foolishness.
Thorsten Forest-Sperber represents the 'new school'. He has used the Society to network and build business connections throughout the Breitvasser Valley, turning his father's leatherworking business into one of the largest in the region, with tanneries in Bardstown, Danton and Grand Crossing, and many more retail shops and tailors throughout smaller towns and settlements. Aubreyfinds an engaging character in this dwarf, who is fond of expensive cigars and golden pocketwatches. One of the other dwarves on the boat is not a member of the delegation, but is in fact Thorsten's body guard. A silent fellow, he spends most of his time patrolling the ship like Rohuzar. Unfortunately, while he makes an interesting business contact, he has little to say about Amnifortis. All the dwarves, even Ester, shift uncomfortably at the topic of the far south. Word of a new dwarf plague has turned them against any thoughts of the south. Rumors talk of blisters and boils on the skin, and worse injuries inside, leading to death. In fact, this boat is going directly to Grand Crossing and will not be stopping at Way Isle. The dwarves have heard there is some kind of hospital on Way Isle where they are quarantining sick dwarves... and they will not risk setting foot on the island. Grugga, you know well enough that this will not set back your journey. A long bridge connects the town of Grand Crossing to Way Isle, so you will just be a short walk away from your new boat once you dock and depart The Kelpie's Castle.
Leelan, Thorsten does remark at your leather armor. At first he seems positively entranced by it, but upon learning it was done by a small scale shop, he becomes painfully critical, noting how much better his artisans could have done with it. He hands Leelan a business card and practically begs you to bring your next project to Forest Leathers.
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PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
This post has potentially manipulated dice roll results.
Aubrey would spend much time with Thorsten Forest-Sperber, indeed smoking expensive cigars, playing cards if the dwarf is so inclined, maybe even over gold, but otherwise admiring the passing scenery while talking business, where the young noble mentions the Goldentide plans to use the river for trading with new fast and modern steam-powered paddleboats who would carry the dwarf's leather goods along the Breitwasser with great efficiency.
Persuasion to be a pleasant company and build a potential business relation: 25 Playing cards check if needed: 15 Outcome not important, mostly flavor :-)
On the third day as the Kelpie's Castle nears it's destination, Aubrey would get more and more excited over soon seeing his Golden Empress.
Grugga spends much of his time undoubtedly chatting with Ester and Leelan about science-y things. He does seem interested in some of the scenery rolling past. He takes a good look at the somewhat disappointing sculpture of Amnifortis' conquistador and remarks, "Well, I suppose that's us right now, more than anyone else in the world..."
Before leaving the Dwarves, he lets them know the precautions he learned from Dr. Barr to combat the plague, such as rubbing objects down with alcohol, washing their hands, wearing masks, etc. and asks them to spread the word, and let them know that the information came from the leading authority on anti-plague measures.
Once they arrive at Grand Crossing, Grugga will welcome everyone to his homeland. "This is Pentwater, everyone! I grew up far to the northwest, but I can't wait to show you just a little bit of my homeland. It's a shame we can't make it to Tucker Hills, but Grand Crossing is a fine town. Shall we take all the luggage to the Golden Empress and then decide if we want a few hours on land? I do need to talk with Dr. Barr again about anti-plague measures... Just in case anything is lingering in Amnifortis."
((I'm ready to end the boat journey, but I don't want to rush anyone else.))
"I can't see we are that much in a hurry to face the perils of the ruins of Amnifortis my dear Grugga. I would be delighted to take part of what Grand Crossing has to offer until you are ready to continue our journey. I would also need time to acquaint myself with the Golden Empress and it's crew."Aubrey says to the artificer as they debark the Kelpie's Castle.
"Vhat is it like in Tucker Hills, Grugga? Everyone is interested in making things like you?" Rohuzar hasn't been real chatty on this trip, but he seems to come out of his shell again now that there's something to be doing.
Aubrey, you make conversation with Thorsten Forest-Sperber, but have a hard time cracking him on matters of business. Eventually you tease out that he is skeptical of nobility. He seems to have a 'self-made-dwarf' outlook on life and has a lack of faith in those who were born into wealth and privilege. Later though, playing cards you do manage to get on his good side. Through good play and a lucky run of cards, you consistently beat him, to the point that he is convinced - to absolute certainty - that you are cheating. However, since he cannot catch you or prove you're cheating, he is left impressed. When you depart, he suggests dinner be arranged to talk more about your boats - assuming you make it back to Bardstown in one piece.
Leaving the river boat and carrying your gear onto the docks in Grand Crossing, you see a town that isn't so different from those up north. There are subtle regional differences, with more use of brick and stone in the construction, as compared to the primary wood frame construction in Bardstown. And the roads here are constructed from shaped brick pavers, rather than cobblestone or crushed rock. The touch of the artificers is a subtle one. The newer sections of town are carefully planned, with streets straight and districts zoned for noise and traffic. Most street corners have large mounted clocks, enabling the populace to have precise knowledge of the time. Street vendors hawk boiled sausages and chargrilled squab skewers; every cart is posted with the owner's license and Food Quality Department Grade.
Not far from the docks in Grand Crossing, Grugga is able to guide you to the enormous bridge from which the town gains its name. Connecting the western shore of the Breitvasser to Way Isle, it is wide enough for 3 wagons to cross side by side with enough room for foot traffic as well. Walking across, you get an excellent view of the port of Grand Crossing on one side, and the large manor homes on the western side of Way Isle.
Way Isle is a narrow strip of land, stretching North to South in the middle of the Breitvasser. While the Bridge connects it to Grand Crossing on the Pentwater side, there is no such bridge on the Valar side. Instead, ferries run for 24 hours a day, ushering traders, resources and travelers back and forth from Way Isle to the far shore. The north part of the island is full of warehouses, stables and hotels to accommodate all the trade that passes through. The rest of the island, stretching south, is covered with large homes, built by the nobility and wealthy to take advantage of the gorgeous views of the river valley. At the far southern tip of the island is Searchpoint Keep. A former monastery, it was rebuild 50 years ago and now commands defensive control of this part of the river.
Way Isle is quite a lot different than the last time Grugga came this way. A wooden fence runs East-West the whole length of the island, just south of the main road connecting the Bridge and the Ferries. Signs plastered everywhere warn no dwarves are allowed, and access by anyone beyond the quarantine perimeter is by Special Writ of the King only. Asking around, Grugga is able to confirm that Searchpoint Keep has been converted into an emergency hospital for research into the Dwarven Plague outbreak... the entire southern half of the island is locked down to prevent any accidental contamination. Unfortunately, you gather that Dr. Barr is working at this facility, and there is simply no way he can step away from his duties for a visit.
But as for the main point of your visit here, you are guided to a large warehouse on the north shore of Way Isle. There, parked on a canal, you are treated to your first glimpse of the Golden Empress. [Ignore the grime... I couldn't find a clean looking picture of a boat the size and layout I wanted... the Golden Empress is still immaculate looking with fresh white paint.]
The lower deck is storage and kitchens, along with the mechanical rooms that house the gearworks and the Frumpf Cell that makes this paddleboat possible. The Second Deck holds eight state rooms and a large common room at the stern. Stairs from the upper deck to the lower deck are near the bow. Crowning the ship is the Captain's Cradle, holding the wheel and several levels for remotely adjusting the Frumpf Cell below. Per the purchase specifications, the ship is loaded with grains sufficient for 2 months of breadmaking as well as 2 barrels of ale, 1 barrel of wine, and a barrel each of salt pork and brined cabbage.
The captain and engineer is making final preparations when you arrive. Captain Elianna Neck is a 61 year old human woman. She is 6'3" tall with a well-muscled build, despite her age. She has hollow, pale grey eyes. She speaks in a very beautiful, feminine voice but can also come off a little condescending. She is holding a notebook and has two clipboards attached to her belt as she makes final checks. Shee advises that the ship is ready to sail, though she is not shy about preferring to put it through its paces on something less stressful than a... archaeological expedition? While they know they are headed to Amnifortis for a lengthy stay, the crew is not aware of the purpose of this trip.
Delmuth Faerondaerl is your rigger. An elf, he is 5'7" tall with a thin and petite build, though his hands are rough and calloused from a lifetime of hard work. He has friendly, emerald green eyes. He talks fast through his introductions and is always fidgeting, though whether this is due to nerves or his normal demeanor, it is too soon to tell.
Hieronymous Bowie is your cook. He is 6'7" tall with a wide, burly build. Enormous for a human, he manages to appear both muscular and unhealthy at the same time, and there is a bit of a hunch in his posture. He has bulging, grey eyes. He speaks in a gravelly, aged voice and is chain-smoking rolled cigarettes... he has his own supply of bags of cheap tobacco in his quarters on the lower deck.
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PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
This post has potentially manipulated dice roll results.
Aubrey would be very polite and courteus about the card game, insisiting on a string of good luck and that Thorsten Forest-Sperber certainly will have a rematch at that dinner, which he definitely will attend, he adds with a smile.
As the team pass through Grand Crossing, the young noble takes in the scenery and ponders the gains in efficiency for a community with large mounted clocks in every streetcorner.
As the Golden Empress finally comes into view he walks a bit faster to get a good look at her, admiring the immaculate looking paddle boat, smiling widely and nodding. This would be their home for some time now and he greatly appreciated that he would travel in style on this perilous quest. He then quickly seeks out the captain and her crew, explaining what an honor it is for him and his companions to make this maiden voyage down the Breitwasser to old Amnifortis aboard the Golden Empress. He would then ask Captain Neck to show him and Grugga, and Rohuzar and Leelan if they too are interested, the Frumpf Cell below. He would also speak to the chef Mr. Bowie and make sure he gets the funds to purchase anything he would need to make some varied and delicious menus for his team. He would finally try to make sure he would correctly go through any rituals and traditions concerning new ships, like making a speech and such as they weigh anchor.
Persuasion to get a good relation to the crew: 19 History to know what to do and say as the Golden Empress starts its maiden voyage: 16
(If okay Aubrey would use Detect Thoughts to scan the surface thoughts on the crewmembers as he talks to them, trying to make sure no one has any nefarious plans for them.)
(Aubrey is ready to fund complementary foodstuffs and drink for the journey with up to 300 gp if Mr. Bowie can make good use of it. :-)
(All this said, Aubrey is ready to continue south on Breitwasser aboard the Golden Empress. :-)
Capt. Neck is obliged to take you on any tours of the vessel you like, as she is an employee of Aubrey'sfamily. She leads you all into the back room on the lower deck where the Frumpf Cell is located.
The device itself is like nothing any of you - Gruggaincluded - have ever seen. Four heavy looking wood crates contain coils of hammered copper. These copper coils wind up the side of a large, glass tank, to a metal rod at the top. The coils attach to the rod via c-clamps, and the rod extends down into the tank. The tank is fulled with a clear liquid, or possibly a gelatin like fluid. Suspended within the fluid are hundreds of small blue, quartz-like crystals. The crystals glow faintly, and now and again small pulses of lightning arc from crystal to crystal. "This is it," says Capt. Neck. "Running live for 96 hours and still hitting 96% efficiency and lattice decay remains within acceptable limits."
Aubrey:
Skimming the surface thoughts of the new crew:
Captain Neck: She is irritated that she is being pulled away from important research to babysit the Frumpf Cell, and wishes her superiors had had time to train an intern to handle this assignment.
Mr. Faerondaerl: He is happy to be leaving... his thoughts are preoccupied with some recent heartbreak and he wants nothing more than to leave Grand Crossing far behind.
Mr. Bowie: He really wants another cigarette.
Building a rapport with the crew will take time, but they seem relieved so far that you are not a bunch of creeps.
Capt. Neck fetches a bottle of sparkling cider, provided by the College of Applied Science. It is customary to smash or otherwise spill such a beverage on the deck of a ship on her maiden voyage.
It takes an extra day to assemble the supplies, but for his 300gp investment, Aubreyis able to obtain the following:
A 19 pound barrel of quality white wine. (181 GP)
2 bottles of Green Fairy Dragon absinthe (32 GP)
A 23 pound keg of figs. (3 GP)
A 12 pound keg of almonds (12 GP)
A 6 pound jar of coffee beans (30 GP)
A 19 pound keg of marmalade. (2 GP)
A 10 pound pot of sugarcane (9 GP)
A 22 pound crate of smoked bacon (31 GP)
Mr. Bowie also advises that he and Mr. Faerondaerl will fish during downtime to try and supplement the rations with a fresh catch of the day.
With Preparations and rituals out of the way, the engines are engaged and the Golden Empress pulls out of dock on the morning of June 23rd and turns South. Capt. Neck is casual as she reports all ship systems are functioning normally. It is surprisingly quiet, even with the big paddlewheel turning, but there is a sensation in the air when the ship is running at full power, and you can taste something like copper on your tongues.
As you continue downriver and pass Searchpoint Keep, you spot the Voyager, anchored just of the southern tip of Way Isle. The entire boat is covered in white cloth drapes. In the early morning quiet, you cannot help but overhear coughing, crying, and screaming coming from inside.
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PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
"Not everybody, but I'd say most people in Tucker Hills take an interest in how things are made." He thumbs his chin as he thinks of how to describe Tucker Hills to Rohuzar, "At the end of the day, a leatherworker here is like a leatherworker anywhere, except that everyone has... how do I describe it? It's a different attitude here than what I've seen in the Empire - things change quickly here, and people see that it's for the better; it makes their lives easier, and it keeps their families healthy. They might not understand what's going on or how it works, but even the people in far-flung villages and towns like Raven's Hill feel the changes and want to see more."
"There's just sort of a feeling that we're all at the beginning of something big, and we know it's going to be good. And Tucker Hills is at the heart of all that. A lot of our villages look no different than any in the Empire, at a glance, but Tucker Hills is something altogether different. Most of the roads are all flat and smooth now because they leveled and compacted the land before laying stones specially cut for paving. The bridges can be massive because we found a way for them to safely support more weight. Buildings can be taller for the same reason. A lot of the old-town buildings in Tucker Hills predate the arrival of Gel-Nagev, but the new-town looks like nothing I've seen anywhere else. Everything looks strong and robust and long-lasting. And we're only getting better. Like I said, this is just the beginning."
Realizing that he's talked a while about his homeland, he decides to ask a little about his fellow Orc. "Where did you grow up, Rohuzar? You said you were from the southern disputed lands, right? Somewhere near Purgis I think you mentioned? Did you pass through Pentwater on your way to the Empire, or did you go through Valar?"
Disembarking from the boat, Grugga can't help but smile widely for a long time. "I have a lot of love for Bardstown, but there's just something about these buildings and roads that feels so... sturdy. So safe. And look at that bridge... This place has changed since I've last been here. It's grown a lot." The artificer bids farewell to their temporary traveling companions and then picks up a load of supplies and leads the way to Way Isle. On the way, he regales his allies with a story of the Autumn Games. "The last time I was in Grand Crossing was a few years ago when I was practicing for the Autumn Games. There are some fens around here good for practicing pole vaulting, so most of us - and there weren't too many of us competing in pole vaulting - came down here for a few weeks to practice before the Games.
"Anyway, the Games... Have any of you seen the Autumn Games before? I think it's becoming somewhat popular outside of Pentwater. We compete in all sorts of things. We have a strong bardic history, so the singing and theatre events are extremely popular. Archery is also very popular. I competed in the Decathlon, which is just a fancy way to say I was good at running, jumping, and throwing." He continues on for a bit, describing the different events he took place in, and describing the crowd and the atmosphere at the Games in general. Once they get to the bridge, he stops his story and just watches the boats pass under for a while.
Soon, though, he continues on to Way Isle proper. He tsks at the fenced off sector. "Damn... I was hoping to get some extra kit in case we ran into something. Maybe I can ask someone who works there for some extra masks or something before we head off..." For now though, Grugga turns his attention to their brand new ship! The Golden Empress looks more impressive than any boat he's ever seen in his life. "What a beauty!" He exclaims. "Oh, Aubrey, this is going to be the talk of all of Bardstown, let alone Shelley, when we get back."
The young artificer happily meets their new crew and greedily accepts the tour below decks to the the Frumpf cells. He has heard of Dr. Frumpf's inventions second-hand several times before, most recently from Dr. Barr, but has never seen them in person. "Blind me! But this is incredible!" He suddenly looks very serious. "What a brilliant mind. Taken from us too soon... Gel-Nagev guide Dr. Barr in his ministrations, let's hope it never claims another soul." But the next morning when they pass the Voyager, it sounds like the plague will continue taking souls apace.
"Tucker Hills sounds like a fine place to grow up. Perhaps I vill visit someday, if you show me around." Rohuzar seems genuine in his offer to go with you someday.
"I vas born in Disputed Lands, near Viktoris. My family became travelers to get avay from the bandit kings and warlords who rule there now. Ve had... I saw the elf sky ships many times. They are powerful. I'm not sure all the vonders of Gel-Nagev could stop them."
"Mostly, ve hid from everybody, and traveled as fast as ve could. Found jobs vhere ve could. Left before ve could be run off."
Rohuzar has a thousand yard stare, recalling his childhood.
When they pass the quarantine lines, Rohuzar speaks again. "It is hard to see all these things and not imagine that perhaps this is price of Gel-Nagev's vonders. Do you truly never doubt at all? Never... Vworry?"
Rohuzar is a bit frightened and amazed by the Frumpf cell. He doesn't know the first thing to am about it, and so let's the others take it in.
"Hear, hear. Fine people, all of you. Proud to know you. Prouder vhen ve come back loaded in treasure and success."
Paladin - warforged - orange
Earlier:
Rohuzar pleads his case to his old Legion friend. Perhaps it is out of desire to see Rohuzar succeed in his private enterprise; perhaps it is out of concern and hopes that he will survive this trip the ruins. In either case, she gives him the name of a quartermaster in the Legion who is currently sitting on a stockpile of surplus equipment.
After a quick meeting and an exchange of gold, Rohuzar walks away with set of Heavy Thieves Tools, which includes:
The set weighs 50lbs and costs Rohuzar 60gp.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
(awesome. Sold)
Paladin - warforged - orange
When the morning of June 19th comes, you wake to find clear skies and warm temperatures... an auspicious start to your journey. With your bags and gear packed you make your way from Aubrey's Townhouse toward Southbank where the ship is waiting, stopping along the way to deposit Dandelion at the stables. The donkey seems to recognize the place and twitches its tail in goodbye to Leelan as it ambles off to get some grooming.
Bardstown is busy this morning. It is the annual fishing derby to mark the start of summer. Commoners crowd the docks with cane poles and handlines, trying to catch something impressive. Shops, warehouse companies and ship captains all post rewards for different species and sizes of fish, redeemable by those who are the first to meet the requirements and collect. Most are simple treats or knick-knacks, like candied apples or new fishing gear, but a few of the larger establishments offer cash prizes. It is a huge hit with the local populace and everywhere folk run with their poles or buckets through the streets.
Following the directions provided by Aubrey's trip advisor, you promptly locate your transportation for the first leg of your journey. It is a converted freight barged turned into something more like a floating inn, sailing under the name The Kelpie's Castle. 100'x40', the flat-bottomed ship has what looks like a two-story wooden home in the middle. The ground floor is mostly common area and kitchens, with 12 guest rooms on the upper floor. The ship has a few small sails but is navigated mostly by poles worked by a crew of laborers. There is a tented area near the stern which looks to be their sleeping quarters. Inside, captain and proprietor, an obese and thunderous cheerful human woman named Capt. Josefina Laundero, confirms your reservations and gives you each your room key.
The other 8 rooms are already claimed by members of the Bardstown chapter of the Dwarven Historical Society. They are traveling as far as Tucker Hills, where they have plans to meet with their counterparts in the local chapter to plan activities, lodging arrangements, and logistics for the upcoming Autumn Games, an annual event in Pentwater that draws travelers from across the continent, to be held this year in late August. The assembled dwarves seem to be in rough shape, having toasted their journey in a similar fashion as you did last night, but with conspicuously greater amounts of ale. Chief among them are Ester Fröhlich, sitting President of the local historical society, and Thorsten Forest-Sperber, industry magnate and owner of the Forest Leatherworks in Northbank.
The rooms are small but updated and clean, appointed in the manner of a good, if not elite quality inn. Your gear takes up a lot of space but by dividing it among your rooms no one is too cramped to be comfortable.
Assuming the weather holds, it should be three days of quiet river travel down to Grand Crossing and Way Isle.
[We can role play a bit on the boat, or just >>> fast-forward to Pentwater.]
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
"My gods... I thought 'boat' meant something a bit smaller. This is... Grand. This is ours?"
Paladin - warforged - orange
"The Golden Empress is an excellent name! An auspicious way to start our greatest quest!" Grugga exclaims over dinner when first hearing the name of their boat awaiting them in his home country. He toasts success to the mission with the rest of his team, and after eating well, heads to bed. He notices the awe on Rohuzar's face and ass, "First time seeing a passenger riverboat, cousin?" Grugga looks wistful, as he recalls his first time seeing one, shortly after arriving in Tucker Hills and visiting the Breitvasser. "Not ours, though. The Golden Empress is awaiting us on Way Isle in Pentwater." He leans in close and whisper, so as not to offend the captain, "Ours is going to be much better than this."
When the morning comes, Grugga helps carry the gear down to Southbank and loads it up into their small but comfortable cabins. The Orc is happy to be in the presence of so many Dwarves with similar interests to him. He's happy to speak Dwarven with them, a language he grew up speaking, and excitedly talks to them about archaeology, Dunngenor, Pentwater, and the Autumn games. Grugga tells them he would have loved to get into archaeology if things had been different in his life. Grugga's mother, Brinda, is from Dunngenor and Grugga still has lots of aunts, uncles, and cousins in the "homeland." Of course, he wants to get his new Dwarven friends' opinions on Pentwater as well: have they been there before? Did they enjoy it? They need to stop by this Grognard's and order the fish platter while in Tucker Hills, etc. Finally, Grugga proudly announces that he once competed in the Autumn games decathlon, but he only placed moderately well.
Grugga also spends plenty of time with his comrades, going over plans in detail, discussing monster-fighting strategies for the monsters they think they know, and admiring Rohuzar's new shield, which is one of the first non-artificer major magical item Grugga has seen outside of glass.
Having spent much of his life in Bardstown, Aubrey would take in the sounds and the scents of the city he was about to leave as he walked with the others to Southbank, hopefully to return one day from this quest for his family and his emperor. As the the Kelpie's Castle leaves, the young noble would stand at the aft deck and watch Bardstown disappear, already thinking about the day he would return in triumph on the Golden Empress to report to his emperor that the way was paved for his legions to reclaim ancient Amnifortis.
Aubrey would then try to enjoy the three days of quiet river travel down to Grand Crossing and Way Isle, eating and drinking, but also conversing his fellow passengers, curious to hear what they could tell about Amnifortis and it's destruction and any other interesting news they would care to share.
Persuasion to get the dwarves talking: 25 Another roll if enough dwarven ale paid by Aubrey would get them talking more easily: 14
The young noble would have his peculiar raven familiar Furvus watch over him at night but also discreetly spy on the other passengers, trying to make sure no cultists or other nefarious creatures are following the team or slipping oto the boat at night.
Furvus perception: 8
(Yes, we can move on pretty quickly now to get the others into the game :-)
94
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Leelan joins his companions at the pre expedition dinner. With everyone giving rousing speeches of their potential success, the gnome does say a few words.
"Gentlemen, let this be the start of our greatest adventure. And I couldn’t hope to see it through with any finer company."
On the day of departure, the gnome wishes farewell to Dandelion. It may look odd to have this kind of bond with a pack animal, but Dandelion has been his very first companion since he left home in the NTF.
Leelan tries to help as best he can, but due to his diminutive stature, he struggles with the heavier and larger supplies. This is also a first for him, as he has never set foot on a boat this large before, his inexperience plainly visible to everyone.
Once everything is on board, he tries to have all their supplies neatly sorted and stored away while also keeping an inventory. He will also make conversation with the dwarves about the institution they represent.
Rohuzar spends time apart, checking out the water, still very aware of the dangers that have lurked there.
He maintains a watchful presence over the equipment, as well, performing regular checks
Paladin - warforged - orange
The trip downstream is pleasant and uneventful. The weather holds, and once you are used to the slight rocking of the boat, it becomes much like staying at an inn with moveable scenery. Rohuzar, keeping watch, misses out on a bit of the conversation but is able to take in more of the sights.
Leelan, the dwarves are more than happy to pontificate about their organization. The Dwarven Historical Society is a group with a rich history. While they do, as the name suggests, operate museums, run libraries, and curate dwarven history and culture, they also act as something like a chamber of commerce, a place where dwarves can air their business grievances with one another outside of the formal channels of local government. In modern times, it has also become as much a social organization as a cultural or business one, with members meeting at the local halls to drink, commiserate and hold feasts or weddings.
Certain members steer the group more towards its original mission. In the current Bardstown Dwarven Historical Society President, Ester Fröhlich, Grugga finds a kindred spirit. A historian and holder of degrees in both Archaeology and Etymology, she has pushed the organization to reinvest in acquisition of relics and writings. While Grugga investigates such matters as a hobby, she has pursued these throughout a long, dedicated career, and her ability to reference dates and events and quote source material is quite impressive. She has made this trip many times before and is almost as familiar with Tucker Hills as Grugga. Singing was her favored event in the Autumn Games, though she was never invited to compete in the finals and she is now too old for such foolishness.
Thorsten Forest-Sperber represents the 'new school'. He has used the Society to network and build business connections throughout the Breitvasser Valley, turning his father's leatherworking business into one of the largest in the region, with tanneries in Bardstown, Danton and Grand Crossing, and many more retail shops and tailors throughout smaller towns and settlements. Aubrey finds an engaging character in this dwarf, who is fond of expensive cigars and golden pocketwatches. One of the other dwarves on the boat is not a member of the delegation, but is in fact Thorsten's body guard. A silent fellow, he spends most of his time patrolling the ship like Rohuzar. Unfortunately, while he makes an interesting business contact, he has little to say about Amnifortis. All the dwarves, even Ester, shift uncomfortably at the topic of the far south. Word of a new dwarf plague has turned them against any thoughts of the south. Rumors talk of blisters and boils on the skin, and worse injuries inside, leading to death. In fact, this boat is going directly to Grand Crossing and will not be stopping at Way Isle. The dwarves have heard there is some kind of hospital on Way Isle where they are quarantining sick dwarves... and they will not risk setting foot on the island. Grugga, you know well enough that this will not set back your journey. A long bridge connects the town of Grand Crossing to Way Isle, so you will just be a short walk away from your new boat once you dock and depart The Kelpie's Castle.
Leelan, Thorsten does remark at your leather armor. At first he seems positively entranced by it, but upon learning it was done by a small scale shop, he becomes painfully critical, noting how much better his artisans could have done with it. He hands Leelan a business card and practically begs you to bring your next project to Forest Leathers.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Aubrey would spend much time with Thorsten Forest-Sperber, indeed smoking expensive cigars, playing cards if the dwarf is so inclined, maybe even over gold, but otherwise admiring the passing scenery while talking business, where the young noble mentions the Goldentide plans to use the river for trading with new fast and modern steam-powered paddleboats who would carry the dwarf's leather goods along the Breitwasser with great efficiency.
Persuasion to be a pleasant company and build a potential business relation: 25
Playing cards check if needed: 15 Outcome not important, mostly flavor :-)
On the third day as the Kelpie's Castle nears it's destination, Aubrey would get more and more excited over soon seeing his Golden Empress.
Grugga spends much of his time undoubtedly chatting with Ester and Leelan about science-y things. He does seem interested in some of the scenery rolling past. He takes a good look at the somewhat disappointing sculpture of Amnifortis' conquistador and remarks, "Well, I suppose that's us right now, more than anyone else in the world..."
Before leaving the Dwarves, he lets them know the precautions he learned from Dr. Barr to combat the plague, such as rubbing objects down with alcohol, washing their hands, wearing masks, etc. and asks them to spread the word, and let them know that the information came from the leading authority on anti-plague measures.
Once they arrive at Grand Crossing, Grugga will welcome everyone to his homeland. "This is Pentwater, everyone! I grew up far to the northwest, but I can't wait to show you just a little bit of my homeland. It's a shame we can't make it to Tucker Hills, but Grand Crossing is a fine town. Shall we take all the luggage to the Golden Empress and then decide if we want a few hours on land? I do need to talk with Dr. Barr again about anti-plague measures... Just in case anything is lingering in Amnifortis."
((I'm ready to end the boat journey, but I don't want to rush anyone else.))
"I can't see we are that much in a hurry to face the perils of the ruins of Amnifortis my dear Grugga. I would be delighted to take part of what Grand Crossing has to offer until you are ready to continue our journey. I would also need time to acquaint myself with the Golden Empress and it's crew." Aubrey says to the artificer as they debark the Kelpie's Castle.
"Vhat is it like in Tucker Hills, Grugga? Everyone is interested in making things like you?" Rohuzar hasn't been real chatty on this trip, but he seems to come out of his shell again now that there's something to be doing.
Paladin - warforged - orange
Aubrey, you make conversation with Thorsten Forest-Sperber, but have a hard time cracking him on matters of business. Eventually you tease out that he is skeptical of nobility. He seems to have a 'self-made-dwarf' outlook on life and has a lack of faith in those who were born into wealth and privilege. Later though, playing cards you do manage to get on his good side. Through good play and a lucky run of cards, you consistently beat him, to the point that he is convinced - to absolute certainty - that you are cheating. However, since he cannot catch you or prove you're cheating, he is left impressed. When you depart, he suggests dinner be arranged to talk more about your boats - assuming you make it back to Bardstown in one piece.
Leaving the river boat and carrying your gear onto the docks in Grand Crossing, you see a town that isn't so different from those up north. There are subtle regional differences, with more use of brick and stone in the construction, as compared to the primary wood frame construction in Bardstown. And the roads here are constructed from shaped brick pavers, rather than cobblestone or crushed rock. The touch of the artificers is a subtle one. The newer sections of town are carefully planned, with streets straight and districts zoned for noise and traffic. Most street corners have large mounted clocks, enabling the populace to have precise knowledge of the time. Street vendors hawk boiled sausages and chargrilled squab skewers; every cart is posted with the owner's license and Food Quality Department Grade.
Not far from the docks in Grand Crossing, Grugga is able to guide you to the enormous bridge from which the town gains its name. Connecting the western shore of the Breitvasser to Way Isle, it is wide enough for 3 wagons to cross side by side with enough room for foot traffic as well. Walking across, you get an excellent view of the port of Grand Crossing on one side, and the large manor homes on the western side of Way Isle.
Way Isle is a narrow strip of land, stretching North to South in the middle of the Breitvasser. While the Bridge connects it to Grand Crossing on the Pentwater side, there is no such bridge on the Valar side. Instead, ferries run for 24 hours a day, ushering traders, resources and travelers back and forth from Way Isle to the far shore. The north part of the island is full of warehouses, stables and hotels to accommodate all the trade that passes through. The rest of the island, stretching south, is covered with large homes, built by the nobility and wealthy to take advantage of the gorgeous views of the river valley. At the far southern tip of the island is Searchpoint Keep. A former monastery, it was rebuild 50 years ago and now commands defensive control of this part of the river.
Way Isle is quite a lot different than the last time Grugga came this way. A wooden fence runs East-West the whole length of the island, just south of the main road connecting the Bridge and the Ferries. Signs plastered everywhere warn no dwarves are allowed, and access by anyone beyond the quarantine perimeter is by Special Writ of the King only. Asking around, Grugga is able to confirm that Searchpoint Keep has been converted into an emergency hospital for research into the Dwarven Plague outbreak... the entire southern half of the island is locked down to prevent any accidental contamination. Unfortunately, you gather that Dr. Barr is working at this facility, and there is simply no way he can step away from his duties for a visit.
But as for the main point of your visit here, you are guided to a large warehouse on the north shore of Way Isle. There, parked on a canal, you are treated to your first glimpse of the Golden Empress. [Ignore the grime... I couldn't find a clean looking picture of a boat the size and layout I wanted... the Golden Empress is still immaculate looking with fresh white paint.]
The lower deck is storage and kitchens, along with the mechanical rooms that house the gearworks and the Frumpf Cell that makes this paddleboat possible. The Second Deck holds eight state rooms and a large common room at the stern. Stairs from the upper deck to the lower deck are near the bow. Crowning the ship is the Captain's Cradle, holding the wheel and several levels for remotely adjusting the Frumpf Cell below. Per the purchase specifications, the ship is loaded with grains sufficient for 2 months of breadmaking as well as 2 barrels of ale, 1 barrel of wine, and a barrel each of salt pork and brined cabbage.
The captain and engineer is making final preparations when you arrive. Captain Elianna Neck is a 61 year old human woman. She is 6'3" tall with a well-muscled build, despite her age. She has hollow, pale grey eyes. She speaks in a very beautiful, feminine voice but can also come off a little condescending. She is holding a notebook and has two clipboards attached to her belt as she makes final checks. Shee advises that the ship is ready to sail, though she is not shy about preferring to put it through its paces on something less stressful than a... archaeological expedition? While they know they are headed to Amnifortis for a lengthy stay, the crew is not aware of the purpose of this trip.
Delmuth Faerondaerl is your rigger. An elf, he is 5'7" tall with a thin and petite build, though his hands are rough and calloused from a lifetime of hard work. He has friendly, emerald green eyes. He talks fast through his introductions and is always fidgeting, though whether this is due to nerves or his normal demeanor, it is too soon to tell.
Hieronymous Bowie is your cook. He is 6'7" tall with a wide, burly build. Enormous for a human, he manages to appear both muscular and unhealthy at the same time, and there is a bit of a hunch in his posture. He has bulging, grey eyes. He speaks in a gravelly, aged voice and is chain-smoking rolled cigarettes... he has his own supply of bags of cheap tobacco in his quarters on the lower deck.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Aubrey would be very polite and courteus about the card game, insisiting on a string of good luck and that Thorsten Forest-Sperber certainly will have a rematch at that dinner, which he definitely will attend, he adds with a smile.
As the team pass through Grand Crossing, the young noble takes in the scenery and ponders the gains in efficiency for a community with large mounted clocks in every streetcorner.
As the Golden Empress finally comes into view he walks a bit faster to get a good look at her, admiring the immaculate looking paddle boat, smiling widely and nodding. This would be their home for some time now and he greatly appreciated that he would travel in style on this perilous quest. He then quickly seeks out the captain and her crew, explaining what an honor it is for him and his companions to make this maiden voyage down the Breitwasser to old Amnifortis aboard the Golden Empress. He would then ask Captain Neck to show him and Grugga, and Rohuzar and Leelan if they too are interested, the Frumpf Cell below. He would also speak to the chef Mr. Bowie and make sure he gets the funds to purchase anything he would need to make some varied and delicious menus for his team. He would finally try to make sure he would correctly go through any rituals and traditions concerning new ships, like making a speech and such as they weigh anchor.
Persuasion to get a good relation to the crew: 19
History to know what to do and say as the Golden Empress starts its maiden voyage: 16
(If okay Aubrey would use Detect Thoughts to scan the surface thoughts on the crewmembers as he talks to them, trying to make sure no one has any nefarious plans for them.)
(Aubrey is ready to fund complementary foodstuffs and drink for the journey with up to 300 gp if Mr. Bowie can make good use of it. :-)
(All this said, Aubrey is ready to continue south on Breitwasser aboard the Golden Empress. :-)
Capt. Neck is obliged to take you on any tours of the vessel you like, as she is an employee of Aubrey's family. She leads you all into the back room on the lower deck where the Frumpf Cell is located.
The device itself is like nothing any of you - Grugga included - have ever seen. Four heavy looking wood crates contain coils of hammered copper. These copper coils wind up the side of a large, glass tank, to a metal rod at the top. The coils attach to the rod via c-clamps, and the rod extends down into the tank. The tank is fulled with a clear liquid, or possibly a gelatin like fluid. Suspended within the fluid are hundreds of small blue, quartz-like crystals. The crystals glow faintly, and now and again small pulses of lightning arc from crystal to crystal. "This is it," says Capt. Neck. "Running live for 96 hours and still hitting 96% efficiency and lattice decay remains within acceptable limits."
Aubrey:
Skimming the surface thoughts of the new crew:
Building a rapport with the crew will take time, but they seem relieved so far that you are not a bunch of creeps.
Capt. Neck fetches a bottle of sparkling cider, provided by the College of Applied Science. It is customary to smash or otherwise spill such a beverage on the deck of a ship on her maiden voyage.
It takes an extra day to assemble the supplies, but for his 300gp investment, Aubrey is able to obtain the following:
Mr. Bowie also advises that he and Mr. Faerondaerl will fish during downtime to try and supplement the rations with a fresh catch of the day.
With Preparations and rituals out of the way, the engines are engaged and the Golden Empress pulls out of dock on the morning of June 23rd and turns South. Capt. Neck is casual as she reports all ship systems are functioning normally. It is surprisingly quiet, even with the big paddlewheel turning, but there is a sensation in the air when the ship is running at full power, and you can taste something like copper on your tongues.
As you continue downriver and pass Searchpoint Keep, you spot the Voyager, anchored just of the southern tip of Way Isle. The entire boat is covered in white cloth drapes. In the early morning quiet, you cannot help but overhear coughing, crying, and screaming coming from inside.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
"Not everybody, but I'd say most people in Tucker Hills take an interest in how things are made." He thumbs his chin as he thinks of how to describe Tucker Hills to Rohuzar, "At the end of the day, a leatherworker here is like a leatherworker anywhere, except that everyone has... how do I describe it? It's a different attitude here than what I've seen in the Empire - things change quickly here, and people see that it's for the better; it makes their lives easier, and it keeps their families healthy. They might not understand what's going on or how it works, but even the people in far-flung villages and towns like Raven's Hill feel the changes and want to see more."
"There's just sort of a feeling that we're all at the beginning of something big, and we know it's going to be good. And Tucker Hills is at the heart of all that. A lot of our villages look no different than any in the Empire, at a glance, but Tucker Hills is something altogether different. Most of the roads are all flat and smooth now because they leveled and compacted the land before laying stones specially cut for paving. The bridges can be massive because we found a way for them to safely support more weight. Buildings can be taller for the same reason. A lot of the old-town buildings in Tucker Hills predate the arrival of Gel-Nagev, but the new-town looks like nothing I've seen anywhere else. Everything looks strong and robust and long-lasting. And we're only getting better. Like I said, this is just the beginning."
Realizing that he's talked a while about his homeland, he decides to ask a little about his fellow Orc. "Where did you grow up, Rohuzar? You said you were from the southern disputed lands, right? Somewhere near Purgis I think you mentioned? Did you pass through Pentwater on your way to the Empire, or did you go through Valar?"
Disembarking from the boat, Grugga can't help but smile widely for a long time. "I have a lot of love for Bardstown, but there's just something about these buildings and roads that feels so... sturdy. So safe. And look at that bridge... This place has changed since I've last been here. It's grown a lot." The artificer bids farewell to their temporary traveling companions and then picks up a load of supplies and leads the way to Way Isle. On the way, he regales his allies with a story of the Autumn Games. "The last time I was in Grand Crossing was a few years ago when I was practicing for the Autumn Games. There are some fens around here good for practicing pole vaulting, so most of us - and there weren't too many of us competing in pole vaulting - came down here for a few weeks to practice before the Games.
"Anyway, the Games... Have any of you seen the Autumn Games before? I think it's becoming somewhat popular outside of Pentwater. We compete in all sorts of things. We have a strong bardic history, so the singing and theatre events are extremely popular. Archery is also very popular. I competed in the Decathlon, which is just a fancy way to say I was good at running, jumping, and throwing." He continues on for a bit, describing the different events he took place in, and describing the crowd and the atmosphere at the Games in general. Once they get to the bridge, he stops his story and just watches the boats pass under for a while.
Soon, though, he continues on to Way Isle proper. He tsks at the fenced off sector. "Damn... I was hoping to get some extra kit in case we ran into something. Maybe I can ask someone who works there for some extra masks or something before we head off..." For now though, Grugga turns his attention to their brand new ship! The Golden Empress looks more impressive than any boat he's ever seen in his life. "What a beauty!" He exclaims. "Oh, Aubrey, this is going to be the talk of all of Bardstown, let alone Shelley, when we get back."
The young artificer happily meets their new crew and greedily accepts the tour below decks to the the Frumpf cells. He has heard of Dr. Frumpf's inventions second-hand several times before, most recently from Dr. Barr, but has never seen them in person. "Blind me! But this is incredible!" He suddenly looks very serious. "What a brilliant mind. Taken from us too soon... Gel-Nagev guide Dr. Barr in his ministrations, let's hope it never claims another soul." But the next morning when they pass the Voyager, it sounds like the plague will continue taking souls apace.
"Tucker Hills sounds like a fine place to grow up. Perhaps I vill visit someday, if you show me around." Rohuzar seems genuine in his offer to go with you someday.
"I vas born in Disputed Lands, near Viktoris. My family became travelers to get avay from the bandit kings and warlords who rule there now. Ve had... I saw the elf sky ships many times. They are powerful. I'm not sure all the vonders of Gel-Nagev could stop them."
"Mostly, ve hid from everybody, and traveled as fast as ve could. Found jobs vhere ve could. Left before ve could be run off."
Rohuzar has a thousand yard stare, recalling his childhood.
When they pass the quarantine lines, Rohuzar speaks again. "It is hard to see all these things and not imagine that perhaps this is price of Gel-Nagev's vonders. Do you truly never doubt at all? Never... Vworry?"
Rohuzar is a bit frightened and amazed by the Frumpf cell. He doesn't know the first thing to am about it, and so let's the others take it in.
Paladin - warforged - orange