Vaken lowers his head a moment and then stands and walks over to where he had Nibs set the rum earlier, lines up some cups, and starts putting an ounce or so in each. Walking back over to the table with some of the cups he looks to the captain. "Please forgive me if this is inappropriate. But I feel a toast is due. Though we did not know 'im for long, some of us did fight alongside of Orlys and some of us would no have returned if it weren't for him."
It takes Vaken a couple trips to pass out to cups to every one but once done, he stands in front of his chair and raises his cup: "To Orlys! In the end he changed his song, but it doesn't undo the verses he had sung. In the end, he got what he deserved. May we here never be so cursed."
Vaken lowers his head a moment and then stands and walks over to where he had Nibs set the rum earlier, lines up some cups, and starts putting an ounce or so in each. Walking back over to the table with some of the cups he looks to the captain. "Please forgive me if this is inappropriate. But I feel a toast is due. Though we did not know 'im for long, some of us did fight alongside of Orlys and some of us would no have returned if it weren't for him."
It takes Vaken a couple trips to pass out to cups to every one but once done, he stands in front of his chair and raises his cup: "To Orlys! In the end he changed his song, but it doesn't undo the verses he had sung. In the end, he got what he deserved. May we here never be so cursed."
Captain Aundrey watches with curiosity at first, then nods his head in sombre agreement with your actions. Not having known the bugbear, the First Mate, Quartermaster and Weapons Master appear more concerned with the reported pirate attacks. Surprisingly, Bosun Drannick tips the remainder of his own tankard on the floor before taking the new cup and mutters, "In Umberlee's embrace, the sea claims its own." Regardless, everyone present raises a cup of rum with you and shares a brief moment of silence in honour of the departed.
Captain Aundrey stands after the toast, looking both fatigued and somewhat relieved at having unburdened himself of the grim tidings. It would appear that with the meal finished and the graveyard shift to attend, the Captain is about to call an end to the gathering.
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D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
Kay listens intently as the captain speaks of the Accord, and mentions ships and captains by name, trying to remember if she has heard of any of them in her nights eavesdropping on sailors back in Fireshear. She thinks some of them sound familiar, but not being certain she feels she must ask Vaken, Freya, or maybe Zaretta, at a later time.
She has to fight back tears at the announcement that Orlys is dead. Though they had not known each other overlong, she felt a kinship with him, having narrowly escaped the noose herself. At Vaken's toast she gets out of her seat and stands up straight as she can, every muscle stiff from her effort to save face in front of the gathered officers and senior sailors.
Kay listens intently as the captain speaks of the Accord, and mentions ships and captains by name, trying to remember if she has heard of any of them in her nights eavesdropping on sailors back in Fireshear. She thinks some of them sound familiar, but not being certain she feels she must ask Vaken, Freya, or maybe Zaretta, at a later time.
She has to fight back tears at the announcement that Orlys is dead. Though they had not known each other overlong, she felt a kinship with him, having narrowly escaped the noose herself. At Vaken's toast she gets out of her seat and stands up straight as she can, every muscle stiff from her effort to save face in front of the gathered officers and senior sailors.
While you are certain that you have never stood so straight in all your years, your upright stature still tops only the single halfling and the two dwarves in the room. Maintaining just enough poise, no one seems to notice your strained rigidity and the moisture gathering at the corner of your eyes. After the moment of silence passes, the Captain gives a solemn nod that the meal and gathering are over, sending half of those assembled to their stations and the other half to their rest. His final words as you all begin to file out of the cramped Officer's Lounge are,
"Rest well. Work hard. If not tomorrow, then the next day we will close in on our goal and hopefully our quarry. Let us make sure that we are prepared and at our best for whatever we may find. I bid you all good night."
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D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
Kestrell nods to the rest of the people gathered, then goes to the Navigation room and makes sure they are still on course. He reviews the charts and maps for their upcoming island destination.
As the shift draws to a close, Kestrell will seek out Quarter Master Daegrin and ask if he knows of any information books that may be on board.
Kestrell nods to the rest of the people gathered, then goes to the Navigation room and makes sure they are still on course. He reviews the charts and maps for their upcoming island destination.
As the shift draws to a close, Kestrell will seek out Quarter Master Daegrin and ask if he knows of any information books that may be on board.
Checking your instruments and heading back out on deck, you are relieved to see that the ship's speed and bearing have not changed. As the last vestiges of light fades into night, a full array of dazzling stars reveal themselves above you, a sight that no landlubber could ever fully appreciate or understand. With your work done, you stow your equipment once more and find the halfling Quarter Master leaving the cabin that he shares with your Northern Weapons Master, irritably shouting back over his shoulder, "I don't care if the meal ate into your sleep time, you lumbering oaf! I'll just tell the Captain and Bosun that you were late because you needed your beauty sleep, shall I? Ha!"
