Torman stumbles around the deck for a time looking for a way down but it eventually dawns on him that there is in fact no 'down' to be found. He pales a little then hurries over to their gear, gathering what he will need to stay warm. Already feeling the chill in anticipation, he warms his underclothes and breathes a sigh of relief.
"I hope we reach our destination soon," he says.
Turning to the captain he clears his throat. "How long will the journey be, exactly?"
Not one to sit around, Duncan asks to be put to work, keeping his physical conditioning and perhaps even improving it by rowing and assisting with assorted sailing tasks. He pays attention and attempts to learn the rudiments of sailing, as it seems like a useful life skill.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Azzure has been seasick thus far on the journey, traveling up to the deck to vomit a couple of times, then comes down below decks, a greenish hue to the blue Dragonborn. He is grumpy, and taciturn. “When are we going to arrive. This sea just tosses us about. I do love the view of the stars at night, but my stomach won’t seem to settle.” He gathers his cold weather gear and blanket around him, trying to stay warm and focus on something, anything, other than the rolling of the waves.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
This post has potentially manipulated dice roll results.
Gryrig similarly huddles up in his coat and blankets to protect himself from the elements. He tries to cheer everyone up by singing and playing various popular songs, and maybe even starting a few sea shanties. Performance: 22
When he has a chance to rest (and change item attunement) he will drop his attunement to the Instrument of Illusions and instead attune to the Boots of the Winterlands. Once he is wearing those and is attuned to them, he feels much better and more cheerful as the cold no longer seems to bother him.
(@DM: Did you add those to our inventories? Are those the heavy boots provided to us in the footlockers? Or was this still from the shopping spree, and we should we subtract gold from our inventory for the purchase?)
Frostskimmr is a light longship with a shallow draft, driven by a single sail or by oars when necessary. The combination of wind and oar power is needed for picking a course through close-packed ice. Despite the ship’s length of nearly sixty feet, it is still light enough to be lifted by its forty crew members if it becomes hemmed in by ice. The ship is open to the air, but the crew rig sailcloth shelters across the deck to keep away the wind and sleet and hold in some warmth.
The journey northward is somewhat miserable but, uneventful. It's been a week, and you are now on the edge of the sea of moving Ice. It's an hour before dark and a mile ahead of you, you see two large lumbering humanoidish blue green figures on a sheet of ice eating, what looks to be walrus. The only way thru seems to bring you very near them.
Torman turns to the captain, "Do you recognize them? Should we parley?" he asks, nodding in the direction of the humanoids.
Despite the cold -- or perhaps because of the boots -- he has found the journey more enjoyable than he feared. The sights and sounds of the ocean were new to him -- at least at such a close range, but the possibility of making landfall remained very appealing.
Squinting into the distance, past the ice and glistening water, he tries to make out what he can of the creatures. Locals who did not view them as enemies would be valuable.
"What are those? Some sort of ice giants? Perhaps we can parlay with them and ask them if they know anything of this missing researcher. Perhaps they saw them?"
Azzure feels a little more steady now, and he’s interested by the appearance of these creatures, he looks at them in detail, trying to discern what exactly they are, and how close the boat will get to them.
Survival : (Nat 1 + 5) = 6.
Nope. He can’t get a good enough view to identify them.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
With a spy glass, Captain Lerustah studies the giants in response to the groups concerns, "Those be scrags, akin to trolls. Be no parley with them, but how well you digest in their gullet!" He studies the sheet of Ice, dotted by Ice burgs "It'd not be wise to travel at night here. We can beach here for the night, set a camp up, or anchor further off. Course scrags can swim" He says, leaving the decision to the adventurers.
This post has potentially manipulated dice roll results.
Duncan:
Survival check on the Scrags: 18
"Chances are they will eat their fill of those walruses and not engage us...but we had best be prepared in case they want a midnight snack," says Duncan with a smile.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"I think it would be safer to sleep on land. Looks like they could attack us either way if they are out for a fight - but I would rather fight on land than be ambushed on a boat that could sink with those things poking holes into it!"
