The campaign begins in the city of Neverwinter, the Jewel of the North, situated in the northwestern area of the Sword Coast of Faerûn. The city is it's normal bustling self, with a healthy trade business and active market areas. It is a relatively peaceful time in the realms. The local taverns are filled with stories of monsters, treasures waiting to be plundered, heroic adventurers and other typical gossip.
Dagult Neverember is the Lord Protector of Neverwinter, ruling in the absence of a true heir to Neverwinter’s crown. At present, no legitimate heirs are known to exist, and many believe that the royal line is dead.
The date is Ches 19 (spring equinox), 1481 DR, but I will not be following the official timeline or stories as part of this campaign. The realms works as a good settings, but I have no intention on keeping up with what is going on outside of the campaign or hooking it in.
Each character will have to decide why they are in Neverwinter and what they are currently up to.
Characters
The first post from each player should be their character build. The rules for character creation and development are:
Any race, class, subclass, skills, feats, backgrounds from official 5e source books and supplements set in the Forgotten Realms or neutral worlds (no Eberron, Ravnica, Critical Role, etc..), as well as any of my home brew.
Ability scores will be rolled, using the method of rolling 4d6 and dropping the lowest. You also can re-roll 1's on 3 of your scores. You may generate 3 sets of scores and choose the one to your liking. A rolling macro is included below and required to be included in your character sheet.
Characters begin at 1st level with 200 gp to purchase your initial equipment.
Hit points are rolled, but re-roll any roll below half the die. For example, using a fighter level, use the roll script (take out the leading space): [ roll]1d10.reroll(<6)[/roll]
Advancement will use the milestone method.
Any non-evil alignment may be selected.
Pick a unique color for your character text and use it in your character posting. Use it in your future posts for coloring any dialogue your character speaks in game.
Any other discretionary decisions as I desire on a case-by-case basis. This is for cases that I don't think some aspect of the character will not fit into the party or story.
This is our first pbp game, so there will be adjustments along the way.
The format of the character post should be:
{portrait image}
Name: name
Race: race
Class: class
Background: background
Ability Scores: STR 10, DEX 10, CON 10, INT 10, WIS 10, CHA 10
To generate your ability scores array, post the roll commands from Discord 3 times and don't ever edit that section.
Here is the rolling command for 3 scores (remove the leading space in the first roll tag: [ roll]4d6.dropLowest(1).reroll(=1)[/roll]
Here is the rolling command for the other 3 scores (remove the leading space in the first roll tag: [ roll]4d6.dropLowest(1)[/roll]
Backstory:
backstory (include why you are in Neverwinter and what you are up to)
This second post will contain all "rules" and suggestions for how to play and be built over time as we learn during our first pbp campaign. Feel free to DM any suggestions you have.
General Character Posting Guidelines
Make posts in first person and try to stay in character.
When your character says something, put it in quotes and use your designated character color for the text.
Put any OOC text in your posts between [OOC]Man that sucked![/OOC] tags.
After you finish making a post, please try to post a message in Discord to the campaign channel saying you completed your turn and who should be next, if applicable.
If you want to do something or say something that only I should see, use a spoiler.
Combat Rules
I will be tweaking these rules as we get experience with pbp, to improve the flow of combat.
At the start of a combat, I will roll all initiatives and post the resulting order and rolls.
All NPC's of the same type will have the same initiative. This will reduce some of the waiting between turns.
When your character takes their turn, state what you are doing and then make all potentially relevant die rolls; such as attack roll, damage roll and any other side-effect rolls that could occur. If the attack roll results in a critical, please immediately follow up the post with the critical dice rolls.
Include any bonus or other actions you take during the turn, including what you do if your attack disabled/drops the target.
If you are eligible to take a reaction during other turns, please post ASAP with your reaction and all die rolls.
Ability Scores: STR 14, DEX 18, CON 14, INT 16, WIS 14, CHA 13
Backstory:
Centuries Old, Kel has found himself duty bound to the Archfey with a blood oath, tasked with one job.... to hunt down those that have attempted a double-cross the Archfey or those who have backed out of their deal with the the Archfey.