At your enquiry about books, Daegrin adjusts the pair of small, round spectacles on the end of his bulbous nose and says somewhat surprised,
"Ahh, a reader are you, Navigator Kestrell? I can't say that I packed many books or considered such a necessity for this voyage. I have a few works of my own aboard - Balothur's Guide to Keeping Orderly Shipping Ledgers and Mannifests, and Denvillay's Tips and Suggestions for Bartering Down Merchants and Traders. Either of those appeal? Otherwise I noticed that the Captain seems to have a small collection of written works on a shelf in his quarters. Perhaps he would deign to lend you one or two?"
Finding the Captain atop the poop deck speaking with Unne, you ask after his collection which he is only to willing to allow you to peruse and borrow from. With a grin, the young scion of a wealthy Luskan merchant family says,
"Feel free to borrow a couple of books that are on the second shelf behind my desk, Kestrell. Might I recommend either or both of 'The Nefarious Captains' Blood: A true telling of Luskan's High Captains' or Tarick Samwell Ellington's 'Explorations of a Lengthy Coast by a Wandering Soul'.
Finding the shelf in the Captain's Quarters, you note both of the recommended books, as well as a few other possible works - 'So you're a First Time Captain: The do's and don'ts of running your own ship.'; 'Parson's Guide to People Management: how to surround yourself with the right type of person!'; and 'Torlov's Fencers' Manifesto: foreword by none other than the famed T.S.E.!'.
[OOC] Let me know which books if any you decide to borrow.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
Day five: Nineteenth of Kythorn, 1492 DR (start of shift 3) - Bonehill Island, The Knuckles, Southern region of the Trackless Sea, approx. 200 miles from Shore (SE of Rumbottom)
The remainder of your first night and the majority of your second day at sea comes and goes relatively calmly, with the wind staying favourable and the currents relatively easy to adjust to. Complement One reports no disturbances overnight, the most interesting event being a couple of reportings of shooting stars in the heavens above, which many on board seem to agree is a good omen for rest of the voyage. Most of complement two wakes well rested and eager for the day's sailing ahead.
The early shift of Complement Two takes charge of the Shore Shark with speed and efficiency, a few foggy heads not withstanding. The most exciting observance being a few reef sharks that appear far out to the portside of their larger namesake, seemingly intent on hunting a school of large tuna. At least that was the commentary offered by a few of the more ships veteran sailors, though a couple of the experienced fisherman aboard begged to differ on the nature of the predators' prey.
An agreed upon practice duel takes place between Deckhand Dekket and Sail Monkey Kay, which the tiefling manages to win with a deft cloak-feint maneuver that catches the younger sailor unprepared. Prior to handing over control of the ship, the navigator and some of the more weather savvy officers and crew noticed a mild Sou'wester coming in, bringing a few grey clouds and a light rain with it. However all self-appointed seadogs aboard ship vouch for the mild and temporary nature of the inclement weather.
Again you rest, your minds at ease... or not... as your circumstances dictate. The handover occurs well after sunset and you take a late meal aboard a ship still blown by cool winds and slight rain. The night is even darker than the one previous, the still-thin clouds and dizzly pall contributing to poor visibility. Spirits are hardly dampened however, as the word aboard ship is that the first sighting of The Knuckles and Bonehill Island cannot be far off!
[OOC] We have fast-travelled through most of the second day (and your first shift this day), and are picking up at the start of your second shift, i.e. approx. 10pm. Assume that your basic duties have been completed for the day, but please include a relevant skill check in your 1st post.
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D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
A'ro just finishes his wine as he looks to the Captains he mentions his book collection. A thought crosses his mind as he puts down his glass as he puts down his glass.
"I'll be saying good night as well lads and lasses. I hope you all have a good night."
A'ro stretches a little as he yawns and begins to walk to his rack for the night. He wakes up covered in sweat. A'ro just pulled on his shirt and lifted the hood walking up the stairs onto the deck. The breeze cooling the sweat felt good as he began to move around checking the rigging and making sure that everything was okay for his portion of the crew to be climbing on. His face was pretty clear that something was bothering him and the work was there to keep his mind filled.
As his shift comes to an end he makes his way to try and find the Captain wanting to ask him a question.
A'ro just finishes his wine as he looks to the Captains he mentions his book collection. A thought crosses his mind as he puts down his glass as he puts down his glass.
