Thanks for all the interest. For the time being, player enrollment is closed. The group split (2x parties of 5) is as below based on the adventurers registered with the harbormaster:
Group 2 (this forum)
Malalath Norcyne - Half-Elf Bard
Hellena Graymantle - Human Wizard
Flumfurkim Gribun Crinquer - Tabaxi Monk
Ursala - Firbolg Fighter
Aura - Air Genasi Monk
The campaign: This will be a home-brew campaign based in Greyhawk lore. It is similar to one I have designed for in-person play. Any official rulebook that is not campaign specific (e.g. Neverwinter, Eberron, etc.) will be usable. I will provide a full in-game synopsis shortly, but the basic concept is that the adventurers are being hired to explore, maintain, and wrangle a newly founded continent that is far from the mainland. Supplies are limited, threats are high, and the population is sparse.
My Gaming Rules: I try not to restrict my players too much, but I do have some house rules.
1st - be kind to your DM and to your fellow players. Keep out of game conflicts away from the table (this includes real world politics, religion, etc.). I'm here to game, not parent. The party is expected to work together, though their motivations might be different, and I expect the players to be the same way.
2nd - My campaigns involve no sex, no hard drugs, and no hardcore evil characters (see the 1st rule). Keep swearing to a minimum (in-character has some leeway, but don't go overboard).
3rd - I want to have things roll at a regular pace, but my life is busy and I know other people are busy as well. It would be good to have posts in by around 9:00pm MST (That's Alberta time) so I can have an overview on what each player is doing. This is flexible based on the players schedules and what is going on in-game.
4th - During important action events (e.g. combat), I would ask each person to submit to me what they would like their character to do in that round and an initiative roll (rolling every round and submitting the action by 9:00pm). Then, I will compile the player actions and npc actions to determine how things will play out and post a summary of what happens. I try to work things into my players' favor if there is a conflict, and if that doesn't work I try to go based on what tells the best story. Of course, talking to each other can continue to happen, as I consider that a free action if players want to discuss strategy.
5th - Since there is less time constraint than an in-person game, I would love to see lots of RP elements come into play. My goal as a DM is to tell a compelling story for my players. The more information I have about what a character is doing, what they look like, any quirks or habits they have, the more I can integrate that into my storytelling. (E.g. posts like "Amerius has a high Strength score and low intelligence score" are okay, and I can work with that, but "Amerius has a tendency to flex his bulging muscles whenever he can but couldn't work his way out of a paper bag" gives more to work with and really tells your characters story)
6th - Roll 4d6 drop lowest for stats is the preferred method, though I allow point-buy (the total should be between 72 and 96). Starting equipment is based on items purchased with rolling for your classes gold allotment. You keep the extra equipment (but not the gold) that comes as part of your background on top of that.
A chill sea breeze cuts through the morning fog. You find yourself standing in front of an old wooden storage house on the docks of Dawnwater. A flyer is crumpled in your hand. Ahead, you read the sign beside the door to the building.
(Common) "Harbormaster - Now accepting applications for adventurers to Aikrela"
You check the writing on the paper in your hand. It's the right location. Moving forward, you push open the door and step inside. A bell rings above your head as the door swings past it. The smell of musk and wood rot fills your nostrils. In the back areas of the storage house, a pair of brawny men, one Human and one Half-Orc, are moving crates recently pulled off one of the landed cargo ships. In front of you is a narrow desk made of dark oak with a stack of papers on one corner. Behind it sits a large Human man, thinning brown hair drooping over his shoulders, scars covering most of the left side of his face.
He gestures at you to come over. "Name for the registration?" he asks in a gruff voice, dipping a feather quill with his right hand into a bottle of ink on the desk as he slides one of the many sheets off the stack of papers. "I assume you've come for the job? Gonna need a summary of your skills and experience too."
You give one more look at the flyer in your hand. (Written in Common)
Adventurers Wanted
Come join Lord Pickering to venture into the unknown and help tame a new land with sights unseen.
All eligible adventurers will be fairly compensated by coin. As well, room and board in the town of Carlisle will be readily made available.
See the Harbormaster to book passage. Upon arrival, present yourself to the Knight Marshal, Dieter Tatham.
*Guarantee of life not available. The lands are greatly unknown and danger will be ever present.
