Before adjuring for the night, Chad will recork the bottle and give the bottle over to Jallmur. "Take it easy on the drink. This is for special occasions only." There is enough in the bottle for 3 more shots of booze. Chad leans into you, "seems you're the only one that can handle it."
Chad will point the handle out to Skeekbad. "It's this one dear. It's about the only thing to pull on." There is a red D shaped handle on the right strap.
Chad returns to the helm after displaying how to pull the cord on the feather fall packs. He turns the wheel after consulting a brass compass from his pocket. "The dock ward it is!"
The airship breaks through the clouds. You look over the side of the ship to see a massive city. All of a sudden, a blast goes off in front of the airship. Chad throws the lever forward, increasing the speed of the ship. Another light closer to the hull of the airship explodes, the shockwave rattles your body. "******* wankers! They're trying to bring us down! You have to jump! Go! Go! Go!" The light next to the plank turns green. A third light flies up toward the airship. "Hold on to something! Here comes another!" Another explosion blasts next to the ship, rocking the deck and everyone on the airship.
Make a dexterity save to avoid being knocked off the airship as it sways in the air. DC 12 or more you maintain your composure on the ship, lower than 12 and you're knocked over the edge.
Wensa, Skeekbad and Gizzmo have disadvantage.
(How is everyone going to look while parachuting from the airship? Were you knocked off? Able to jump on your own accord?)
Gizzmo takes finds his spot along the plank and waits for the light to turn green but notices at the last moment Charlotte has crawled onto the ceiling. "Charlotte how did you get up there?" He starts to climb and reaches the spider.
"Wensa and Skeebad be alert. Those rays of light could jostle one of youuuuu..."
Jallmur is very pleased to receive his booze. He has to force himself not to drink it. When the ship is attacked, Jallmur grabs hold of Chadwick's leg. DEX : 19 and is able to stay on the ship. He tries to climb up to the balloon (If it is still intact) DEX : 23. While doing this, he shouts out some of Chadwick's words "******* WANKERS! ******* WANKERS! GO! GO! GO!"
Jallmur jumps off of the balloon once he realizes that the ship is severely damaged. He tries to look as cool as possible while falling but has never really been in the air like he is now. Because of this, he flaps his wings to try and fly higher.
[OOC: Jallmur is not from anywhere near Waterdeep. He only moved closer to it later in his life. Due to this, he has no idea what many words mean, and does not know about things that may be common knowledge to normal people. To some extent, he has the mind of a child.]
As Chad calls warning of a third incoming strike Wensa decides not to wait for it to hit and leaps from the air ship. A split second later the explosion roars behind her. She tucks her arms to her side and pulls her feet together streaking toward her intended landing zone. Suddenly she opens out her arms and legs slowing her decent moments later pulling the cord on her feather fall pack. As she gets about 30 feet from the ground she unhooks herself from the floating contraption, making a three point landing as it detonates in the air behind her. Turning around she looks at the ship she jumped from flying away realizes what she just did and promptly pees herself.
As you fall to the ground, the ship appears damaged, by still airborne. Small embers and a few holes can be seen on the hull of the airship. The last you see of the airship is it disappearing behind some clouds. Once on the ground, the sending stone begins to vibrate and Chad's voice emanates from the stone. "Hope you all made it down alive. Those packs weren't tested as throughly as I would have liked, but never the less. Anyways, it looks like I got you in the dock ward and you are in district 51. I have to get this ship back home before it falls out of the sky. Good luck!"
Wards (outlined in red), districts (marked by a green district number) and locations of the treasure (marked by the blue dots). To move between districts, the district must touch the district you are currently in. Diagonal moves are allowed where applicable. Each move needs to be decided together before you move. When you post your suggested direction, also post a stealth roll. A group stealth check will determine if you go unnoticed or spotted by the city guard. The DC will increase with the more you steal, drawing more heat from the city guard.
With Wensa's urchin background, you all are allowed to move two spaces at a time.
(example: I want to move from district 14 to 50. Stealth: 17)
Skeekbad fumbles with the release on her chute as she tumbles through the air. If she weren't terrified out of her mind she would be enjoying this. She finally manages to remember which lever was marked as the release and pulls it while she is upside down, and very nearly gets tangled up in the expanding canvas as it deploys beneath her. She flops around limply beneath the chute, trying not to throw up, when it hefts her into the railing of a balcony. Hitting stomach first, she has the wind knocked out of her, and she rolls over onto the balcony proper. She rubs her aching belly and by some miracle unbuckles the chute and rolls off of it just in time for it to explode, sending her flying off of the balcony and down to the streets below where she lands safely in a pile of soft, reeking, garbage.