"I'll be saying good night as well lads and lasses. I hope you all have a good night."
A'ro stretches a little as he yawns and begins to walk to his rack for the night. He wakes up covered in sweat. A'ro just pulled on his shirt and lifted the hood walking up the stairs onto the deck. The breeze cooling the sweat felt good as he began to move around checking the rigging and making sure that everything was okay for his portion of the crew to be climbing on. His face was pretty clear that something was bothering him and the work was there to keep his mind filled.
As his shift comes to an end he makes his way to try and find the Captain wanting to ask him a question.
Upon waking for your second shift, you were pleased to hear that the previously injured halfling rigging rat, Fillion, had recovered sufficently from his injuries to resume work, putting Complement Two back at its usual topside staff of four. Surprised at first to see their superior officer walking the lanyards and climbing the ropes besides them, your crew nod greetings as you work nimbly topside. You quickly and skillfully tighten and retie a couple of slightly loose lines, clearly impressing the nearby Freya who says, "Nice work there, sir. Good to know that you're a steady hand topside as well as a steady voice on the deck." Unable to spot the Captain from up high, you eventually return to the deck to continue your search.
The rain is little more than a sprinkle, but it's coolness and constancy is enough to make the midnight shift a colder and less pleasant one that it might otherwise have been. Apparently noticing your efforts to find the Captain, First Mate E'strue asks, "What is bothering ye, Master of Sail? The Captain is restin' after a long day of sailin'. If possible, it would be best to let him sleep. Is it somethin' that I can help ye with?"
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
Despite being impressed at Dekket's fencing techniques and having gone to sleep in a jovial mood, Kay wakes up in a cold sweat, eyes wide with fear. She cleans the sweat with a rag before getting dressed, still shivering, wondering if dreams are prophetic and if there's some way to tell. She makes a mental note to ask Vaken, or perhaps the Ship's Mage next chance she gets, but as it's time for her second shift she clambers up the rigging and gets to work, greeting the other sailors as she goes.
Though being atop the rigging with the salt winds buffeting her would normally calm her nerves, there's something about her dreams that she can't quite shake, causing her to be jumpy and distractable. She curses under her breath as she has to go round and fix minor mistakes in her knots, this one pulled too tight, that one coming undone of its own accord.
A'ro just looks at the First Mate "He said yesterday he had a lot of books - I was wondering if he had anything on Boreas, the Storm King."
He sighs looking out over the water for a second before turning his attention back to the First Mate "I know people say he is just a myth, but everything I heard it sounds like someone just like me and I haven't met anyone with my same powers before so I've always had a call to the story. You wouldn't happen to know anything about Boreas would you?"
"Feel free to borrow a couple of books that are on the second shelf behind my desk, Kestrell. Might I recommend either or both of 'The Nefarious Captains' Blood: A true telling of Luskan's High Captains' or Tarick Samwell Ellington's 'Explorations of a Lengthy Coast by a Wandering Soul'.
Finding the shelf in the Captain's Quarters, you note both of the recommended books, as well as a few other possible works - 'So you're a First Time Captain: The do's and don'ts of running your own ship.'; 'Parson's Guide to People Management: how to surround yourself with the right type of person!'; and 'Torlov's Fencers' Manifesto: foreword by none other than the famed T.S.E.!'.
[OOC] Let me know which books if any you decide to borrow.
"Thank you Captain!"
Kestrell borrows 'The Nefarious Captains' Blood: A true telling of Luskan's High Captains' and then delights at finding the forward by T.S.E, so he borrows 'Torlov's Fencers' Manifesto' as well. "Maybe I'll find out more about this "T.S.E" fellow. Like his name at least!" Kestrell thinks to himself. During his downtown, Kestrell will read the books, starting with the Fencer's Manifesto and the forward by T.S.E.
Kestrell wakes in a cold sweat from a particularly nasty dream. "Just a dream, ignore it!" he thinks to himself.
Despite being impressed at Dekket's fencing techniques and having gone to sleep in a jovial mood, Kay wakes up in a cold sweat, eyes wide with fear. She cleans the sweat with a rag before getting dressed, still shivering, wondering if dreams are prophetic and if there's some way to tell. She makes a mental note to ask Vaken, or perhaps the Ship's Mage next chance she gets, but as it's time for her second shift she clambers up the rigging and gets to work, greeting the other sailors as she goes.
