(I want 2 cocktails (already had one and am just about to start another) and a wicker folding chair before this starts)
Reguh is laying out on a folding chair relaxing. He is completely covered by his cloak, which is adorned with stitchings of sea shells and fish. The hood of the cloak over his face has a straw sticking out going to his cocktail. By his feet, a winged white cat sits looking around, taking in the sights and keeping a look out for his master.
This post has potentially manipulated dice roll results.
Beatrice perks up at the word "thief", jumping off the stool and following the sound of the commotion, swinging her axe off her back and into her hand as she does.
Initiative: 2
(ed: just realised I have a +2 to initiative, so my roll is 4, not 2)
For anyone on the beach or with a clear view: The tournament starts with each of the Shark Hunters picking a numbered seashell out of a basket and from that splitting into groups. There are two groups of three who go into the very deep water, and three groups of two between the shallow water and the deep water. Those stuck in the shallow water (including Elanza and Joao) do not seem happy with the shells they drew.
One person from each of the three Militia groups then throws a large bucket of chum in the general direction of the Shark Hunters, to the excited hoots and howls of much of the crowd.
There is a pause that seems to go on forever as the tension mounts, then the first Shark Hunter holds up their harpoon and then dives, then a second, then the third, until all but the closest four are under the water.
This post has potentially manipulated dice roll results.
FYI: I’m using home brew rules on intoxication. After drinking one’s CON modifier worth of drinks, you need to roll a CON saving throw. First drink over CON modifier is only DC5, second DC10, third DC15 etc. If anyone has had more drinks than their CON modifier, please make your rolls as soon as you stand up. Until then you feel fine. Don’t worry though, slightly intoxicated doesn’t automatically mean disadvantage (I’ll roll for effect), though just that little bit too intoxicated could lead to Armageddon.
Meanwhile in the tavern:
Thug initiative: 8
Arvastan initiative: 9
The thug double dashes and even despite the crowd in the bar, has made it most of the way to the south-west exit before anyone even gets a reaction.
Arvastan finishes gets to his feet with and starts to give chase on his turn.
Tharhun gives chase and will be just behind the thug if he double dashes.
Regah - the cocktails were 7 copper (two-for-one price) and are genuinely the nicest and most refreshing drink you have tasted. You mentally note the taste, so that you can prestidigitation it later. As you start your second drink Steve starts knocking your hand with his head. He seems concerned about something, though it is not yet alarm.
This post has potentially manipulated dice roll results.
"A full reading? That will be 1 gold piece," Aliez says smoothly as she pretends to shuffle her tarot deck while studying her client, trying to figure out what kind of person she is and what she wants to hear from a fortune telling (Slight of hand to stack the tarot deck 14 and insight to study the half-elf 5).
He suddenly removes a pale hand from is robe, revealing his wand, taps it on his drink (casting prestidigitation to cool it) and quickly downs the beverage.
Aliez, the half elf is a fairly open book. I’ll use a perception check to see if she sees you stack the deck 13 and charisma check to see how open the book is 13 with a zero modifier for both. If you pass the first, she gives you the gold piece up front.
Reguh, you concentrate and open your eyes, now looking through Steve’s eyes at your own face. It is obvious he has not seen anything, though the way his (now your) ears are pricked up you believe he may have heard something. You listen, now using his senses. Roll perception with advantage. Also because you are attuned to Steve’s senses, roll a dex check to see if the drink goes in your mouth.
Beatrice, you double dash towards the thug, but are not able to get close enough to trip him.
Oden and anyone else in the water (I don’t know if there is anyone), roll a dexterity saving throw (DC 12) and if you fail that, a strength saving throw.
Reguh, you manage to get about three quarters of the drink in your mouth, though what you spill beads and rolls off your nautical robe.
You listen with Steve’s keen hearing and at first nothing seems out of place. There are the sounds of the crowds and the splashing of the Shark Hunters. Then one of your ears twitches and then the other and with your (Steve’s) directional hearing, you realise some of the splashing is coming from the wrong direction. The Shark hunters were supposed to be to the north and there is splashing to the east and west as well.
Laire was all eyes and ears, stepping even closer to the raising water. She did not know the rules, but hunting is hunting - the winner is either the one who get first prey, or the largest. Or may be the most of them. A pity she could not breath under water - she would love to see what is going on there!
This post has potentially manipulated dice roll results.
Oden, the water current changes, like the tide going out very fast. You and Ervalin scramble and manage to keep your footing but Jhenles is now nowhere to be seen.
Roll initiative
[trustlife1990, I’m going to have any of Oden’s siblings who are on Flora Isle (except for Ervalin and Arvastan) start in a safe area on the beach near Oden. You will need to have Oden communicate with them on your turn if you want them to move, though they will try to avoid obvious danger by themselves.]
"Lets start with a card reading," Aliez suggests as she draws 3 cards from the top of the deck. First is the Temperance card, followed by the Tower, finally the the World. "This is interesting my friend. You see this first card means that like metal, you have either recently been shaped by someone or something or are about to be. This will bring out the good in you although the process may be difficult. Look for chances to prove yourself and to rise up. For only by meeting this change shall you come out stronger. This ties into your next card. The Tower represents disaster. Especially that which changes social structure. With it next to the Temperance card, you must keep an eye out. Although the disaster will have you come out stronger, you will be tested. However not all is grim, for your last card, the world, means that when you come out the other side, you will be truly free. You will know who you are and be able to go anywhere. Adversity will have strengthened you and now the world will open up to you." As Aliez speaks, she hides her hands under the table and casts control flames to make the fire rise up when her voice raises as she speaks about adversity. "See, even the flames know you have much to do in this world. Peer into them. Perhaps they will show you more than my cards can." The flames form into the shape of a woman, then she is gone replaced by a tower crumbling, a crown falls from a head, the woman stands up holding the crown, there is a crowd who bows before her (Using control flames). "Tell me, what did the flames show you?"
As Laire is close to the water and is ‘all eyes and ears’ please make a two perception checks (for different things). If you get over DC10 on the first check, please roll an investigation or nature check.
(I want 2 cocktails (already had one and am just about to start another) and a wicker folding chair before this starts)
Reguh is laying out on a folding chair relaxing. He is completely covered by his cloak, which is adorned with stitchings of sea shells and fish. The hood of the cloak over his face has a straw sticking out going to his cocktail. By his feet, a winged white cat sits looking around, taking in the sights and keeping a look out for his master.
(Put me upper right by where it says group 2)
18 Rolling perception for Steve the Tressym
Beatrice perks up at the word "thief", jumping off the stool and following the sound of the commotion, swinging her axe off her back and into her hand as she does.
Initiative: 2
(ed: just realised I have a +2 to initiative, so my roll is 4, not 2)
For anyone on the beach or with a clear view: The tournament starts with each of the Shark Hunters picking a numbered seashell out of a basket and from that splitting into groups. There are two groups of three who go into the very deep water, and three groups of two between the shallow water and the deep water. Those stuck in the shallow water (including Elanza and Joao) do not seem happy with the shells they drew.
One person from each of the three Militia groups then throws a large bucket of chum in the general direction of the Shark Hunters, to the excited hoots and howls of much of the crowd.
There is a pause that seems to go on forever as the tension mounts, then the first Shark Hunter holds up their harpoon and then dives, then a second, then the third, until all but the closest four are under the water.
FYI: I’m using home brew rules on intoxication. After drinking one’s CON modifier worth of drinks, you need to roll a CON saving throw. First drink over CON modifier is only DC5, second DC10, third DC15 etc. If anyone has had more drinks than their CON modifier, please make your rolls as soon as you stand up. Until then you feel fine. Don’t worry though, slightly intoxicated doesn’t automatically mean disadvantage (I’ll roll for effect), though just that little bit too intoxicated could lead to Armageddon.
Meanwhile in the tavern:
Thug initiative: 8
Arvastan initiative: 9
The thug double dashes and even despite the crowd in the bar, has made it most of the way to the south-west exit before anyone even gets a reaction.
Arvastan finishes gets to his feet with and starts to give chase on his turn.
Tharhun gives chase and will be just behind the thug if he double dashes.
Regah - the cocktails were 7 copper (two-for-one price) and are genuinely the nicest and most refreshing drink you have tasted. You mentally note the taste, so that you can prestidigitation it later. As you start your second drink Steve starts knocking your hand with his head. He seems concerned about something, though it is not yet alarm.
"A full reading? That will be 1 gold piece," Aliez says smoothly as she pretends to shuffle her tarot deck while studying her client, trying to figure out what kind of person she is and what she wants to hear from a fortune telling (Slight of hand to stack the tarot deck 14 and insight to study the half-elf 5).
Beatrice double dashes to try and catch up to the thug as well, and will try to use the handle of her axe to trip him if she gets within range.
Reguh attunes his senses to Steve’s as he begins to see and hear through Steve.
He suddenly removes a pale hand from is robe, revealing his wand, taps it on his drink (casting prestidigitation to cool it) and quickly downs the beverage.
Aliez, the half elf is a fairly open book. I’ll use a perception check to see if she sees you stack the deck 13 and charisma check to see how open the book is 13 with a zero modifier for both. If you pass the first, she gives you the gold piece up front.
Reguh, you concentrate and open your eyes, now looking through Steve’s eyes at your own face. It is obvious he has not seen anything, though the way his (now your) ears are pricked up you believe he may have heard something. You listen, now using his senses. Roll perception with advantage. Also because you are attuned to Steve’s senses, roll a dex check to see if the drink goes in your mouth.
Beatrice, you double dash towards the thug, but are not able to get close enough to trip him.
Oden and anyone else in the water (I don’t know if there is anyone), roll a dexterity saving throw (DC 12) and if you fail that, a strength saving throw.
Oden's dex save: 27
23 Perception through Steve
11 Dex check
Reguh, you manage to get about three quarters of the drink in your mouth, though what you spill beads and rolls off your nautical robe.
You listen with Steve’s keen hearing and at first nothing seems out of place. There are the sounds of the crowds and the splashing of the Shark Hunters. Then one of your ears twitches and then the other and with your (Steve’s) directional hearing, you realise some of the splashing is coming from the wrong direction. The Shark hunters were supposed to be to the north and there is splashing to the east and west as well.
Roll initiative.
Laire was all eyes and ears, stepping even closer to the raising water. She did not know the rules, but hunting is hunting - the winner is either the one who get first prey, or the largest. Or may be the most of them. A pity she could not breath under water - she would love to see what is going on there!
Meili Liang Lvl 5 Monk
Dice
4 Initiative
Oden, the water current changes, like the tide going out very fast. You and Ervalin scramble and manage to keep your footing but Jhenles is now nowhere to be seen.
Roll initiative
[trustlife1990, I’m going to have any of Oden’s siblings who are on Flora Isle (except for Ervalin and Arvastan) start in a safe area on the beach near Oden. You will need to have Oden communicate with them on your turn if you want them to move, though they will try to avoid obvious danger by themselves.]
Ervalin’s initiative is 9
Oden's initiative: 19
"Lets start with a card reading," Aliez suggests as she draws 3 cards from the top of the deck. First is the Temperance card, followed by the Tower, finally the the World. "This is interesting my friend. You see this first card means that like metal, you have either recently been shaped by someone or something or are about to be. This will bring out the good in you although the process may be difficult. Look for chances to prove yourself and to rise up. For only by meeting this change shall you come out stronger. This ties into your next card. The Tower represents disaster. Especially that which changes social structure. With it next to the Temperance card, you must keep an eye out. Although the disaster will have you come out stronger, you will be tested. However not all is grim, for your last card, the world, means that when you come out the other side, you will be truly free. You will know who you are and be able to go anywhere. Adversity will have strengthened you and now the world will open up to you." As Aliez speaks, she hides her hands under the table and casts control flames to make the fire rise up when her voice raises as she speaks about adversity. "See, even the flames know you have much to do in this world. Peer into them. Perhaps they will show you more than my cards can." The flames form into the shape of a woman, then she is gone replaced by a tower crumbling, a crown falls from a head, the woman stands up holding the crown, there is a crowd who bows before her (Using control flames). "Tell me, what did the flames show you?"
As Laire is close to the water and is ‘all eyes and ears’ please make a two perception checks (for different things). If you get over DC10 on the first check, please roll an investigation or nature check.
Perception1: 18 , Perception2: 19 Nature: 14
Meili Liang Lvl 5 Monk
Dice