Kelnan will claim antitoxin and a healer's kit, and a coil of rope. He then retires to his cabin but has trouble relaxing as he half expects his former captain to burst in and demand navigation assistance. Eventually he lays out the stolen map and does his best to chart their progress with whatever observations he can make. Much easier to do without a hostile and suspicious slaver breathing down your neck.
There are five of you, but only three cabins, located on the lower deck. Choose your bunkmate!
Clan Shillgrim are actually hill dwarves, Dain learns, but this clan has been out of the hills and upon the seas for many generations.
Kelnan studies his chart. It's a navigational map featuring a number of small islands, rocks, and other navigational hazards. (One small island is labelled "Harpy Rock"; nearby someone has penciled in a crude little drawing of a ship labeled "Marshal.") Kelnan has no idea where Saltmarsh is, relative to this chart - there are no settlements marked. Additionally, their cabins lack portholes or windows, and the crew has made it clear that they are not welcome to wander around the ship - they are to stay in their cabins until invited out. It may be difficult to track many landmarks or their progress once they depart.
Once you have time to settle into your quarters, Captain Windrune pays a visit.
"We'll be casting off within th' hour," he announces. "Depending on th' weather, it's at least four days sailing to get to where we need to go. We haven't seen th' Emperor ourselves - we're relying on reports, and calculating drift based on wind and currents. It's a complicated business. So be patient. Stay put. We're going deep into the Azure Sea."
"Just to be clear, my crew will remain aboard th' Winter, and will not be boarding this wreck - I'm paying an old debt to Aubreck, but my goodwill only goes so far. We're not wreckers, and personally I prefer to leave ghost ships alone. My crew have not been paid for anything other than transport. If you want to hire some of 'em, that's your business."
"Aubreck gave me this t' loan to you. It was his mother's." He presents a thin, neatly carved wooden box. Within it is a small wand made of bone. "I don't know what it does." He hands it to Kelnan.
“Yay, a slumber party!” Fianna says, all bubbly and cheerful looking to Katernin. “Unless you’d rather bunk with one of the guys...”
Fianna then enters one of the rooms randomly, flops on the best bed and starts visualizing through Fi’Finella’s eyes for a bit to check out what’s going on outside...
Katernin doesn't say anything, and still seems to be incredibly stressed. She sits on the other bed and turns her back to Fianna, trying to quiet her mind and failing.
Fi’Finella watches as the crew finishes loading the ship with cargo (barrels and crates) and prepares for departure. The captain runs a strict and orderly operation.
Soon, the sails are raised, and the vessel heads out into the bay, the cloud-cloaked winter sun setting behind you.
Dain is just going to settle down and try and relax. He's not entirely happy with this new, sea-based life he seems to have stumbled into recently. He thinks back to his days in the northlands before his business was ruined. Happier times, prosperous times. The memories begin to make him angry, though so he stores them away, preferring to focus instead on the cause of the destruction to his forge. Cold anger seethes through him then, and he stores it up, knowing it's a power source he can feed off when in battle.
The next few days are uneventful. The weather is cold, the wind stiff, the swells enormous.
Everyone should make a DC10 Constitution check to avoid seasickness.
Those who aren't sick in bed are occasionally let up on deck, closely supervised, for a brief period each day. The ship and crew are orderly, the captain and officers strict. The captain only makes an appearance once to check on you. What you see of the ocean is vast and humbling, with no signs of land nor ship.
This post has potentially manipulated dice roll results.
Fianna Con: 15 Fianna does little besides watch the world through her familiar’s eyes, sleep, wonder why dwarves would ever take to the sea...
Fi’Finella Con: 2 Fi’Finella will fly and/or be pooped out of existence for periods if she is feeling seasick. When she is ok she’s invisible spying, eavesdropping and the like. Doesn’t expect to find or hear anything interesting but it’s in her nature anyway..,
Kelnan, deeply miserable from the incessant swells, and alone in his own cabin, is soon able to learn more about the puzzling wand. (Added to inventory.) His previous shipboard experience was on coastal waters - he has never sailed through deep sea swells anything like these.
Rain comes. Dark, cold rain. The sky is low and gray. The swells ease up a bit.