Though being atop the rigging with the salt winds buffeting her would normally calm her nerves, there's something about her dreams that she can't quite shake, causing her to be jumpy and distractable. She curses under her breath as she has to go round and fix minor mistakes in her knots, this one pulled too tight, that one coming undone of its own accord.
water vehicles : 7
Climbing above the deck, you notice the surprising presence of the Master of Sail in the topside rigging as well as the newly returned form of Freya's brother Fillian. Catching sight of you climbing the mainmast, the young halfling nimbly climbs out onto the foremast to continue working, calling out to his sister who is working aft of the ship in the mizzenmast, "I'm going to check the foremast."
Somewhat distracted by your thoughts and partially inhibited by the rain and slippery rope, your work is a little sloppy. You spend the first part of your shift retightening and retying lines that you had already previously gone over. The stars overhead, at least those that are visible through the patchy spread of rainclouds, continue to twinkle and shine, but you barely notice as you scamper about far above the deck checking and rechecking work that you've already done but feel uncertain of.
At one stage, a loose line that you swear you'd tied down gets tangled in the a jacobs ladder and you're forced to spend rainsoaked minutes untangling the rope. Seeming to notice your unKay-like struggles, Freya calls across, "You alright there, Miss Kay? Did you leave your usually nimble fingers below in your hammock?"
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
A'ro just looks at the First Mate "He said yesterday he had a lot of books - I was wondering if he had anything on Boreas, the Storm King."
He sighs looking out over the water for a second before turning his attention back to the First Mate "I know people say he is just a myth, but everything I heard it sounds like someone just like me and I haven't met anyone with my same powers before so I've always had a call to the story. You wouldn't happen to know anything about Boreas would you?"
"The Captain mentioned he had lots of books, did he? I must 'ave missed that. He's restin' now, well as much as he can with all that yappin' in 'is cabin, so ye'll 'ave to ask 'im yerself 'bout that when he awakes. Sorry, but I've no idea what books he might keep in 'is quarters.
Ehh? 'Ave I 'eard stories of Boreas the giant Captain of Storms? The world's largest sailor and the world's largest ship, which 'as sailed the seas fer centuries in search of 'is missin' treasure, 'is missin' love or 'is missin' rum tankard... or somesuch! That the one? Aye I've 'eard of 'im, mostly in tales told to me as a child or by drunken sailors in sawdust alehouses. I once 'eard a tale that he dueled Captain Fathom 'imself... but then I 'eard another where he flew 'is giant ship up to visit silver Selune, so take such stories with a grain of salt, I say. If'n ye want to hear more tall tales like that, I suggest ye talk to Ol' Jart. That old codger's a walkin' storehouse of nonsense... might be he'll 'ave some that takes yer fancy.
Now get yer mind back on task, officer! The halfling lad's back on duty, but best watch 'im fer a bit to make sure he's fully sound. Not sure why, but young Kay looks half asleep still up there as well. And make sure Ferris is keein' a sharp eye out fer Bonehill Island... we should be comin' up on 'er before sunrise I'm thinkin'.
Rollback Post to RevisionRollBack
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
A'ro just listens as Estrue speaks "A giant huh...I'll have to remember to talk to Jart then after this. Sorry, just a weird dream - I'll go make sure nothing goes wrong."
With that A'ro just turns to and goes back to a position to look at his crew "Kay, are you okay up there?"he shouts up to her as he begins to track the halfling with his eyes making sure nothing goes wrong.
Frowning and not looking up from her work, Kay curses again as she struggles to untie another knot. " 'pologies Freya, had a nasty dream an' seems it's left me without my wits. Can you help me set the sails t' right? I'll be sorrier still if the sails falter on my account." Her hands shake with frustration as she can't force the knot to unravel; flashes of a crow calling, a demon shouting, her own hands covered in blood echo in her mind.
Kestrell borrows 'The Nefarious Captains' Blood: A true telling of Luskan's High Captains' and then delights at finding the forward by T.S.E, so he borrows 'Torlov's Fencers' Manifesto' as well. "Maybe I'll find out more about this "T.S.E" fellow. Like his name at least!" Kestrell thinks to himself. During his downtown, Kestrell will read the books, starting with the Fencer's Manifesto and the forward by T.S.E.
Kestrell wakes in a cold sweat from a particularly nasty dream. "Just a dream, ignore it!" he thinks to himself.