Upon given the task, the Archfeys court provided him The Ironoak Mask. it has been magically attached to his face until the debt has been repaid fully. When the Archfey's court has tasks for him wisps of ethereal trails are visible to Kel and lead him towards his goals.
Kel has not yet been provided who his target is but the Archfey's Court has asked that he travel to Neverwinter until further detailed.
This post has potentially manipulated dice roll results.
Name: Phathaemus "Fathom" X'ulnath
Race: Triton
Class: Fighter
Background: Sailor
Ability Scores: STR 19, DEX 14, CON 16, INT 11, WIS 13, CHA 19
"post your ability rolls by copying the following and pasting it 3 times, after removing the leading space on each roll start tag"
13126101412
1416126813
91261398
Backstory
My people have a word, “enkhvst”, which roughly translates to wanderlust. Our settlement folks describe their children who look to the cities and not cultivate or fight in the Sahuagin wars as “enkhvst,” while our city-dwellers reserve it for those of us who look to the surface for adventure. I just wanted to see the sky.
I left the comfort of the unfathomable depths and darkness for a life surface side, where I could see the sky, the sun, and the stars. Fortune favored me that my schooling included lessons in the surface language, and I could find work on a ship, and my heritage was a boon, for I was comfortable on both land and the Sea. Also, many of the sailors saw having a Child of the Sea onboard as good fortune. Such a superstitious lot, sailors are! Many times I had to calm my shipmates on the rougher seas, soothing them that we would encounter no horrors of the depths.
I was wrong.
A storm, while en route to Selgaunt in the Sea of Fallen Stars, waylaid our ship to eerily calm waters and a port I was unfamiliar with, but whose name struck fear in a fair number of my fellow shipmates.
“Stormport,” they muttered, “is a cursed town in cursed waters.” I inquired further to their meaning, but was only informed that Stormport is known for many strange things, including odd disappearances and strange creatures that emanate from the sea. Normally, I would put down such nonsense as silly sailor superstitions, but I must admit that even the wind seemed...wrong. I couldn’t put my finger on it until I descended into waters to perform my usual hull check (as I was the only crewman who could breathe underwater), and felt the uneasy crawl of the currents on my skin. Something was unnatural in the water; I am not sure how to describe it in the language of the surface. I would say like...fear permeated every drop down here. I knew this feeling, or at least I had heard of it. Our legends describe it as an ancient creature that makes the waters sick. I don’t know the surface word for them, but they are a mass of tentacles and a mouth like an abyss. I remembered assurances to the crew that we’d encounter not deep sea terrors, but in the back of my mind, I wondered.
I put the thought out and went about my duty, yet when I examined the chain and anchor I felt a compulsion. Follow the chain, I felt, follow it to the bottom.
I only remember the voices. They spoke in words I know that the denizens of the Sea speak, but I know not what they mean. It is like something knows my words but not how to communicate with them.
My shipmates found me on the deck and tried to tend to me, but they could do little. They said the waters did something to me; that my eyes became white, like the color of seafoam. And I muttered in a language that men who had traversed the world had never heard.
None could sail with me after that and I could not bring myself to earn another commission. Truthfully, I am now a Child of the Sea that can no longer bear to be in it. I can’t go home and I can’t sail, so I secured passage to Neverwinter to seek my fortune elsewhere. All I have is some money I made from my time on the ships, my sword, and this strange tentacle-shaped amulet that I only know came from when I ascended the deck in Stormport.
Ability Scores: STR 12, DEX 18, CON 13, INT 14, WIS 16, CHA 12
Backstory:
His Mother a Sun Elf Paladin and his Father a Moon Elf Cleric belonged to temples of Ilmater. They were sent to Calimshan to aid the lower classes in Calimport. They were based at the House of the Broken God in Keltar, Calimshan but served many missions to Calimport and the surrounding area.
As they were the only Elves serving Ilmater in the region, they spent much time together and they found and were soon married. Shortly after they were married they had Virkian. They continued assisting in Calimshan until the slave revolt in the late 15th century, when they decided to move back north to the Lurkwood where they were from. As they traveled, they visited a great many Ilmatari hostels, abbeys, and seminaries.