Azzure needs no urging, “Aye, I say sleep on land as well. Torman I know that magic as well, would welcome somewhere safe to sleep. Where’s a good spot?”
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Azzure needs no urging, “Aye, I say sleep on land as well. Torman I know that magic as well, would welcome somewhere safe to sleep. Where’s a good spot?”
"Ah, if you can both cast it, how about we do one for the crew and one for us? I doubt everyone will fit into a single one, and I wouldn't want the crew to be unprotected in the open while we sleep safe." (Not only is it a bad and un-heroic look; Gryrig is also worried that if this happens, they might wake up without a crew left)
"We'll want to keep watch for them in the night too, I'd hate to step out to stretch in the morning and find they'd gnawed through the hull of the boat.", Kat muses dryly.
Rollback Post to RevisionRollBack
DM:Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
" 'Tis but a ritual for those who know it. It just takes a little time to summon the arts and powers to bring forth the arcane protections."
He glances at Azzure, trying to collect his thoughts. "Nothing I am aware of says it can not be cast twice by the same practitioner."
So much new knowledge, so little time to put it in place! He turns away trying to recall exactly what the spell does...
(A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
If you cast it and then exit, it disappears. So whoever casts it has to stay with that group.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
We can just keep a lookout from inside it as it's transparent. Bring the boat on land, place one hut on either side. Split crew and party across both. If the things come, sound the alarm.)
Torman grunts in annoyance after perusing his spell-book for a few moments. "Two. We can only have two," he says. He rechecks his books then looks up and his eyes lock on to Azzure, "And each caster must remain within. So, if we do this, Azzure and I must sleep in separate huts."
He scans the boats, "And if we are attacked, then for us to join the fight we must let the protection collapse."
Torman wonders if it would be better to keep their only means of escape out at sea and keep their shelter well away from the water.
(( @DM: How many crew are there? Based on images I'm guessing more than 13? ))
Torman stumbles around the deck for a time looking for a way down but it eventually dawns on him that there is in fact no 'down' to be found. He pales a little then hurries over to their gear, gathering what he will need to stay warm. Already feeling the chill in anticipation, he warms his underclothes and breathes a sigh of relief.
"I hope we reach our destination soon," he says.
Turning to the captain he clears his throat. "How long will the journey be, exactly?"
Duncan:
Not one to sit around, Duncan asks to be put to work, keeping his physical conditioning and perhaps even improving it by rowing and assisting with assorted sailing tasks. He pays attention and attempts to learn the rudiments of sailing, as it seems like a useful life skill.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Azzure?
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Azzure has been seasick thus far on the journey, traveling up to the deck to vomit a couple of times, then comes down below decks, a greenish hue to the blue Dragonborn. He is grumpy, and taciturn. “When are we going to arrive. This sea just tosses us about. I do love the view of the stars at night, but my stomach won’t seem to settle.” He gathers his cold weather gear and blanket around him, trying to stay warm and focus on something, anything, other than the rolling of the waves.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Gryrig similarly huddles up in his coat and blankets to protect himself from the elements. He tries to cheer everyone up by singing and playing various popular songs, and maybe even starting a few sea shanties. Performance: 22
When he has a chance to rest (and change item attunement) he will drop his attunement to the Instrument of Illusions and instead attune to the Boots of the Winterlands. Once he is wearing those and is attuned to them, he feels much better and more cheerful as the cold no longer seems to bother him.
(@DM: Did you add those to our inventories? Are those the heavy boots provided to us in the footlockers? Or was this still from the shopping spree, and we should we subtract gold from our inventory for the purchase?)
To give you an Idea
Frostskimmr is a light longship with a shallow draft, driven by a single sail or by oars when necessary. The combination of wind and oar power is needed for picking a course through close-packed ice. Despite the ship’s length of nearly sixty feet, it is still light enough to be lifted by its forty crew members if it becomes hemmed in by ice. The ship is open to the air, but the crew rig sailcloth shelters across the deck to keep away the wind and sleet and hold in some warmth.