The fencing manifesto is fairly dry reading, with a little on fighter philosophy, but most of the work covering the evolution of foils, rapiers and sabres, proper weapon maintenance, the history and pros/cons of different fencing styles, various stances, technical maneuvers, and the like. Torlov himself and the provider of the foreword, one Tarick Samwell Ellington (a famed traveller and noted swordsman himself), both refer to the author as a Nineth Circle Master of traditional Zhentarim Fencing. Apparently (or so the book claims), all fencing in Faerun originated from the Moonsea area in the continent's North. However, while Torlov clearly knew his stuff when it came to fencing, but you don't judge him much of a writer and you nod off having only gotten three quarters of the way through the book.
Rising to take your place on the Midnight shift, you note the slight worsening of the weather and taking your instruments, begin to check bearings and speed. You immediately notice a confusing confluence of currents surrounding the moving ship, which you spend some time trying to make sense of. In the end, you pick the right current (you think) and give instructions for the adjustment, but you can't be entirely certain how how long the currents were at play on the Shark or how far off course you've been carried, especially with the limited visibility in the partially obscured night sky.
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D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
Frowning and not looking up from her work, Kay curses again as she struggles to untie another knot. " 'pologies Freya, had a nasty dream an' seems it's left me without my wits. Can you help me set the sails t' right? I'll be sorrier still if the sails falter on my account." Her hands shake with frustration as she can't force the knot to unravel; flashes of a crow calling, a demon shouting, her own hands covered in blood echo in her mind.
Freya nods sympathetically and begins to climb across to assist you, but then notices Dekket climb up from below to help, so the halfling stays at her own work on the mizzenmast. She calls out instead with good natured humour in her voice, "Looks like another knight on damsel rescue duty, Kay. Hope he's good with knots and had better dreams than you did!"
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D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
Dekket,seeing that Kay is struggling with a persistent knot, comes closer and, with his smile says
" Need a hand there? I think it was that dwarf who tied that up. Guess that they think we all have their same fingers... "
The ladders and lines on the mainmast are wet with rain and slick beneath your hands as you climb the Shark's mainmast for the first time amidst the slightly blustery conditions.
[OOC] athletics check please, Frandal, though the DC is only 10. In normal weather conditions (or if you're a sail monkey, rigging rat or look out in mild conditions), PCs wouldn't have to make this roll, but seeing as it's raining and you're not a sail monkey or rigging rat, I'll need one this time around. Weather and other conditions are absolutely something players should take into account if they decide to climb topside, especially if they're not accustomed to doing so.
*DCs will vary with conditions and if a PCs passive athletics beats the DC, I might not bother asking for a check.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
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Vaken lowers his head a moment and then stands and walks over to where he had Nibs set the rum earlier, lines up some cups, and starts putting an ounce or so in each. Walking back over to the table with some of the cups he looks to the captain. "Please forgive me if this is inappropriate. But I feel a toast is due. Though we did not know 'im for long, some of us did fight alongside of Orlys and some of us would no have returned if it weren't for him."
It takes Vaken a couple trips to pass out to cups to every one but once done, he stands in front of his chair and raises his cup: "To Orlys! In the end he changed his song, but it doesn't undo the verses he had sung. In the end, he got what he deserved. May we here never be so cursed."
Campaigns:
DM - Waterdeep Dragon Heist PbP
Captain Aundrey watches with curiosity at first, then nods his head in sombre agreement with your actions. Not having known the bugbear, the First Mate, Quartermaster and Weapons Master appear more concerned with the reported pirate attacks. Surprisingly, Bosun Drannick tips the remainder of his own tankard on the floor before taking the new cup and mutters, "In Umberlee's embrace, the sea claims its own." Regardless, everyone present raises a cup of rum with you and shares a brief moment of silence in honour of the departed.
Captain Aundrey stands after the toast, looking both fatigued and somewhat relieved at having unburdened himself of the grim tidings. It would appear that with the meal finished and the graveyard shift to attend, the Captain is about to call an end to the gathering.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
Kay listens intently as the captain speaks of the Accord, and mentions ships and captains by name, trying to remember if she has heard of any of them in her nights eavesdropping on sailors back in Fireshear. She thinks some of them sound familiar, but not being certain she feels she must ask Vaken, Freya, or maybe Zaretta, at a later time.
She has to fight back tears at the announcement that Orlys is dead. Though they had not known each other overlong, she felt a kinship with him, having narrowly escaped the noose herself. At Vaken's toast she gets out of her seat and stands up straight as she can, every muscle stiff from her effort to save face in front of the gathered officers and senior sailors.