This post has potentially manipulated dice roll results.
Ooc: Do the sending stones let us communicate with each other or just Chad?
Gizzmo
Falling through the air, Gizzmo remembers to pull the cord and gets himself righted. He sees Wensa in a skillful looking descent. He follows her trajectory. After he lands he finds an area to remove the pack and get away from it before it destructs. He looks for the rest of the crew. (avoiding anyone else)
Wensa completes her plunge into the city with some John Woo style tumbles and flips. As she struts out of the alleyway she landed in, doves fly out from behind her in slow motion.
Skeekbad, with her almost unworldly magnetism to garbage, finds a pile to land in after the explosion rockets her away from the volatile pack. You assume this explosion was designed that way, but everyone else's did not sound as loud...... After the explosion, the balcony the pack is caught on, catches fire.
Gizzmo is able to find the others that landed throughout the district. His gadget helped a lot, but so did the exploding packs. City guards come rushing by in the streets trying to identify the explosions. They pay no attention to anyone in the streets, Just the smoldering, now wireframes, of the packs.
Unfortunately, you landed in district 51, but Gizzmo's stealth was high enough to make a move into an adjacent district. Wensa knows the city, so you can move through 2 districts.
With stealth rolls, I'm going to try something so we don't have to wait on everyone to roll. It is going to be a combined effort. If the DC is 15 and one person rolls 22 like Gizzmo, I'm going to give you movement at that point. No point in waiting for others. The next DC may be 25. If Gizzmo rolls 11, then Skeekbad rolls 12, between the last two I need at least 2 "sneak points." Once you reach 25 you get freedom of movement. If you don't get your "sneak points," the guards find you.
As far as sending stones are concerned, they were supposed to be just between you and Chad. I did not plan on you guys splitting the party and needing to talk each other over a distance.
With that said, you all reach into your new pockets of holding and find a sending stone for the each of you. Each one is chipped or cracked with "defective" carved into it. They seem to work, but only at a short range.
As Gizzmo brings the group together Wensa leads them to district 50. Pulling them all into a side ally she pulls out her tattered map and tries to figure out where they are in relation to the The Bloody Fist. Also if she has any good hidey holes marked in the area where they can lay low.
The map Chad gave you all is marked rather well. The dot is over a few buildings, but you're able to discern where to go. Wensa does find some sewer pipes rather close to the tavern. It's mid morning now and the tavern is most likely closed.
"Skeekbad following Wensa, bones say so." Skeekbad looks around at the buildings and structure and shakes her head. "Skeekbad not liking cities, messy is good, but too many tall tents. Needs open sky."
This post has potentially manipulated dice roll results.
Wensa
"Wensa not know. Goblins should check. Also check for any other way in to tavern. Jallmur can fight but if things not going good Goblins can take prizes while people watching fights. Need to learn all ways into tavern. Wensa can check around outside with Jallmur. Gizzmo and Skeeksbad check sewers?" If the others agree Wensa will sneak out and search all around the tavern for any possible ways in. If she finds any entrances that are more hidden she will check them for traps and pick any locks they might have.
This post has potentially manipulated dice roll results.
Skeekbad
...Wensa knowing best.
Skeekbad says after considering for a while. She squeezes her way into the the sewer pipes and tries to find a reasonable way into the tavern from there.
"Skeebad, we're in luck! Into the sewers. I know that you'll be extra good at this." Gizzmo (and skeebad?) search the alleyways nearby for sewer access.
"Wensa not know. Goblins should check. Also check for any other way in to tavern. Jallmur can fight but if things not going good Goblins can take prizes while people watching fights. Need to learn all ways into tavern. Wensa can check around outside with Jallmur. Gizzmo and Skeeksbad check sewers?" If the others agree Wensa will sneak out and search all around the tavern for any possible ways in. If she finds any entrances that are more hidden she will check them for traps and pick any locks they might have.
The tavern is not in the best neighborhood. You notice the city guard doing normal patrols around the area because of all the crime.
There is only a front door to the business. It is locked with a large padlock and a bar across the front door. You are able to pick the lock on the front door with that check. The bar is probably going to make a racket unless you have a good sleight of hand check. There are a few windows around the building that you can access on the ground floor. There are a few more windows on the second level.
Skeekbad says after considering for a while. She squeezes her way into the the sewer pipes and tries to find a reasonable way into the tavern from there.
The pipes you find near the area lead out to the sea. Most of those run north and some to the east. The pipes you follow seem to run further north of the tavern. The neighborhood is not the best so plumbing is minimal.
"Skeebad, we're in luck! Into the sewers. I know that you'll be extra good at this." Gizzmo (and skeebad?) search the alleyways nearby for sewer access.
Before adjuring for the night, Chad will recork the bottle and give the bottle over to Jallmur. "Take it easy on the drink. This is for special occasions only." There is enough in the bottle for 3 more shots of booze. Chad leans into you, "seems you're the only one that can handle it."
Chad will point the handle out to Skeekbad. "It's this one dear. It's about the only thing to pull on." There is a red D shaped handle on the right strap.
Chad returns to the helm after displaying how to pull the cord on the feather fall packs. He turns the wheel after consulting a brass compass from his pocket. "The dock ward it is!"
PC: Fitzroy Hammerstone - The Mad Empiricist of Corinth
DM:
Popular Stream Character Sheets
The airship breaks through the clouds. You look over the side of the ship to see a massive city. All of a sudden, a blast goes off in front of the airship. Chad throws the lever forward, increasing the speed of the ship. Another light closer to the hull of the airship explodes, the shockwave rattles your body. "******* wankers! They're trying to bring us down! You have to jump! Go! Go! Go!" The light next to the plank turns green. A third light flies up toward the airship. "Hold on to something! Here comes another!" Another explosion blasts next to the ship, rocking the deck and everyone on the airship.
(How is everyone going to look while parachuting from the airship? Were you knocked off? Able to jump on your own accord?)
PC: Fitzroy Hammerstone - The Mad Empiricist of Corinth
DM:
Popular Stream Character Sheets
Skeekbad
dexterity : 6
Skeekbad squeals as she looses her footing and is launched from the airship and into the air.
Whyyyyyyyy?!!!
~♡~
Gizzmo
Dex Save vs DC 12 (dis) 10
Gizzmo takes finds his spot along the plank and waits for the light to turn green but notices at the last moment Charlotte has crawled onto the ceiling. "Charlotte how did you get up there?" He starts to climb and reaches the spider.
"Wensa and Skeebad be alert. Those rays of light could jostle one of youuuuu..."
Jallmur
Jallmur is very pleased to receive his booze. He has to force himself not to drink it. When the ship is attacked, Jallmur grabs hold of Chadwick's leg. DEX : 19 and is able to stay on the ship. He tries to climb up to the balloon (If it is still intact) DEX : 23. While doing this, he shouts out some of Chadwick's words "******* WANKERS! ******* WANKERS! GO! GO! GO!"
Jallmur jumps off of the balloon once he realizes that the ship is severely damaged. He tries to look as cool as possible while falling but has never really been in the air like he is now. Because of this, he flaps his wings to try and fly higher.
[OOC: Jallmur is not from anywhere near Waterdeep. He only moved closer to it later in his life. Due to this, he has no idea what many words mean, and does not know about things that may be common knowledge to normal people. To some extent, he has the mind of a child.]
Wensa
DEX Save : 20
As Chad calls warning of a third incoming strike Wensa decides not to wait for it to hit and leaps from the air ship. A split second later the explosion roars behind her. She tucks her arms to her side and pulls her feet together streaking toward her intended landing zone. Suddenly she opens out her arms and legs slowing her decent moments later pulling the cord on her feather fall pack. As she gets about 30 feet from the ground she unhooks herself from the floating contraption, making a three point landing as it detonates in the air behind her. Turning around she looks at the ship she jumped from flying away realizes what she just did and promptly pees herself.
As you fall to the ground, the ship appears damaged, by still airborne. Small embers and a few holes can be seen on the hull of the airship. The last you see of the airship is it disappearing behind some clouds. Once on the ground, the sending stone begins to vibrate and Chad's voice emanates from the stone. "Hope you all made it down alive. Those packs weren't tested as throughly as I would have liked, but never the less. Anyways, it looks like I got you in the dock ward and you are in district 51. I have to get this ship back home before it falls out of the sky. Good luck!"
PC: Fitzroy Hammerstone - The Mad Empiricist of Corinth
DM:
Popular Stream Character Sheets
Skeekbad
Skeekbad fumbles with the release on her chute as she tumbles through the air. If she weren't terrified out of her mind she would be enjoying this. She finally manages to remember which lever was marked as the release and pulls it while she is upside down, and very nearly gets tangled up in the expanding canvas as it deploys beneath her. She flops around limply beneath the chute, trying not to throw up, when it hefts her into the railing of a balcony. Hitting stomach first, she has the wind knocked out of her, and she rolls over onto the balcony proper. She rubs her aching belly and by some miracle unbuckles the chute and rolls off of it just in time for it to explode, sending her flying off of the balcony and down to the streets below where she lands safely in a pile of soft, reeking, garbage.