The journey northward is somewhat miserable but, uneventful. It's been a week, and you are now on the edge of the sea of moving Ice. It's an hour before dark and a mile ahead of you, you see two large lumbering humanoidish blue green figures on a sheet of ice eating, what looks to be walrus. The only way thru seems to bring you very near them.
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
"Captain, do you mean to push through the ice tonight? Those large fellows going to be a concern?", Kat asks.
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
Torman turns to the captain, "Do you recognize them? Should we parley?" he asks, nodding in the direction of the humanoids.
Despite the cold -- or perhaps because of the boots -- he has found the journey more enjoyable than he feared. The sights and sounds of the ocean were new to him -- at least at such a close range, but the possibility of making landfall remained very appealing.
Squinting into the distance, past the ice and glistening water, he tries to make out what he can of the creatures. Locals who did not view them as enemies would be valuable.
Perception: 21 (passive)
"What are those? Some sort of ice giants? Perhaps we can parlay with them and ask them if they know anything of this missing researcher. Perhaps they saw them?"
Azzure feels a little more steady now, and he’s interested by the appearance of these creatures, he looks at them in detail, trying to discern what exactly they are, and how close the boat will get to them.
Survival : (Nat 1 + 5) = 6.
Nope. He can’t get a good enough view to identify them.
A wizard is never late, nor is he early, he arrives precisely when he means to.
With a spy glass, Captain Lerustah studies the giants in response to the groups concerns, "Those be scrags, akin to trolls. Be no parley with them, but how well you digest in their gullet!" He studies the sheet of Ice, dotted by Ice burgs "It'd not be wise to travel at night here. We can beach here for the night, set a camp up, or anchor further off. Course scrags can swim" He says, leaving the decision to the adventurers.
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Duncan:
Survival check on the Scrags: 18
"Chances are they will eat their fill of those walruses and not engage us...but we had best be prepared in case they want a midnight snack," says Duncan with a smile.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Torman imagines the havoc that trolls might create on the small boat. "Trolls on a boat are a daunting prospect," he says, studying the ice sheet.
"I for one would prefer something more sturdy beneath my feet, and should be able to provide some safety to my companions at least."
"I think it would be safer to sleep on land. Looks like they could attack us either way if they are out for a fight - but I would rather fight on land than be ambushed on a boat that could sink with those things poking holes into it!"
Azzure needs no urging, “Aye, I say sleep on land as well. Torman I know that magic as well, would welcome somewhere safe to sleep. Where’s a good spot?”
A wizard is never late, nor is he early, he arrives precisely when he means to.
"Ah, if you can both cast it, how about we do one for the crew and one for us? I doubt everyone will fit into a single one, and I wouldn't want the crew to be unprotected in the open while we sleep safe." (Not only is it a bad and un-heroic look; Gryrig is also worried that if this happens, they might wake up without a crew left)
"We'll want to keep watch for them in the night too, I'd hate to step out to stretch in the morning and find they'd gnawed through the hull of the boat.", Kat muses dryly.
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
Torman nods, looking relieved.
" 'Tis but a ritual for those who know it. It just takes a little time to summon the arts and powers to bring forth the arcane protections."
He glances at Azzure, trying to collect his thoughts. "Nothing I am aware of says it can not be cast twice by the same practitioner."
So much new knowledge, so little time to put it in place! He turns away trying to recall exactly what the spell does...
(A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
If you cast it and then exit, it disappears. So whoever casts it has to stay with that group.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
We can just keep a lookout from inside it as it's transparent. Bring the boat on land, place one hut on either side. Split crew and party across both. If the things come, sound the alarm.)
Torman grunts in annoyance after perusing his spell-book for a few moments. "Two. We can only have two," he says. He rechecks his books then looks up and his eyes lock on to Azzure, "And each caster must remain within. So, if we do this, Azzure and I must sleep in separate huts."
He scans the boats, "And if we are attacked, then for us to join the fight we must let the protection collapse."
Torman wonders if it would be better to keep their only means of escape out at sea and keep their shelter well away from the water.
(( @DM: How many crew are there? Based on images I'm guessing more than 13? ))