~♡~
While you are certain that you have never stood so straight in all your years, your upright stature still tops only the single halfling and the two dwarves in the room. Maintaining just enough poise, no one seems to notice your strained rigidity and the moisture gathering at the corner of your eyes. After the moment of silence passes, the Captain gives a solemn nod that the meal and gathering are over, sending half of those assembled to their stations and the other half to their rest. His final words as you all begin to file out of the cramped Officer's Lounge are,
"Rest well. Work hard. If not tomorrow, then the next day we will close in on our goal and hopefully our quarry. Let us make sure that we are prepared and at our best for whatever we may find. I bid you all good night."
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
"Good night, Captain!"
Kestrell nods to the rest of the people gathered, then goes to the Navigation room and makes sure they are still on course. He reviews the charts and maps for their upcoming island destination.
As the shift draws to a close, Kestrell will seek out Quarter Master Daegrin and ask if he knows of any information books that may be on board.
Checking your instruments and heading back out on deck, you are relieved to see that the ship's speed and bearing have not changed. As the last vestiges of light fades into night, a full array of dazzling stars reveal themselves above you, a sight that no landlubber could ever fully appreciate or understand. With your work done, you stow your equipment once more and find the halfling Quarter Master leaving the cabin that he shares with your Northern Weapons Master, irritably shouting back over his shoulder, "I don't care if the meal ate into your sleep time, you lumbering oaf! I'll just tell the Captain and Bosun that you were late because you needed your beauty sleep, shall I? Ha!"
At your enquiry about books, Daegrin adjusts the pair of small, round spectacles on the end of his bulbous nose and says somewhat surprised,
"Ahh, a reader are you, Navigator Kestrell? I can't say that I packed many books or considered such a necessity for this voyage. I have a few works of my own aboard - Balothur's Guide to Keeping Orderly Shipping Ledgers and Mannifests, and Denvillay's Tips and Suggestions for Bartering Down Merchants and Traders. Either of those appeal? Otherwise I noticed that the Captain seems to have a small collection of written works on a shelf in his quarters. Perhaps he would deign to lend you one or two?"
Finding the Captain atop the poop deck speaking with Unne, you ask after his collection which he is only to willing to allow you to peruse and borrow from. With a grin, the young scion of a wealthy Luskan merchant family says,
"Feel free to borrow a couple of books that are on the second shelf behind my desk, Kestrell. Might I recommend either or both of 'The Nefarious Captains' Blood: A true telling of Luskan's High Captains' or Tarick Samwell Ellington's 'Explorations of a Lengthy Coast by a Wandering Soul'.
Finding the shelf in the Captain's Quarters, you note both of the recommended books, as well as a few other possible works - 'So you're a First Time Captain: The do's and don'ts of running your own ship.'; 'Parson's Guide to People Management: how to surround yourself with the right type of person!'; and 'Torlov's Fencers' Manifesto: foreword by none other than the famed T.S.E.!'.
[OOC] Let me know which books if any you decide to borrow.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
Day five: Nineteenth of Kythorn, 1492 DR (start of shift 3) - Bonehill Island, The Knuckles, Southern region of the Trackless Sea, approx. 200 miles from Shore (SE of Rumbottom)
The remainder of your first night and the majority of your second day at sea comes and goes relatively calmly, with the wind staying favourable and the currents relatively easy to adjust to. Complement One reports no disturbances overnight, the most interesting event being a couple of reportings of shooting stars in the heavens above, which many on board seem to agree is a good omen for rest of the voyage. Most of complement two wakes well rested and eager for the day's sailing ahead.
The early shift of Complement Two takes charge of the Shore Shark with speed and efficiency, a few foggy heads not withstanding. The most exciting observance being a few reef sharks that appear far out to the portside of their larger namesake, seemingly intent on hunting a school of large tuna. At least that was the commentary offered by a few of the more ships veteran sailors, though a couple of the experienced fisherman aboard begged to differ on the nature of the predators' prey.
An agreed upon practice duel takes place between Deckhand Dekket and Sail Monkey Kay, which the tiefling manages to win with a deft cloak-feint maneuver that catches the younger sailor unprepared. Prior to handing over control of the ship, the navigator and some of the more weather savvy officers and crew noticed a mild Sou'wester coming in, bringing a few grey clouds and a light rain with it. However all self-appointed seadogs aboard ship vouch for the mild and temporary nature of the inclement weather.
Again you rest, your minds at ease... or not... as your circumstances dictate. The handover occurs well after sunset and you take a late meal aboard a ship still blown by cool winds and slight rain. The night is even darker than the one previous, the still-thin clouds and dizzly pall contributing to poor visibility. Spirits are hardly dampened however, as the word aboard ship is that the first sighting of The Knuckles and Bonehill Island cannot be far off!