Virkian joined the House of the Broken God temple where his parents were based. He served the temple all his younger years and received training as Cleric of Ilmater. In their travels back to Lurkwood, Virkian met many Broken One monks and became interested in their ways. He studied with each of them learning some basics of how to defend himself and other who are less able. Once back in Lurkwood, he completed his training as a Cleric in a local seminiary of Ilmater.
Upon completing his training he was given a mission to provide assistance in the Neverwinter area. He packed up his limited belongings and headed to the local chapter of Ilmater followers on the outskirts of Neverwinter. Upon reaching the Neverwinter chapter, he was tasked with finding a group with a moral goal to assist.
Kel makes his way into the city following the path of ethereal mists. He knows he must not keep his contact waiting. Images of he and his sister playing as children so long-ago flash within his minds eye. “I mustn’t slow down now.” Whispering to himself as he picks up his pace.
Making his way through the cities narrow alleys to not draw attention to himself, he weaves in and out of the paths less traveled throughout the town. The alienation comes over him as he begins feeling the lack of the wild magic that he has been so accustomed to over the centuries. The mortal realms are so different to a citizen of the Fey Wilds.
Within a few minutes he finds himself at a tavern in the city’s richer district. He enters and sees the ethereal mists guide him to a table in the corner. Ensuring his head is still covered by his cloak he sits down.
As he looks upon his contact from the court he recognizes a face and his vision goes blurry from tears forming in his eyes. “Liadr…!!!” he stops himself with a gasp as he realizes it is his sister. “You were not to be apart of this!” he mournfully exclaims. “I took the oath to protect you!”
“Brother... I could not let you take the risk by yourself…”She says softly and warmly. “I waited for you to leave the fey before begging the Green Lord to let me be the voice of the court for this trial... and it was my doing that took you from our homeland...”
Kel moves his hand to wipe his eyes but does not find the softness of his elven skin. A slight hesitation comes over him as he scrapes his hand over the course wood and his demeanor stiffens as his fingers make its way past the mask placed on his face. Grabbing his hand, she says to Kel“I do not have long I must return very soon… I was to guide you to this place as the Court foresees a need of you here, but they have not said what yet.” His eyes soften as he looks back to her.
“When will you return?” he says softly.
“I do not know”she replies “but my time is up”
“What can I get you” a rough voice says from behind the bar counter interrupting their conversation. "What would you like drink.” As he looks behind him and then back to find he is alone again. His shoulders slump as he realizes she is gone.
“You have to order something if you wish to stay here sir. We have a business to run.”Kel places a few copper on the table, stands up, then leaves the bar thanking them for their hospitality. “I must succeed” he says to himself and makes his way into the city.
It has been three days since Kel entered the city and over these past few days he has wandered the city looking for traces of the ethereal mists. Being a stranger to the mortal realms has kept Kel on edge for the most part. Taking it upon himself to move locations each night and not lingering in one spot for too long.
On the third day of exploring the city the mists appear behind him, from a pile of crates. Kel moves to inspect the crates and finds a simple note with a name and a direction. He commits it to memory and then watches as the characters disappear.
With excitement a grin breaks through the blank slate the mask general provides to him. He finally has a view of the goal to complete his task. The pragmatist within him calms him down quickly though. “This is not victory... this is the starting line… there is still work to be done.” he says to himself softly, but a smile still rests on his face.
He knows he needs to learn more about his prey... People do not wind up on with this sort of fate by accident, he thinks to himself. “Information and contacts are my next step” he says out loud, “I am sure I can find some information with a little coin and a few drinks…”
Kel adjusts his cloak and looks for signs of any more ethereal mist. Not finding any more fey magic in the vicinity, he checks his surroundings to make sure he is not being followed. He heads towards the center of the city looking for signs of Thieves’ Cant.
”Fathom” descends the ship plank for perhaps the final time. “If I can no longer sell my skills on the sea, then perhaps I can sell my skill with a sword,” he laments. Unconsciously, he grasps his tentacled-amulet and makes his way from port to the city proper.
“I have seen city guards and drowned corpses wear a carapace like a crab, that I always imagined would be impossible to swim with. Now this armor, I must find my own. The stronger and heavier, the better.”