~♡~
Ooc: Do the sending stones let us communicate with each other or just Chad?
Gizzmo
Falling through the air, Gizzmo remembers to pull the cord and gets himself righted. He sees Wensa in a skillful looking descent. He follows her trajectory. After he lands he finds an area to remove the pack and get away from it before it destructs. He looks for the rest of the crew. (avoiding anyone else)
Perception: 17 . Tinker Lenses
Stealth: 21
Wensa completes her plunge into the city with some John Woo style tumbles and flips. As she struts out of the alleyway she landed in, doves fly out from behind her in slow motion.
Skeekbad, with her almost unworldly magnetism to garbage, finds a pile to land in after the explosion rockets her away from the volatile pack. You assume this explosion was designed that way, but everyone else's did not sound as loud...... After the explosion, the balcony the pack is caught on, catches fire.
Gizzmo is able to find the others that landed throughout the district. His gadget helped a lot, but so did the exploding packs. City guards come rushing by in the streets trying to identify the explosions. They pay no attention to anyone in the streets, Just the smoldering, now wireframes, of the packs.
Unfortunately, you landed in district 51, but Gizzmo's stealth was high enough to make a move into an adjacent district. Wensa knows the city, so you can move through 2 districts.
With that said, you all reach into your new pockets of holding and find a sending stone for the each of you. Each one is chipped or cracked with "defective" carved into it. They seem to work, but only at a short range.
PC: Fitzroy Hammerstone - The Mad Empiricist of Corinth
DM:
Popular Stream Character Sheets
Wensa
As Gizzmo brings the group together Wensa leads them to district 50. Pulling them all into a side ally she pulls out her tattered map and tries to figure out where they are in relation to the The Bloody Fist. Also if she has any good hidey holes marked in the area where they can lay low.
Investigation : 17
The map Chad gave you all is marked rather well. The dot is over a few buildings, but you're able to discern where to go. Wensa does find some sewer pipes rather close to the tavern. It's mid morning now and the tavern is most likely closed.
PC: Fitzroy Hammerstone - The Mad Empiricist of Corinth
DM:
Popular Stream Character Sheets
Wensa
Wensa leads the others to the tavern, then to the nearby sewer pipes. "Tavern looked closed. Wensa think goblins should try to get in now."
Skeekbad
"Skeekbad following Wensa, bones say so." Skeekbad looks around at the buildings and structure and shakes her head. "Skeekbad not liking cities, messy is good, but too many tall tents. Needs open sky."
~♡~
Gizzmo
"Wensa, do you know a way in from below the tavern?"
Jallmur
Jallmur nods his head when Skeekbad complains about the city. He prefers the open wilderness.
"Jallmur follow Wensa. Jallmur not knowing how to navigate in strange human forest."
Wensa
"Wensa not know. Goblins should check. Also check for any other way in to tavern. Jallmur can fight but if things not going good Goblins can take prizes while people watching fights. Need to learn all ways into tavern. Wensa can check around outside with Jallmur. Gizzmo and Skeeksbad check sewers?" If the others agree Wensa will sneak out and search all around the tavern for any possible ways in. If she finds any entrances that are more hidden she will check them for traps and pick any locks they might have.
Stealth : 18
Perception : 21
Investigation : 7
Thieves' Tools : 8
Skeekbad
...Wensa knowing best.
Skeekbad says after considering for a while. She squeezes her way into the the sewer pipes and tries to find a reasonable way into the tavern from there.
Stealth : 20
Perception : 21
Investigation : 6
Thieves' Tools : 7
She also keeps an eye out for pathways that might be used by smaller animals like cats or rats.
Survival : 22
~♡~
Gizzmo
"Skeebad, we're in luck! Into the sewers. I know that you'll be extra good at this." Gizzmo (and skeebad?) search the alleyways nearby for sewer access.
Stealth: 6
Perception:16
Investigation:24
Thieves Tools 12
The tavern is not in the best neighborhood. You notice the city guard doing normal patrols around the area because of all the crime.
There is only a front door to the business. It is locked with a large padlock and a bar across the front door. You are able to pick the lock on the front door with that check. The bar is probably going to make a racket unless you have a good sleight of hand check. There are a few windows around the building that you can access on the ground floor. There are a few more windows on the second level.
The pipes you find near the area lead out to the sea. Most of those run north and some to the east. The pipes you follow seem to run further north of the tavern. The neighborhood is not the best so plumbing is minimal.
Same as above with Skeekbad.
PC: Fitzroy Hammerstone - The Mad Empiricist of Corinth
DM:
Popular Stream Character Sheets