[OOC] We have fast-travelled through most of the second day (and your first shift this day), and are picking up at the start of your second shift, i.e. approx. 10pm. Assume that your basic duties have been completed for the day, but please include a relevant skill check in your 1st post.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
A'ro just finishes his wine as he looks to the Captains he mentions his book collection. A thought crosses his mind as he puts down his glass as he puts down his glass.
"I'll be saying good night as well lads and lasses. I hope you all have a good night."
A'ro stretches a little as he yawns and begins to walk to his rack for the night. He wakes up covered in sweat. A'ro just pulled on his shirt and lifted the hood walking up the stairs onto the deck. The breeze cooling the sweat felt good as he began to move around checking the rigging and making sure that everything was okay for his portion of the crew to be climbing on. His face was pretty clear that something was bothering him and the work was there to keep his mind filled.
As his shift comes to an end he makes his way to try and find the Captain wanting to ask him a question.
OOC:
sleight of hand to check the knot: 17
If vehicle (water) tools applies to check: add +1
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Upon waking for your second shift, you were pleased to hear that the previously injured halfling rigging rat, Fillion, had recovered sufficently from his injuries to resume work, putting Complement Two back at its usual topside staff of four. Surprised at first to see their superior officer walking the lanyards and climbing the ropes besides them, your crew nod greetings as you work nimbly topside. You quickly and skillfully tighten and retie a couple of slightly loose lines, clearly impressing the nearby Freya who says, "Nice work there, sir. Good to know that you're a steady hand topside as well as a steady voice on the deck." Unable to spot the Captain from up high, you eventually return to the deck to continue your search.
The rain is little more than a sprinkle, but it's coolness and constancy is enough to make the midnight shift a colder and less pleasant one that it might otherwise have been. Apparently noticing your efforts to find the Captain, First Mate E'strue asks, "What is bothering ye, Master of Sail? The Captain is restin' after a long day of sailin'. If possible, it would be best to let him sleep. Is it somethin' that I can help ye with?"
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
Despite being impressed at Dekket's fencing techniques and having gone to sleep in a jovial mood, Kay wakes up in a cold sweat, eyes wide with fear. She cleans the sweat with a rag before getting dressed, still shivering, wondering if dreams are prophetic and if there's some way to tell. She makes a mental note to ask Vaken, or perhaps the Ship's Mage next chance she gets, but as it's time for her second shift she clambers up the rigging and gets to work, greeting the other sailors as she goes.
Though being atop the rigging with the salt winds buffeting her would normally calm her nerves, there's something about her dreams that she can't quite shake, causing her to be jumpy and distractable. She curses under her breath as she has to go round and fix minor mistakes in her knots, this one pulled too tight, that one coming undone of its own accord.
water vehicles : 7
~♡~
A'ro just looks at the First Mate "He said yesterday he had a lot of books - I was wondering if he had anything on Boreas, the Storm King."
He sighs looking out over the water for a second before turning his attention back to the First Mate "I know people say he is just a myth, but everything I heard it sounds like someone just like me and I haven't met anyone with my same powers before so I've always had a call to the story. You wouldn't happen to know anything about Boreas would you?"
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
"Thank you Captain!"
Kestrell borrows 'The Nefarious Captains' Blood: A true telling of Luskan's High Captains' and then delights at finding the forward by T.S.E, so he borrows 'Torlov's Fencers' Manifesto' as well. "Maybe I'll find out more about this "T.S.E" fellow. Like his name at least!" Kestrell thinks to himself. During his downtown, Kestrell will read the books, starting with the Fencer's Manifesto and the forward by T.S.E.
Kestrell wakes in a cold sweat from a particularly nasty dream. "Just a dream, ignore it!" he thinks to himself.
Survival check: 8
OOC: Yikes!
Climbing above the deck, you notice the surprising presence of the Master of Sail in the topside rigging as well as the newly returned form of Freya's brother Fillian. Catching sight of you climbing the mainmast, the young halfling nimbly climbs out onto the foremast to continue working, calling out to his sister who is working aft of the ship in the mizzenmast, "I'm going to check the foremast."
Somewhat distracted by your thoughts and partially inhibited by the rain and slippery rope, your work is a little sloppy. You spend the first part of your shift retightening and retying lines that you had already previously gone over. The stars overhead, at least those that are visible through the patchy spread of rainclouds, continue to twinkle and shine, but you barely notice as you scamper about far above the deck checking and rechecking work that you've already done but feel uncertain of.