Written around the sides of the advertisement are tags such as "Vast Riches", "Unexplored Lands", "Exotic Creatures", and "Hidden Treasures".
My name is Malalath Norcyne he said with a flourish and a bow saying I'm the greatest Bard you have ever seen I have come to write epic story's and songs of the unexplored land's
In walks a hooded individual, her movements so quiet she's only noticed once the door behind her closes, but between her getting inside and being noticed she barely moves from her still place. She responds to the man's questions, her voice quiet, but a quieter echo of her voice can be heard coming from her."I'm Aura. I went to a monastery, learned a lot through the tomes they had there. I'm a scholar and a capable hand-to-hand fighter, I hope my knowledge and my power can be useful to you."
Aura's skin is a bit too pale to be human, and the odd breeze coming off from her, along with that echo in her voice shows there's something else to her. She's a Genasi.
Helena returns to her quarters nearby, the stamped document in hand. She starts to work at packing up what is needed, then retires, wishing to be ready early to head down to the harbor.
A second hooded figure walks into the room, with the door barely making any noise. A furry tail swings lazily back and forth below the cloak. The hood thrown back reveals the head of a tabaxi, fairly short for that race, with black fur streaked with some orange color. The individual is carrying a quarter staff in his hand that is a good half foot taller than him.
He approaches the harbor master and says "Me name is Flumfurkin Grigbun Crinquer. I've been trained to fight, and, I can make a good map. I can also serve as a scout. My ability to climb trees will definitely help with the scouting."
After he finishes his statement to the harbor master, he looks around at the other people in the room and nods before saying "Are you also hoping to go on this little adventure?"
The shy firbolg approaches the table. "My name is Ursala", she says timidly. "I want to experience the world outside my forest. I... am a warrior.", she says, gesturing with her polearm.
The harbormaster goes through the registration of each of the adventurers in turn. "You know, it's a busy posting, but dangerous on top," he mentions as he pulls a form from the pile and starts jotting down the information of the person in front of him.
-----
"Aye, Hellena... Graymantle, was it? You'll get plenty of experience," the harbormaster says gruffly. He jots down your name onto the sheet he pulled out.
-----
"Malaleth... Norcyne? You say you're famous but I haven't heard of you," he chuckles under his breath. "Not that I get around to that many high end places. Well, if you can fight and you can cast, you'll do just fine."
-----
"Just Aura? No last name? You sure that's who you are, not just what you are?" he says, laughing softly with a deep, scratchy guffaw. "You did close the door behind you, right? It's gettin' a bit chilly out, I guess. Good ocean breeze does well to cool the summer heat. Not sure about a scholar, but there is a research facility there. Probably make more use of your fighting ability, if you're strong enough."
-----
"Aight, Flumfurk... Fumdurkin... Flumfurkim?" the harbormaster stumbles over the name. "Then you said Grigbun Crinquer? I never could quite figure out Tabaxi names." He scratches at his head, though there isn't much hair left, as he marks down the form, scratching out and rewriting your name several times. "A scout could be quite useful, I'd say. Plenty of forests to climb and grasslands to run through."
-----
"What in blue blazes might you be? A warrior, you say. Name of Ursala," the harbormaster leans back in his chair, trying to take in the light blue skin of the Firbolg in front of him. "What, no last name? Guess I can just mark down Ursala Forester, then," he says as he learns forward to jot your information onto the form. "I thought you folk stayed to your tribes. No matter. Whether its orphan or outcast, fanatic or criminal, it's not my business. I just need to get you there. Lord Pickering will be the judge."
-----
With each of the adventurers as he finishes the form, he takes out a stamp from a drawer under his desk and slams it onto the form.He then gives them each the same basic speal about the ship.
"Ship leaves in the morning, so make sure you've got everything you need. At third bell (9:00am) and not a minute later. You'll be boarding the Dawn Roger, so give this to the captain when you get there. Passage has been covered by Lord Pickering, so no worries about that. He'll have someone brief you when you arrive in Carlisle, that's the young capital of Aikrela. He'll decide if he thinks you can handle yourself. Best get ready for a long voyage on the open sea, if you can handle the water." He hands you back the stamped form.
"Excuse me..." Helena says as she holds the stamped document. She pulls out a parchment and a pen. "What sorts of things are we expected to bring with?" She asks. "Do we need our own food supply, water, and such, or will those be provided on the ship?"
"Ai, sir bard, that there is," the harbormaster grunts out to Malalath in a harsh raspy voice. "You'll be wanting to check into the Thundering Tankard. It's right along the docks, just north of here. You can't miss it. It'll have a hanging sign of a mug with a lightning bolt. Or is it a tankard with a trident?" Under his breath, he continues muttering on something regarding a pellet of poison in a flagon with a dragon, but it is hard to make out the rest.
-----
"Ships got provisions enough for crew and passengers, missy," the harbormaster explains to Helena. "Basics like food and water you can find in Carlisle, I gather. But anything beyond that, weapons, armors, travel supplies, that sort of thing. You'll want to have a good bit to go on. Once you get there, if the local farmers and workers don't have it, might take a month to get it in from the city. Though they have a couple half-decent smiths and the like that can do some repair work if that's needed."
Helena takes down some notes, her ink-stained fingers working quickly to write down the few words. "Thank you." She says to the harbor master. Glancing to the others she gives them a tentative smile. "I am Helena." She says with a curtsy. "Apprentice wizard and clerk." She holds up her ink-stained fingers almost like a symbol of her work. "I have a bit of hsopping to do before tomorrow, having to get myself a few things I don't have on-hand just now." With that she would move towards the door, her mousey hair curling around her face. The clerk's garb she wears is well-cared for, other than a few ink stains here and there.
"Just Aura? No last name? You sure that's who you are, not just what you are?" he says, laughing softly with a deep, scratchy guffaw. "You did close the door behind you, right? It's gettin' a bit chilly out, I guess. Good ocean breeze does well to cool the summer heat. Not sure about a scholar, but there is a research facility there. Probably make more use of your fighting ability, if you're strong enough."
Aura doesn't laugh back, instead, she remains quiet, ever patient for him to say things she can actually respond to. "My research is not done. That's why this interests me. I assure you that the strength I have is all I'll need." The girl of pale white skin said, confidently as well, despite not looking the strong type in her body composition.
Flumfurkin will look to the others and say "Should we meet later at the tavern the Harbormaster mentioned to get acquainted? I have a few things to do as well." With that tabaxi slips out the door very quietly.
Freeday, the 28th of Reaping. It is the start of high summer, where the air gets stifling hot, even against the coast of the Sea of Galdaic.
Near the southern end of the dock, a massive ship, over 120 feet in length, flies a flag with a golden sun over a red sky with a silver mountain range underneath. Upon the side of the ship, marked in bold black letters reads "S.S. Dawn Roger". The galley gently sways on the water as the ocean tide rolls into shore. The docks leading up to the ship stretch out fifty feet from the row of warehouses and shipyards on Dawnwater's pier. A plank cradles the dock, joining it to the ships port side deck twenty feet above the water.
On the deck a man of the coast leans over the side of the ship. He is humming a sailors tune while aimlessly whittling a piece of wood, not seeming to pay attention to what he is making. He is in a brown leather doublet with thick clothes cut from canvas and stained with waterproof tar. The man has a wide felt hat, a flash of a daggers tip peeking through one of the folds. He appears middle aged, scruffy faced, but with a confidence of one who spent his life at sea.
The rest of the ship is quiet. A couple of crewmen are keeping watch and securing supplies to the deck. As you board the boat, the man smiles and nods at you. "Your coming aboard early, I like that," he says as he holds out his hand for your travel papers. You are amazed at his voice, clear and tuned, higher pitched than you'd expect of a grisly sailor. He says nothing else as he checks over your form, ensuring it has the proper stamp. Once you are aboard, he introduces himself. "My names Harkness, though most people aboard just call me captain. Thinain's out at the tavern, but he'll be back before dawn. Never known a dwarf not to be able to hold his liquor, especially with sails to turn in the morning. Sure as anything, we'll get you to Carlisle with time to spare, no matter what the weather."
The captain smiles as you look at him. "Welcome aboard my ship. And to be clear, it is my ship." Despite his average height, he stands taller than most other humans. The few crew who are still around move past him with a manner of respect. "There'll be no unauthorized fighting or fireworks. You eat when Seredoc serves meals, an hour past sunrise and dinner mid-evening. Guests aboard get a midday lunch at sun's peak."
His speech completed, the captain calls forward one of the younger crewmen to show you to your cabin. You take a ladder down into the ship where the only light is from a thick glass oil lantern hanging from the ceiling. At the an oil lantern hangs in a thick glass enclosure. At the front lies the crew quarters, in the bow of the ship. Another ladder leads further down into the hold below the ships waterline. Behind the central pillar, at the aft, two doors lead into separate guest cabins. You are led into the second cabin on the starboard side. It can fit up to eight people, with four sets of bunk beds. Beside the bottom bunk, on either side of the beds, there is a chest lashed to the hull for passengers to store their personal belongings so they don't get thrown about during stormy weather.
For those who board the ship in the morning.
Starday, the 1st of Goodmonth. It is the start of high summer, where the air gets stifling hot, even against the coast of the Sea of Galdaic.
Near the southern end of the dock, a massive ship, over 120 feet in length, flies a flag with a golden sun over a red sky with a silver mountain range underneath. Upon the side of the ship, marked in bold black letters reads "S.S. Dawn Roger". The galley gently sways on the water as the ocean tide rolls into shore. The docks leading up to the ship stretch out fifty feet from the row of warehouses and shipyards on Dawnwater's pier. A plank cradles the dock, joining it to the ships port side deck twenty feet above the water.
On the deck a man of the coast is speaking with a tall hill dwarf. The dwarf stands to the mans shoulders, just shy of five feet tall. Both of them are in brown leather doublets with thick clothes cut from canvas and stained with waterproof tar. The dwarf sports a skullcap over his brown hair, his beard tied in a single braid reaching down to his waist. The man has a wide felt hat, a flash of a daggers tip peeking through one of the folds. He appears middle aged, scruffy faced, but with a confidence of one who spent his life at sea.
More than three dozen crewmen dart back and forth, securing supplies to the deck and checking the hold. There are many last minute preparations for them to see to. Amongst the crew are folks of all sorts, including a pair of half-orcs and even a couple dragonborn men. Many of them appear young, much younger than the two awaiting the passengers to arrive.
As you board the boat, the Dwarf puts out his hand, asking in a gruff voice, "travel papers." He says nothing else as he checks it over, ensuring it has the proper stamp. Once you are aboard, he introduces you to the man beside him. "This 'ere's capt'n Harkness. A 'uman, sure, but a fine sailor. Ain't no one else 'ull git you to Carlisle with time to spare, no matter what the weather."
The captain smiles as you look at him. "Welcome aboard my ship. And to be clear, it is my ship." His voice, clear and tuned, higher pitched than you'd expect of a grisly sailor. Despite his average height, he stands taller than anyone else aboard. Save, of course, the two dragonborn. But even they move past him with a manner of respect. "There'll be no unauthorized fighting or fireworks. You eat when Seredoc serves meals, an hour past sunrise and dinner mid-evening. Guests aboard get a midday lunch at sun's peak."
His speech completed, the dwarf calls forward one of the younger crewmen to show you to your cabin. You take a ladder down into the ship where the only light is from a thick glass oil lantern hanging from the ceiling. At the an oil lantern hangs in a thick glass enclosure. At the front lies the crew quarters, in the bow of the ship. Another ladder leads further down into the hold below the ships waterline. Behind the central pillar, at the aft, two doors lead into separate guest cabins. You are led into the second cabin on the starboard side. It can fit up to eight people, with four sets of bunk beds. Beside the bottom bunk, on either side of the beds, there is a chest lashed to the hull for passengers to store their personal belongings so they don't get thrown about during stormy weather.
As the bell on the port begins it's three chime cry in the morning, the Dwarven first mate, Thinain o' Durtek, blows into a whistle hanging around his neck. "Ai, all y'use sea rats, look lively. Ship sails in five minutes," he calls out in a gruff voice. His braided beard is tucked into his heavy leather doublet, allowing the Dwarf to move freely about the ship. He isn't shy to shove a young crewman out of the way and correct any mistakes in their knotting. You notice as you watch him work that he takes things over with his left hand, a trait less seen in Dwarves. Although, Dwarven sailors are already less seen than most.
Within minutes the ropes lashing the ship to the docks have been tossed over to port workers standing on the pier. The plank is drawn in and secured away next to the pair of lifeboats. The ship groans and creaks as it slowly slips away from the port onto the open ocean. Standing at the helm you recognize the folded felt hat of captain Harkness. He smiles broadly as he spins the wheel, guiding the ship gracefully away. Thinain continues his whistle blowing, using a different sequence of notes to alert the crew prior to calling out his orders. Like clockwork, the sails are raised, catching the morning wind and pulling the ship into greater speeds. Without a moment to second guess your decision to make the journey, Dawnwater and the rest of the Fagrath coast are but specs on the horizon.
As Malalath walks to the bunk's he says I will take the bottom left one and stow his bag in the chest and go back up top deck and look for a place to sit with his viol and tune and practice with it.
First off Helena headed back to her small room near the office she worked in. She took out her ritual gear, and began to work on casting a spell she had recently completed the work of learning and was now able to cast. It took an hour, with a small brass brazier, charcoal, incense, and herbs, but at the end of that time a smallish owl stepped out of the flames. She spent some time getting to know her familiar then.
Helena then enjoyed what she figured was her last night in a good bed, and with a hot bath. She had done her shopping earlier, and then settled in for a relaxing night, her new owl,s he named Sabastian, roosting on the headboard of her bed.
The next morning she arrived at the ship early, well before it was time to shove off, and gave her papers to the dwarf. Once directed to the rooms she would stow her gear into a trunk, then return above-deck to watch the crew casting off.
Flumfurkin arrived at the ship early in the morning, eager to see new lands and experience new adventures. Finding an empty trunk, he stowed his gear inside and then claimed one of the upper bunks before heading up to the deck with his quarter staff in hand. Flumfurkin was eager to watch the ship leave the dock, and moved back and forth along the deck, roaming from stern to aft and from port to starboard trying to take in every aspect of this new adventure.
Aura arrives at the ship at the time she was expected to arrive. Not too early, but just in time. Finding the chest, and taking one of the few that were still unused, Aura has to take a look at her bag, which was looking very light, and even consider if it was necessary to put it in there or not. She puts it on and waits for the others to leave before following behind, the look of uncertainty on her face clearly told she didn't even know if she'd go for the deck or not until everyone else did it as well.
At the deck, she sits and waits, looking all around as the crew starts to prepare the ship for leaving. She's very quiet, but there's a slight smile on her face, looking at them and observing the sky.
Thanks for all the interest. For the time being, player enrollment is closed. The group split (2x parties of 5) is as below based on the adventurers registered with the harbormaster:
Group 2 (this forum)
The campaign: This will be a home-brew campaign based in Greyhawk lore. It is similar to one I have designed for in-person play. Any official rulebook that is not campaign specific (e.g. Neverwinter, Eberron, etc.) will be usable. I will provide a full in-game synopsis shortly, but the basic concept is that the adventurers are being hired to explore, maintain, and wrangle a newly founded continent that is far from the mainland. Supplies are limited, threats are high, and the population is sparse.
My Gaming Rules: I try not to restrict my players too much, but I do have some house rules.
1st - be kind to your DM and to your fellow players. Keep out of game conflicts away from the table (this includes real world politics, religion, etc.). I'm here to game, not parent. The party is expected to work together, though their motivations might be different, and I expect the players to be the same way.
2nd - My campaigns involve no sex, no hard drugs, and no hardcore evil characters (see the 1st rule). Keep swearing to a minimum (in-character has some leeway, but don't go overboard).
3rd - I want to have things roll at a regular pace, but my life is busy and I know other people are busy as well. It would be good to have posts in by around 9:00pm MST (That's Alberta time) so I can have an overview on what each player is doing. This is flexible based on the players schedules and what is going on in-game.
4th - During important action events (e.g. combat), I would ask each person to submit to me what they would like their character to do in that round and an initiative roll (rolling every round and submitting the action by 9:00pm). Then, I will compile the player actions and npc actions to determine how things will play out and post a summary of what happens. I try to work things into my players' favor if there is a conflict, and if that doesn't work I try to go based on what tells the best story. Of course, talking to each other can continue to happen, as I consider that a free action if players want to discuss strategy.
5th - Since there is less time constraint than an in-person game, I would love to see lots of RP elements come into play. My goal as a DM is to tell a compelling story for my players. The more information I have about what a character is doing, what they look like, any quirks or habits they have, the more I can integrate that into my storytelling. (E.g. posts like "Amerius has a high Strength score and low intelligence score" are okay, and I can work with that, but "Amerius has a tendency to flex his bulging muscles whenever he can but couldn't work his way out of a paper bag" gives more to work with and really tells your characters story)
6th - Roll 4d6 drop lowest for stats is the preferred method, though I allow point-buy (the total should be between 72 and 96). Starting equipment is based on items purchased with rolling for your classes gold allotment. You keep the extra equipment (but not the gold) that comes as part of your background on top of that.
A chill sea breeze cuts through the morning fog. You find yourself standing in front of an old wooden storage house on the docks of Dawnwater. A flyer is crumpled in your hand. Ahead, you read the sign beside the door to the building.
(Common) "Harbormaster - Now accepting applications for adventurers to Aikrela"
You check the writing on the paper in your hand. It's the right location. Moving forward, you push open the door and step inside. A bell rings above your head as the door swings past it. The smell of musk and wood rot fills your nostrils. In the back areas of the storage house, a pair of brawny men, one Human and one Half-Orc, are moving crates recently pulled off one of the landed cargo ships. In front of you is a narrow desk made of dark oak with a stack of papers on one corner. Behind it sits a large Human man, thinning brown hair drooping over his shoulders, scars covering most of the left side of his face.
He gestures at you to come over. "Name for the registration?" he asks in a gruff voice, dipping a feather quill with his right hand into a bottle of ink on the desk as he slides one of the many sheets off the stack of papers. "I assume you've come for the job? Gonna need a summary of your skills and experience too."
You give one more look at the flyer in your hand. (Written in Common)
Adventurers Wanted
Come join Lord Pickering to venture into the unknown and help tame a new land with sights unseen.
All eligible adventurers will be fairly compensated by coin. As well, room and board in the town of Carlisle will be readily made available.
See the Harbormaster to book passage. Upon arrival, present yourself to the Knight Marshal, Dieter Tatham.
*Guarantee of life not available. The lands are greatly unknown and danger will be ever present.
Written around the sides of the advertisement are tags such as "Vast Riches", "Unexplored Lands", "Exotic Creatures", and "Hidden Treasures".
My name is Malalath Norcyne he said with a flourish and a bow saying I'm the greatest Bard you have ever seen I have come to write epic story's and songs of the unexplored land's
Danys Yarjerit
In walks a hooded individual, her movements so quiet she's only noticed once the door behind her closes, but between her getting inside and being noticed she barely moves from her still place. She responds to the man's questions, her voice quiet, but a quieter echo of her voice can be heard coming from her. "I'm Aura. I went to a monastery, learned a lot through the tomes they had there. I'm a scholar and a capable hand-to-hand fighter, I hope my knowledge and my power can be useful to you."
Aura's skin is a bit too pale to be human, and the odd breeze coming off from her, along with that echo in her voice shows there's something else to her. She's a Genasi.
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Helena returns to her quarters nearby, the stamped document in hand. She starts to work at packing up what is needed, then retires, wishing to be ready early to head down to the harbor.
A second hooded figure walks into the room, with the door barely making any noise. A furry tail swings lazily back and forth below the cloak. The hood thrown back reveals the head of a tabaxi, fairly short for that race, with black fur streaked with some orange color. The individual is carrying a quarter staff in his hand that is a good half foot taller than him.
He approaches the harbor master and says "Me name is Flumfurkin Grigbun Crinquer. I've been trained to fight, and, I can make a good map. I can also serve as a scout. My ability to climb trees will definitely help with the scouting."
After he finishes his statement to the harbor master, he looks around at the other people in the room and nods before saying "Are you also hoping to go on this little adventure?"
The shy firbolg approaches the table.
"My name is Ursala", she says timidly. "I want to experience the world outside my forest. I... am a warrior.", she says, gesturing with her polearm.
https://ddb.ac/characters/40309180/6efRdP (I'm rebuilding the character with rolled stats.)
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
The harbormaster goes through the registration of each of the adventurers in turn. "You know, it's a busy posting, but dangerous on top," he mentions as he pulls a form from the pile and starts jotting down the information of the person in front of him.
-----
"Aye, Hellena... Graymantle, was it? You'll get plenty of experience," the harbormaster says gruffly. He jots down your name onto the sheet he pulled out.