Fathom enters the city proper and searches for an armorer.
Fathom can get directions to the "Trade of Blades" in the section of the city referred to as "Protector's Enclave". There are smiths and shops in that area of the city.
Having successfully navigated to the Protector's Enclave, I locate the Trade of Blades. Upon entering, I look for the nearest armorer, preferably an establishment that looks inviting. I enter to speak to the proprietor.
"Ho, shopkeep! I am looking to procure some armor." Motioning to the scale armor display, "This one reminds me of home. Might I inquire how functional this suit is and how much it will cost me?"
As Kel wanders through the city looking for information on his target. He makes his way into the Protector’s Enclave and finds his first sign of Thieves’ Cant. Understanding he may be stepping into the lion’s den he plays coy with his questioning.
Building his conversations around looking for work and doing some subtle name drops for the target he finds little information regarding the target but learns a location. The town of Phandalin.
Understanding that an individual that is titled in such a way and not being able to gather much information puts Kel on edge.
I should find a travelling group to blend in with. Kel thinks to himself. Maybe I can find a caravan here...
"We don't serve patrons that are shaped like you often, but we make as fine of armor as you can find in the region", the middle-aged human shopkeeper says to Fathom. "You can try it on and see how it feels to you. We will gladly have the fit customized to accommodate you."
The shop you entered is called "Shining Knight Arms & Armor". It has a good sized storefront and glancing through an archway, you see a large forge area with several dwarves working on various projects.
"I do like the overlapping scales on this one." I struggle to get in to the scale mail, but manage to don it. "It is...heavier than it looks. Good. I really don't want to go into the water anytime soon. I may need it adjusted to accommodate my shorter stature; you surface-dwellers have a few hands on me." *whispers* "Except for the bearded ones over there. I sometimes confuse the smaller folk. Are they...dwarves, gnomes...?"
"It has a nice fit on you, it won't take a lot of alterations to make it perfect for you. You won't find a finer crafted suit in all the north."Ataz glances in the direction of your gaze and says, "aah, yeah I am sure dwarves are not common where you come from. They are excellent craftsmen and not shy of hard work. We can have the suit ready for you in 2 days for the price of 55 gold coins. I will need a deposit of 30 gold to start the work."
As Kel explores the city, searching for information, he notices a post of interest on a bulletin board in the city center where there are an abundance of shops and craftsmen:
"Seeking brave and trustworthy individuals for escort duty on a shipment to Phandalin. See Gundren at Gundren Outfitters"
Campaign Start
The campaign begins in the city of Neverwinter, the Jewel of the North, situated in the northwestern area of the Sword Coast of Faerûn. The city is it's normal bustling self, with a healthy trade business and active market areas. It is a relatively peaceful time in the realms. The local taverns are filled with stories of monsters, treasures waiting to be plundered, heroic adventurers and other typical gossip.
Dagult Neverember is the Lord Protector of Neverwinter, ruling in the absence of a true heir to Neverwinter’s crown. At present, no legitimate heirs are known to exist, and many believe that the royal line is dead.
The date is Ches 19 (spring equinox), 1481 DR, but I will not be following the official timeline or stories as part of this campaign. The realms works as a good settings, but I have no intention on keeping up with what is going on outside of the campaign or hooking it in.
Each character will have to decide why they are in Neverwinter and what they are currently up to.
Characters
The first post from each player should be their character build. The rules for character creation and development are:
The format of the character post should be:
{portrait image}
Name: name
Race: race
Class: class
Background: background
Ability Scores: STR 10, DEX 10, CON 10, INT 10, WIS 10, CHA 10
Backstory:
backstory (include why you are in Neverwinter and what you are up to)
Link:
character sheet link
Please join the dndb campaign at: https://ddb.ac/campaigns/join/2982492172866211
This second post will contain all "rules" and suggestions for how to play and be built over time as we learn during our first pbp campaign. Feel free to DM any suggestions you have.
General Character Posting Guidelines
Combat Rules
I will be tweaking these rules as we get experience with pbp, to improve the flow of combat.