At one stage, a loose line that you swear you'd tied down gets tangled in the a jacobs ladder and you're forced to spend rainsoaked minutes untangling the rope. Seeming to notice your unKay-like struggles, Freya calls across, "You alright there, Miss Kay? Did you leave your usually nimble fingers below in your hammock?"
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
"The Captain mentioned he had lots of books, did he? I must 'ave missed that. He's restin' now, well as much as he can with all that yappin' in 'is cabin, so ye'll 'ave to ask 'im yerself 'bout that when he awakes. Sorry, but I've no idea what books he might keep in 'is quarters.
Ehh? 'Ave I 'eard stories of Boreas the giant Captain of Storms? The world's largest sailor and the world's largest ship, which 'as sailed the seas fer centuries in search of 'is missin' treasure, 'is missin' love or 'is missin' rum tankard... or somesuch! That the one? Aye I've 'eard of 'im, mostly in tales told to me as a child or by drunken sailors in sawdust alehouses. I once 'eard a tale that he dueled Captain Fathom 'imself... but then I 'eard another where he flew 'is giant ship up to visit silver Selune, so take such stories with a grain of salt, I say. If'n ye want to hear more tall tales like that, I suggest ye talk to Ol' Jart. That old codger's a walkin' storehouse of nonsense... might be he'll 'ave some that takes yer fancy.
Now get yer mind back on task, officer! The halfling lad's back on duty, but best watch 'im fer a bit to make sure he's fully sound. Not sure why, but young Kay looks half asleep still up there as well. And make sure Ferris is keein' a sharp eye out fer Bonehill Island... we should be comin' up on 'er before sunrise I'm thinkin'.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
A'ro just listens as Estrue speaks "A giant huh...I'll have to remember to talk to Jart then after this. Sorry, just a weird dream - I'll go make sure nothing goes wrong."
With that A'ro just turns to and goes back to a position to look at his crew "Kay, are you okay up there?" he shouts up to her as he begins to track the halfling with his eyes making sure nothing goes wrong.
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Frowning and not looking up from her work, Kay curses again as she struggles to untie another knot. " 'pologies Freya, had a nasty dream an' seems it's left me without my wits. Can you help me set the sails t' right? I'll be sorrier still if the sails falter on my account." Her hands shake with frustration as she can't force the knot to unravel; flashes of a crow calling, a demon shouting, her own hands covered in blood echo in her mind.
~♡~
Dekket,seeing that Kay is struggling with a persistent knot, comes closer and, with his smile says
" Need a hand there? I think it was that dwarf who tied that up. Guess that they think we all have their same fingers... "
PbP Character: A few ;)
The fencing manifesto is fairly dry reading, with a little on fighter philosophy, but most of the work covering the evolution of foils, rapiers and sabres, proper weapon maintenance, the history and pros/cons of different fencing styles, various stances, technical maneuvers, and the like. Torlov himself and the provider of the foreword, one Tarick Samwell Ellington (a famed traveller and noted swordsman himself), both refer to the author as a Nineth Circle Master of traditional Zhentarim Fencing. Apparently (or so the book claims), all fencing in Faerun originated from the Moonsea area in the continent's North. However, while Torlov clearly knew his stuff when it came to fencing, but you don't judge him much of a writer and you nod off having only gotten three quarters of the way through the book.
Rising to take your place on the Midnight shift, you note the slight worsening of the weather and taking your instruments, begin to check bearings and speed. You immediately notice a confusing confluence of currents surrounding the moving ship, which you spend some time trying to make sense of. In the end, you pick the right current (you think) and give instructions for the adjustment, but you can't be entirely certain how how long the currents were at play on the Shark or how far off course you've been carried, especially with the limited visibility in the partially obscured night sky.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
Freya nods sympathetically and begins to climb across to assist you, but then notices Dekket climb up from below to help, so the halfling stays at her own work on the mizzenmast. She calls out instead with good natured humour in her voice, "Looks like another knight on damsel rescue duty, Kay. Hope he's good with knots and had better dreams than you did!"
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
The ladders and lines on the mainmast are wet with rain and slick beneath your hands as you climb the Shark's mainmast for the first time amidst the slightly blustery conditions.
[OOC] athletics check please, Frandal, though the DC is only 10. In normal weather conditions (or if you're a sail monkey, rigging rat or look out in mild conditions), PCs wouldn't have to make this roll, but seeing as it's raining and you're not a sail monkey or rigging rat, I'll need one this time around. Weather and other conditions are absolutely something players should take into account if they decide to climb topside, especially if they're not accustomed to doing so.
*DCs will vary with conditions and if a PCs passive athletics beats the DC, I might not bother asking for a check.
Good luck!
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea