Might become seasick with all of the tossing and turning she's experiencing. Now, being trapped in a crate isn't necessarily the worst thing in the world, but it's most certainly far from comfortable. Taking off her mask to get a small breath out, she sets it down at the bottom of the crate and feels her wound... be it slightly stitched up, it's still noticeable. Still hurts. Once slipped a small piece of the journal, she muses the suggestion before scribbling down her own thoughts with the provided utensil." How much longer must I remain? I'm going to be sick." Her unfortunately sloppy calligraphy makes out, putting her mask back on and sliding her fingers up under the lid of the crate. "I haven't seen anything of interest yet..." She mumbles, squinting her eyes through the crate's pre-cut slit and looking through it once more. One last look wouldn't hurt.
You learn pretty quickly that while some guards are willing to play cards or dice, they aren't here to talk. Mostly they just sit around all day, not engaging with each other. Because of that, there is nothing to learn from eavesdropping. Same goes for the cooks. They do their job and nothing more, ignore any comments. There are a few days left on the journey. Unfortunately, due to the positioning of the crate, and the crates around it, you can see nothing, unless someone comes in to grab something.
Qenrabi knocks on the roof of the crate she's in to get Jae's attention. "Psst. Psst. I can't see anything. Help me for a moment." She speaks as a quietly as she can, starting to shift her bodyweight back and forth to try and knock the create off balance and turn it around to get some sort of vision of the situation around her. Looking at wooden blocks isn't necessarily the most insightful view.
Should I roll athletics or stealth?
Rollback Post to RevisionRollBack
“The brighter they shine, the darker the shadow grows.” - Makino Fumito
Do athletics. They mostly don't gamble, just play. These guards are far from wealthy, and know how badly it can go when gambling. You do however find one younger man that agrees to play three games for 5, 8, and 12 GP. On a tie re-roll. game 1: 12, re-roll for tie: 17 game 2: 12, re-roll for tie: 14 game 1: 18, re-roll for tie: 12
OOC - Ok so Finn loses 5, wins 8, and loses 12. Total loss 9gp 😭 lol. (Wasn’t expecting athletics rolls 😂. -1 modifier).
IC - Finn laughs heartily as the games progress. He shakes the hand of the young man and passes over the 9 gold pieces as they relax and enjoy each others company for a while.
OOC - Does Finn learn anything from the young man during the games or after?
Nope. He says pretty much nothing the entire time. And you should re-roll. The athletics wasn't for you. 🫤
Ah just add 1 to all my rolls then for the straight d20 roll. New outcomes: WIN 5, WIN 8, LOSE 12. Finn wins a total of 1gp! Yay!
Finn, seeing how nobody is talking, or sharing information, just lays low the rest of the trip, and brings food and drink to Qenrabi with his mage hand.
As the Remorhaz approaches Revel’s End, a massive silhouette emerges through the dense fog and flurries of snow. The fortress-prison looms ahead, built on the edge of a sheer cliff that drops into the dark, freezing waters below. Its walls rise like jagged stone sentinels, crowned with spikes of iron to discourage any who would even think of escaping. Heavy, ice-crusted chains anchor the prison’s perimeter to the cliffside, as if the land itself is holding it back from some dark purpose.
The ship cuts its way through the last stretch of ice-choked water, its engine echoing through the silent expanse, growing louder as they draw closer. Lanterns line the prison’s outer walls, casting dim, yellowish light over the icy stone, though the prison itself remains shrouded in cold shadow. As you approach the docking platform, guards on the wall peer down from above, crossbows at the ready, their eyes sharp and vigilant.
A grated iron door opens in the side of the prison wall, revealing a dimly lit docking bay as frigid and unwelcoming as the rest of Revel’s End. Dockhands move quickly, securing ropes and preparing to unload the ship as it comes to a creaking halt. A heavy wooden plank is lowered, and the guards on board start shuffling off, nodding to the prison staff waiting on the dock.
You disembark, mingling with the guards and staff, doing your best to blend in. (I presume). A few prison guards wait with clipboards, checking the names of arriving staff and ticking off supplies. One of them glances over each person quickly, nodding as long as everything looks in order.
Meanwhile, in the cargo hold, Qen, hidden in the crate is carried off the ship and stacked alongside other provisions, waiting to be processed. He can hear muffled voices outside and feel the crate shift as it’s moved with the rest of the supplies to a storeroom inside the prison’s thick, stone walls.
Inside Revel’s End, the atmosphere is stark and cold. The corridors are narrow, with walls of heavy stone that seem to drink in any warmth, leaving the air sharp and frigid. There’s little decoration—only a few iron sconces casting sparse light, which dances in haunting shadows. Guards and staff move quickly and purposefully, rarely stopping to speak with one another, creating an eerie quiet punctuated only by the distant clanging of iron doors and the muffled murmurs of prisoners deep within the walls.