Name: Kel
Race: Eladrin (Variant)
Class: Rogue
Background: Spy
Ability Scores: STR 14, DEX 18, CON 14, INT 16, WIS 14, CHA 13
Backstory:
Centuries Old, Kel has found himself duty bound to the Archfey with a blood oath, tasked with one job.... to hunt down those that have attempted a double-cross the Archfey or those who have backed out of their deal with the the Archfey.
Upon given the task, the Archfeys court provided him The Ironoak Mask. it has been magically attached to his face until the debt has been repaid fully. When the Archfey's court has tasks for him wisps of ethereal trails are visible to Kel and lead him towards his goals.
Kel has not yet been provided who his target is but the Archfey's Court has asked that he travel to Neverwinter until further detailed.
Character Sheet
https://www.dndbeyond.com/profile/Kinitaro/characters/11012858
Name: Phathaemus "Fathom" X'ulnath
Race: Triton
Class: Fighter
Background: Sailor
Ability Scores: STR 19, DEX 14, CON 16, INT 11, WIS 13, CHA 19
"post your ability rolls by copying the following and pasting it 3 times, after removing the leading space on each roll start tag"
13 12 6 10 14 12
14 16 12 6 8 13
9 12 6 13 9 8
Backstory
My people have a word, “enkhvst”, which roughly translates to wanderlust. Our settlement folks describe their children who look to the cities and not cultivate or fight in the Sahuagin wars as “enkhvst,” while our city-dwellers reserve it for those of us who look to the surface for adventure. I just wanted to see the sky.
I left the comfort of the unfathomable depths and darkness for a life surface side, where I could see the sky, the sun, and the stars. Fortune favored me that my schooling included lessons in the surface language, and I could find work on a ship, and my heritage was a boon, for I was comfortable on both land and the Sea. Also, many of the sailors saw having a Child of the Sea onboard as good fortune. Such a superstitious lot, sailors are! Many times I had to calm my shipmates on the rougher seas, soothing them that we would encounter no horrors of the depths.
I was wrong.
A storm, while en route to Selgaunt in the Sea of Fallen Stars, waylaid our ship to eerily calm waters and a port I was unfamiliar with, but whose name struck fear in a fair number of my fellow shipmates.
“Stormport,” they muttered, “is a cursed town in cursed waters.” I inquired further to their meaning, but was only informed that Stormport is known for many strange things, including odd disappearances and strange creatures that emanate from the sea. Normally, I would put down such nonsense as silly sailor superstitions, but I must admit that even the wind seemed...wrong. I couldn’t put my finger on it until I descended into waters to perform my usual hull check (as I was the only crewman who could breathe underwater), and felt the uneasy crawl of the currents on my skin. Something was unnatural in the water; I am not sure how to describe it in the language of the surface. I would say like...fear permeated every drop down here. I knew this feeling, or at least I had heard of it. Our legends describe it as an ancient creature that makes the waters sick. I don’t know the surface word for them, but they are a mass of tentacles and a mouth like an abyss. I remembered assurances to the crew that we’d encounter not deep sea terrors, but in the back of my mind, I wondered.
I put the thought out and went about my duty, yet when I examined the chain and anchor I felt a compulsion. Follow the chain, I felt, follow it to the bottom.
I only remember the voices. They spoke in words I know that the denizens of the Sea speak, but I know not what they mean. It is like something knows my words but not how to communicate with them.
My shipmates found me on the deck and tried to tend to me, but they could do little. They said the waters did something to me; that my eyes became white, like the color of seafoam. And I muttered in a language that men who had traversed the world had never heard.
None could sail with me after that and I could not bring myself to earn another commission. Truthfully, I am now a Child of the Sea that can no longer bear to be in it. I can’t go home and I can’t sail, so I secured passage to Neverwinter to seek my fortune elsewhere. All I have is some money I made from my time on the ships, my sword, and this strange tentacle-shaped amulet that I only know came from when I ascended the deck in Stormport.
And the voices...I still hear the voices...
Link:
Fathom
14 14 10 10 17 11
16 15 12 13 13 12
13 13 13 17 10 8
Name: Virkian Firahel
https://sites.google.com/view/ziongamers/home/fantasy-grounds/character-files/mike-n/virkian
Race: High Elf
Class: Cleric
Background: Acolyte
Ability Scores: STR 12, DEX 18, CON 13, INT 14, WIS 16, CHA 12
Backstory:
His Mother a Sun Elf Paladin and his Father a Moon Elf Cleric belonged to temples of Ilmater. They were sent to Calimshan to aid the lower classes in Calimport. They were based at the House of the Broken God in Keltar, Calimshan but served many missions to Calimport and the surrounding area.
As they were the only Elves serving Ilmater in the region, they spent much time together and they found and were soon married. Shortly after they were married they had Virkian. They continued assisting in Calimshan until the slave revolt in the late 15th century, when they decided to move back north to the Lurkwood where they were from. As they traveled, they visited a great many Ilmatari hostels, abbeys, and seminaries.
Virkian joined the House of the Broken God temple where his parents were based. He served the temple all his younger years and received training as Cleric of Ilmater. In their travels back to Lurkwood, Virkian met many Broken One monks and became interested in their ways. He studied with each of them learning some basics of how to defend himself and other who are less able. Once back in Lurkwood, he completed his training as a Cleric in a local seminiary of Ilmater.
Upon completing his training he was given a mission to provide assistance in the Neverwinter area. He packed up his limited belongings and headed to the local chapter of Ilmater followers on the outskirts of Neverwinter. Upon reaching the Neverwinter chapter, he was tasked with finding a group with a moral goal to assist.
Character Sheet: https://ddb.ac/characters/4347212/3NtpD6
12 15 6 5 15 9
15 10 8 12 12 14
12 12 14 15 10 15
So here are your 3 sets to choose from:
15,15,11,9,7,12
15,12,17,12,12,11
12,11,16,8,14,15
Name: Taevin Corwaith
Race: Human Variant
Class: Bard
Background: Charlatan
Ability Scores: STR 10, DEX 17, CON 15, INT 11, WIS 14, CHA 19
Backstory:
Backstory coming
Link:
Taevin Corwaith
Kel makes his way into the city following the path of ethereal mists. He knows he must not keep his contact waiting. Images of he and his sister playing as children so long-ago flash within his minds eye. “I mustn’t slow down now.” Whispering to himself as he picks up his pace.
Making his way through the cities narrow alleys to not draw attention to himself, he weaves in and out of the paths less traveled throughout the town. The alienation comes over him as he begins feeling the lack of the wild magic that he has been so accustomed to over the centuries. The mortal realms are so different to a citizen of the Fey Wilds.
Within a few minutes he finds himself at a tavern in the city’s richer district. He enters and sees the ethereal mists guide him to a table in the corner. Ensuring his head is still covered by his cloak he sits down.
As he looks upon his contact from the court he recognizes a face and his vision goes blurry from tears forming in his eyes. “Liadr…!!!” he stops himself with a gasp as he realizes it is his sister. “You were not to be apart of this!” he mournfully exclaims. “I took the oath to protect you!”
“Brother... I could not let you take the risk by yourself…” She says softly and warmly. “I waited for you to leave the fey before begging the Green Lord to let me be the voice of the court for this trial... and it was my doing that took you from our homeland...”
Kel moves his hand to wipe his eyes but does not find the softness of his elven skin. A slight hesitation comes over him as he scrapes his hand over the course wood and his demeanor stiffens as his fingers make its way past the mask placed on his face. Grabbing his hand, she says to Kel “I do not have long I must return very soon… I was to guide you to this place as the Court foresees a need of you here, but they have not said what yet.” His eyes soften as he looks back to her.
“When will you return?” he says softly.
“I do not know” she replies “but my time is up”
“What can I get you” a rough voice says from behind the bar counter interrupting their conversation. "What would you like drink.” As he looks behind him and then back to find he is alone again. His shoulders slump as he realizes she is gone.
“You have to order something if you wish to stay here sir. We have a business to run.” Kel places a few copper on the table, stands up, then leaves the bar thanking them for their hospitality. “I must succeed” he says to himself and makes his way into the city.
It has been three days since Kel entered the city and over these past few days he has wandered the city looking for traces of the ethereal mists. Being a stranger to the mortal realms has kept Kel on edge for the most part. Taking it upon himself to move locations each night and not lingering in one spot for too long.
On the third day of exploring the city the mists appear behind him, from a pile of crates. Kel moves to inspect the crates and finds a simple note with a name and a direction. He commits it to memory and then watches as the characters disappear.
With excitement a grin breaks through the blank slate the mask general provides to him. He finally has a view of the goal to complete his task. The pragmatist within him calms him down quickly though. “This is not victory... this is the starting line… there is still work to be done.” he says to himself softly, but a smile still rests on his face.
He knows he needs to learn more about his prey... People do not wind up on with this sort of fate by accident, he thinks to himself. “Information and contacts are my next step” he says out loud, “I am sure I can find some information with a little coin and a few drinks…”
Kel adjusts his cloak and looks for signs of any more ethereal mist. Not finding any more fey magic in the vicinity, he checks his surroundings to make sure he is not being followed. He heads towards the center of the city looking for signs of Thieves’ Cant.
Perception check: 20
Investigation check: 12
”Fathom” descends the ship plank for perhaps the final time. “If I can no longer sell my skills on the sea, then perhaps I can sell my skill with a sword,” he laments. Unconsciously, he grasps his tentacled-amulet and makes his way from port to the city proper.
“I have seen city guards and drowned corpses wear a carapace like a crab, that I always imagined would be impossible to swim with. Now this armor, I must find my own. The stronger and heavier, the better.”
Fathom enters the city proper and searches for an armorer.
Fathom can get directions to the "Trade of Blades" in the section of the city referred to as "Protector's Enclave". There are smiths and shops in that area of the city.
Having successfully navigated to the Protector's Enclave, I locate the Trade of Blades. Upon entering, I look for the nearest armorer, preferably an establishment that looks inviting. I enter to speak to the proprietor.
"Ho, shopkeep! I am looking to procure some armor." Motioning to the scale armor display, "This one reminds me of home. Might I inquire how functional this suit is and how much it will cost me?"
As Kel wanders through the city looking for information on his target. He makes his way into the Protector’s Enclave and finds his first sign of Thieves’ Cant. Understanding he may be stepping into the lion’s den he plays coy with his questioning.
Building his conversations around looking for work and doing some subtle name drops for the target he finds little information regarding the target but learns a location. The town of Phandalin.
Understanding that an individual that is titled in such a way and not being able to gather much information puts Kel on edge.
I should find a travelling group to blend in with. Kel thinks to himself. Maybe I can find a caravan here...
"We don't serve patrons that are shaped like you often, but we make as fine of armor as you can find in the region", the middle-aged human shopkeeper says to Fathom. "You can try it on and see how it feels to you. We will gladly have the fit customized to accommodate you."
The shop you entered is called "Shining Knight Arms & Armor". It has a good sized storefront and glancing through an archway, you see a large forge area with several dwarves working on various projects.
"I do like the overlapping scales on this one." I struggle to get in to the scale mail, but manage to don it. "It is...heavier than it looks. Good. I really don't want to go into the water anytime soon. I may need it adjusted to accommodate my shorter stature; you surface-dwellers have a few hands on me." *whispers* "Except for the bearded ones over there. I sometimes confuse the smaller folk. Are they...dwarves, gnomes...?"
"It has a nice fit on you, it won't take a lot of alterations to make it perfect for you. You won't find a finer crafted suit in all the north." Ataz glances in the direction of your gaze and says, "aah, yeah I am sure dwarves are not common where you come from. They are excellent craftsmen and not shy of hard work. We can have the suit ready for you in 2 days for the price of 55 gold coins. I will need a deposit of 30 gold to start the work."
As Kel explores the city, searching for information, he notices a post of interest on a bulletin board in the city center where there are an abundance of shops and craftsmen:
"Seeking brave and trustworthy individuals for escort duty on a shipment to Phandalin. See Gundren at Gundren Outfitters"
I head toward Gundren's Outfitters.
On my way I keep an eye open for any individuals that may be following me or any individuals that seem of interest.
Perception check: 11