The officers and crew continues to remain distant and curt. Polite and respectful, but not particularly warm or sociable. Only Dain receives the benefit of a smile, a joke, or a short chat, not that he's in the mood for any of it.
The crew reports that they are making reasonably good time, and expect to arrive at the (calculated) search area in a couple of days.
Everyone seasick gets a -2 penalty to Dex saving throws. You may reroll this again in another day or so.
For your reference. The party is split into three cabins. About ten crew members sleep in this hold at night. (There's a lower deck yet which houses another 15 or so.)
9. Privy Benches line the walls of this room. Four holes carved in them house chamber pots.
10. Medical Cabin Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps.
11. Guest Cabin and Brig This cabin is meant for guests and visiting high-ranking officials along for the journey. Each bed aboard such a vessel also has a set of manacles attached to its frame.
12. Hold This area houses both passengers and cargo. The ship’s off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.
Fianna is being nice and respectful and staying in her cabin as much as possible, as per their request.
Fi'Finella is invisibly spying about, eavesdropping and such, and reporting anything (if any at all) interesting back... Otherwise, just waiting to get to the ship we're going to.
Katernin is unaffected by the heavy seas. Fi'Finella learns from the crew 's chatter and behavior that they are a little nervous to be so far at sea, coupled with a watchful-but-slightly-paranoid fear of being followed. (There is no evidence to date that you have been.)
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Dan will take a vial of antitoxin and a healing potion. He'll also take one grappling hook.
My Author Page: www.peterjblake.com
Novels Published: Reynard's Fate, Kita's Honour, Okoth's War and Callindrill
Kelnan will claim antitoxin and a healer's kit, and a coil of rope. He then retires to his cabin but has trouble relaxing as he half expects his former captain to burst in and demand navigation assistance. Eventually he lays out the stolen map and does his best to chart their progress with whatever observations he can make. Much easier to do without a hostile and suspicious slaver breathing down your neck.
There are five of you, but only three cabins, located on the lower deck. Choose your bunkmate!
Clan Shillgrim are actually hill dwarves, Dain learns, but this clan has been out of the hills and upon the seas for many generations.
Kelnan studies his chart. It's a navigational map featuring a number of small islands, rocks, and other navigational hazards. (One small island is labelled "Harpy Rock"; nearby someone has penciled in a crude little drawing of a ship labeled "Marshal.") Kelnan has no idea where Saltmarsh is, relative to this chart - there are no settlements marked. Additionally, their cabins lack portholes or windows, and the crew has made it clear that they are not welcome to wander around the ship - they are to stay in their cabins until invited out. It may be difficult to track many landmarks or their progress once they depart.
Once you have time to settle into your quarters, Captain Windrune pays a visit.
"We'll be casting off within th' hour," he announces. "Depending on th' weather, it's at least four days sailing to get to where we need to go. We haven't seen th' Emperor ourselves - we're relying on reports, and calculating drift based on wind and currents. It's a complicated business. So be patient. Stay put. We're going deep into the Azure Sea."
"Just to be clear, my crew will remain aboard th' Winter, and will not be boarding this wreck - I'm paying an old debt to Aubreck, but my goodwill only goes so far. We're not wreckers, and personally I prefer to leave ghost ships alone. My crew have not been paid for anything other than transport. If you want to hire some of 'em, that's your business."
"Aubreck gave me this t' loan to you. It was his mother's." He presents a thin, neatly carved wooden box. Within it is a small wand made of bone. "I don't know what it does." He hands it to Kelnan.
Dain offers to bunk with Molo. "Wanna share, little one?"
My Author Page: www.peterjblake.com
Novels Published: Reynard's Fate, Kita's Honour, Okoth's War and Callindrill
“Yay, a slumber party!” Fianna says, all bubbly and cheerful looking to Katernin. “Unless you’d rather bunk with one of the guys...”
Fianna then enters one of the rooms randomly, flops on the best bed and starts visualizing through Fi’Finella’s eyes for a bit to check out what’s going on outside...
Molo eyeballs Fi’finella as a roommate, but turns back to Dain. “Oh. Well, yeah sure. You probably smell better.”