Once inside, you find yourselves led to a waiting area, where new staff are usually briefed on protocols and duties. A senior guard, broad-shouldered and grim-faced, takes his place at the front, barking orders. He glances over the new arrivals, his gaze hard and unyielding, and launches into a briefing on the rules: no unnecessary interaction with prisoners, no wandering into restricted areas, and always be on guard. He finishes by reminding them that Revel’s End is an inescapable prison, and anyone caught violating protocol will face severe consequences.
For Qen, in the crate, the suspense builds as he waits for the right moment to slip out unnoticed. He hears guards nearby discussing supplies and feel the weight of the prison’s oppressive walls around them, a constant reminder that he's deep in enemy territory.
This post has potentially manipulated dice roll results.
Is now, seemingly, split apart from her companions. The atmosphere and voices in this room seem far different from the fairly jovial ship. Taking a few breaths, the warlock gasps just a small bit at the sound of voices nearby. As quietly and as stealthily as possible, she pushes open the lid of the crate and pokes her head out for a view. The eyelids on her mask squint as she attempts a look around... yikes. She's split up now. In the meantime, she conjures a thin, clockwork blade in her offhand should she be caught looking.
(( Qenrabi uses her Action out of combat to summon a Pact Weapon (Rapier) to her hand. Athletics (To move crate around):12 Stealth (To try poking out of the crate undetected):15 ))
Rollback Post to RevisionRollBack
“The brighter they shine, the darker the shadow grows.” - Makino Fumito
Once the brief is over, Finn asks the senior guard if the new staff is allowed to walk the prison today to familiarize themselves with the layout, making a point to emphasize they are following the rules: no interactions and not going into the restricted sections.
Qen slips out of the crate with ease, finding herself in a storage room with dozen of closed crates, neatly stacked in piles. There is one large door, and next to it is a desk with a pile of papers.
The Captain of the guard gives permission to walk around. Currently, you are in the northern guards room. It's pretty basic, cots for on duty guards, tables for eating and playing cards. (Who's a cook and who's a guard?)
Finn walks the halls getting the lay of the land and briefly talking with some of the prisoners to see if there are any that have information that could be useful.
Investigation 11 Persuasion 10
Rollback Post to RevisionRollBack
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Might become seasick with all of the tossing and turning she's experiencing. Now, being trapped in a crate isn't necessarily the worst thing in the world, but it's most certainly far from comfortable. Taking off her mask to get a small breath out, she sets it down at the bottom of the crate and feels her wound... be it slightly stitched up, it's still noticeable. Still hurts. Once slipped a small piece of the journal, she muses the suggestion before scribbling down her own thoughts with the provided utensil. " How much longer must I remain? I'm going to be sick." Her unfortunately sloppy calligraphy makes out, putting her mask back on and sliding her fingers up under the lid of the crate. "I haven't seen anything of interest yet..." She mumbles, squinting her eyes through the crate's pre-cut slit and looking through it once more. One last look wouldn't hurt.
Perception: 11
“The brighter they shine, the darker the shadow grows.” - Makino Fumito
👑 King of Junior Year 👑
DND Amateur and boxing nerd.
Extended Signature.
You learn pretty quickly that while some guards are willing to play cards or dice, they aren't here to talk. Mostly they just sit around all day, not engaging with each other. Because of that, there is nothing to learn from eavesdropping. Same goes for the cooks. They do their job and nothing more, ignore any comments.
There are a few days left on the journey.
Unfortunately, due to the positioning of the crate, and the crates around it, you can see nothing, unless someone comes in to grab something.
Qenrabi knocks on the roof of the crate she's in to get Jae's attention. "Psst. Psst. I can't see anything. Help me for a moment." She speaks as a quietly as she can, starting to shift her bodyweight back and forth to try and knock the create off balance and turn it around to get some sort of vision of the situation around her. Looking at wooden blocks isn't necessarily the most insightful view.
Should I roll athletics or stealth?
“The brighter they shine, the darker the shadow grows.” - Makino Fumito
👑 King of Junior Year 👑
DND Amateur and boxing nerd.
Extended Signature.
Finn seeing the only form of entertainment on this ship is gambling, breaks out his dice set and starts to play. (Proficient in dice games)
Do athletics.
They mostly don't gamble, just play. These guards are far from wealthy, and know how badly it can go when gambling. You do however find one younger man that agrees to play three games for 5, 8, and 12 GP.
On a tie re-roll.
game 1: 12, re-roll for tie: 17
game 2: 12, re-roll for tie: 14
game 1: 18, re-roll for tie: 12
Rolling with advantage due to proficiency:
game 1: (5, 12) TIE => (2, 17) TIE AGAIN => (0, 7) ???
game 2: (16, 13) => WIN
game 3: (2, 7) => LOSE
Game on tie breaker: 12
OOC - Ok so Finn loses 5, wins 8, and loses 12. Total loss 9gp 😭 lol. (Wasn’t expecting athletics rolls 😂. -1 modifier).
IC - Finn laughs heartily as the games progress. He shakes the hand of the young man and passes over the 9 gold pieces as they relax and enjoy each others company for a while.
OOC - Does Finn learn anything from the young man during the games or after?
Nope. He says pretty much nothing the entire time.
And you should re-roll. The athletics wasn't for you. 🫤
Ah just add 1 to all my rolls then for the straight d20 roll.
New outcomes: WIN 5, WIN 8, LOSE 12. Finn wins a total of 1gp! Yay!
Finn, seeing how nobody is talking, or sharing information, just lays low the rest of the trip, and brings food and drink to Qenrabi with his mage hand.
As the Remorhaz approaches Revel’s End, a massive silhouette emerges through the dense fog and flurries of snow. The fortress-prison looms ahead, built on the edge of a sheer cliff that drops into the dark, freezing waters below. Its walls rise like jagged stone sentinels, crowned with spikes of iron to discourage any who would even think of escaping. Heavy, ice-crusted chains anchor the prison’s perimeter to the cliffside, as if the land itself is holding it back from some dark purpose.
The ship cuts its way through the last stretch of ice-choked water, its engine echoing through the silent expanse, growing louder as they draw closer. Lanterns line the prison’s outer walls, casting dim, yellowish light over the icy stone, though the prison itself remains shrouded in cold shadow. As you approach the docking platform, guards on the wall peer down from above, crossbows at the ready, their eyes sharp and vigilant.
A grated iron door opens in the side of the prison wall, revealing a dimly lit docking bay as frigid and unwelcoming as the rest of Revel’s End. Dockhands move quickly, securing ropes and preparing to unload the ship as it comes to a creaking halt. A heavy wooden plank is lowered, and the guards on board start shuffling off, nodding to the prison staff waiting on the dock.
You disembark, mingling with the guards and staff, doing your best to blend in. (I presume). A few prison guards wait with clipboards, checking the names of arriving staff and ticking off supplies. One of them glances over each person quickly, nodding as long as everything looks in order.
Meanwhile, in the cargo hold, Qen, hidden in the crate is carried off the ship and stacked alongside other provisions, waiting to be processed. He can hear muffled voices outside and feel the crate shift as it’s moved with the rest of the supplies to a storeroom inside the prison’s thick, stone walls.
Inside Revel’s End, the atmosphere is stark and cold. The corridors are narrow, with walls of heavy stone that seem to drink in any warmth, leaving the air sharp and frigid. There’s little decoration—only a few iron sconces casting sparse light, which dances in haunting shadows. Guards and staff move quickly and purposefully, rarely stopping to speak with one another, creating an eerie quiet punctuated only by the distant clanging of iron doors and the muffled murmurs of prisoners deep within the walls.
Once inside, you find yourselves led to a waiting area, where new staff are usually briefed on protocols and duties. A senior guard, broad-shouldered and grim-faced, takes his place at the front, barking orders. He glances over the new arrivals, his gaze hard and unyielding, and launches into a briefing on the rules: no unnecessary interaction with prisoners, no wandering into restricted areas, and always be on guard. He finishes by reminding them that Revel’s End is an inescapable prison, and anyone caught violating protocol will face severe consequences.
For Qen, in the crate, the suspense builds as he waits for the right moment to slip out unnoticed. He hears guards nearby discussing supplies and feel the weight of the prison’s oppressive walls around them, a constant reminder that he's deep in enemy territory.
Is now, seemingly, split apart from her companions. The atmosphere and voices in this room seem far different from the fairly jovial ship. Taking a few breaths, the warlock gasps just a small bit at the sound of voices nearby. As quietly and as stealthily as possible, she pushes open the lid of the crate and pokes her head out for a view. The eyelids on her mask squint as she attempts a look around... yikes. She's split up now. In the meantime, she conjures a thin, clockwork blade in her offhand should she be caught looking.
(( Qenrabi uses her Action out of combat to summon a Pact Weapon (Rapier) to her hand.
Athletics (To move crate around): 12
Stealth (To try poking out of the crate undetected): 15 ))
“The brighter they shine, the darker the shadow grows.” - Makino Fumito
👑 King of Junior Year 👑
DND Amateur and boxing nerd.
Extended Signature.
Once the brief is over, Finn asks the senior guard if the new staff is allowed to walk the prison today to familiarize themselves with the layout, making a point to emphasize they are following the rules: no interactions and not going into the restricted sections.
Qen slips out of the crate with ease, finding herself in a storage room with dozen of closed crates, neatly stacked in piles.
There is one large door, and next to it is a desk with a pile of papers.
The Captain of the guard gives permission to walk around.
Currently, you are in the northern guards room. It's pretty basic, cots for on duty guards, tables for eating and playing cards.
(Who's a cook and who's a guard?)
Finn is a cook.
Finn walks the halls getting the lay of the land and briefly talking with some of the prisoners to see if there are any that have information that could be useful.
Investigation 11
Persuasion 10