Molo will take antitoxin and a potion, as well as a crossbow. “In case we go under the waves.”
Paladin - warforged - orange
(Well Fi’Finella is invisible and above deck at this point..)
Katernin doesn't say anything, and still seems to be incredibly stressed. She sits on the other bed and turns her back to Fianna, trying to quiet her mind and failing.
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Fi’Finella watches as the crew finishes loading the ship with cargo (barrels and crates) and prepares for departure. The captain runs a strict and orderly operation.
Soon, the sails are raised, and the vessel heads out into the bay, the cloud-cloaked winter sun setting behind you.
Dain is just going to settle down and try and relax. He's not entirely happy with this new, sea-based life he seems to have stumbled into recently. He thinks back to his days in the northlands before his business was ruined. Happier times, prosperous times. The memories begin to make him angry, though so he stores them away, preferring to focus instead on the cause of the destruction to his forge. Cold anger seethes through him then, and he stores it up, knowing it's a power source he can feed off when in battle.
My Author Page: www.peterjblake.com
Novels Published: Reynard's Fate, Kita's Honour, Okoth's War and Callindrill
The next few days are uneventful. The weather is cold, the wind stiff, the swells enormous.
Everyone should make a DC10 Constitution check to avoid seasickness.
Those who aren't sick in bed are occasionally let up on deck, closely supervised, for a brief period each day. The ship and crew are orderly, the captain and officers strict. The captain only makes an appearance once to check on you. What you see of the ocean is vast and humbling, with no signs of land nor ship.
Con check (+3): 4 [add another +2 onto this if it's a Con Save]
Dain is clearly not built for ship travel!
My Author Page: www.peterjblake.com
Novels Published: Reynard's Fate, Kita's Honour, Okoth's War and Callindrill
Molo con save (this oughta be good at a -2 )
8
Molo was okay til he saw Dain puking his guts out, then he started puking, and it’s been pretty rough ever since
Paladin - warforged - orange
Fianna Con: 15
Fianna does little besides watch the world through her familiar’s eyes, sleep, wonder why dwarves would ever take to the sea...
Fi’Finella Con: 2
Fi’Finella will fly and/or be pooped out of existence for periods if she is feeling seasick. When she is ok she’s invisible spying, eavesdropping and the like. Doesn’t expect to find or hear anything interesting but it’s in her nature anyway..,
Kelnan
Con check: 1
Having thoroughly lost his sea legs already, Kelnan tries to experiment with the wand between retches.
At least I don't have to hide it this time...
Kelnan, deeply miserable from the incessant swells, and alone in his own cabin, is soon able to learn more about the puzzling wand. (Added to inventory.) His previous shipboard experience was on coastal waters - he has never sailed through deep sea swells anything like these.
Rain comes. Dark, cold rain. The sky is low and gray. The swells ease up a bit.
The officers and crew continues to remain distant and curt. Polite and respectful, but not particularly warm or sociable. Only Dain receives the benefit of a smile, a joke, or a short chat, not that he's in the mood for any of it.
The crew reports that they are making reasonably good time, and expect to arrive at the (calculated) search area in a couple of days.
Everyone seasick gets a -2 penalty to Dex saving throws. You may reroll this again in another day or so.
For your reference. The party is split into three cabins. About ten crew members sleep in this hold at night. (There's a lower deck yet which houses another 15 or so.)
9. Privy
Benches line the walls of this room. Four holes carved in them house chamber pots.
10. Medical Cabin
Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps.
11. Guest Cabin and Brig
This cabin is meant for guests and visiting high-ranking officials along for the journey. Each bed aboard such a vessel also has a set of manacles attached to its frame.
12. Hold
This area houses both passengers and cargo. The ship’s off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.
Fianna is being nice and respectful and staying in her cabin as much as possible, as per their request.
Fi'Finella is invisibly spying about, eavesdropping and such, and reporting anything (if any at all) interesting back... Otherwise, just waiting to get to the ship we're going to.
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Katernin is unaffected by the heavy seas. Fi'Finella learns from the crew 's chatter and behavior that they are a little nervous to be so far at sea, coupled with a watchful-but-slightly-paranoid fear of being followed. (There is no evidence to date that you have been.)