-----
"Malaleth... Norcyne? You say you're famous but I haven't heard of you," he chuckles under his breath. "Not that I get around to that many high end places. Well, if you can fight and you can cast, you'll do just fine."
-----
"Just Aura? No last name? You sure that's who you are, not just what you are?" he says, laughing softly with a deep, scratchy guffaw. "You did close the door behind you, right? It's gettin' a bit chilly out, I guess. Good ocean breeze does well to cool the summer heat. Not sure about a scholar, but there is a research facility there. Probably make more use of your fighting ability, if you're strong enough."
-----
"Aight, Flumfurk... Fumdurkin... Flumfurkim?" the harbormaster stumbles over the name. "Then you said Grigbun Crinquer? I never could quite figure out Tabaxi names." He scratches at his head, though there isn't much hair left, as he marks down the form, scratching out and rewriting your name several times. "A scout could be quite useful, I'd say. Plenty of forests to climb and grasslands to run through."
-----
"What in blue blazes might you be? A warrior, you say. Name of Ursala," the harbormaster leans back in his chair, trying to take in the light blue skin of the Firbolg in front of him. "What, no last name? Guess I can just mark down Ursala Forester, then," he says as he learns forward to jot your information onto the form. "I thought you folk stayed to your tribes. No matter. Whether its orphan or outcast, fanatic or criminal, it's not my business. I just need to get you there. Lord Pickering will be the judge."
-----
With each of the adventurers as he finishes the form, he takes out a stamp from a drawer under his desk and slams it onto the form.He then gives them each the same basic speal about the ship.
"Ship leaves in the morning, so make sure you've got everything you need. At third bell (9:00am) and not a minute later. You'll be boarding the Dawn Roger, so give this to the captain when you get there. Passage has been covered by Lord Pickering, so no worries about that. He'll have someone brief you when you arrive in Carlisle, that's the young capital of Aikrela. He'll decide if he thinks you can handle yourself. Best get ready for a long voyage on the open sea, if you can handle the water." He hands you back the stamped form.
As he gets his paperwork back he says. Is there a place close the the ship that I can perform at and stay until departure? Malalath asks
Danys Yarjerit
"Excuse me..." Helena says as she holds the stamped document. She pulls out a parchment and a pen. "What sorts of things are we expected to bring with?" She asks. "Do we need our own food supply, water, and such, or will those be provided on the ship?"
"Ai, sir bard, that there is," the harbormaster grunts out to Malalath in a harsh raspy voice. "You'll be wanting to check into the Thundering Tankard. It's right along the docks, just north of here. You can't miss it. It'll have a hanging sign of a mug with a lightning bolt. Or is it a tankard with a trident?" Under his breath, he continues muttering on something regarding a pellet of poison in a flagon with a dragon, but it is hard to make out the rest.
-----
"Ships got provisions enough for crew and passengers, missy," the harbormaster explains to Helena. "Basics like food and water you can find in Carlisle, I gather. But anything beyond that, weapons, armors, travel supplies, that sort of thing. You'll want to have a good bit to go on. Once you get there, if the local farmers and workers don't have it, might take a month to get it in from the city. Though they have a couple half-decent smiths and the like that can do some repair work if that's needed."
Helena takes down some notes, her ink-stained fingers working quickly to write down the few words. "Thank you." She says to the harbor master. Glancing to the others she gives them a tentative smile. "I am Helena." She says with a curtsy. "Apprentice wizard and clerk." She holds up her ink-stained fingers almost like a symbol of her work. "I have a bit of hsopping to do before tomorrow, having to get myself a few things I don't have on-hand just now." With that she would move towards the door, her mousey hair curling around her face. The clerk's garb she wears is well-cared for, other than a few ink stains here and there.
I will check the thundering tankard out thanks he said to the harbormaster as he walked out to go looking for the thundering tankard
Danys Yarjerit
Aura doesn't laugh back, instead, she remains quiet, ever patient for him to say things she can actually respond to. "My research is not done. That's why this interests me. I assure you that the strength I have is all I'll need." The girl of pale white skin said, confidently as well, despite not looking the strong type in her body composition.
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Flumfurkin will look to the others and say "Should we meet later at the tavern the Harbormaster mentioned to get acquainted? I have a few things to do as well." With that tabaxi slips out the door very quietly.
For those who board the ship in the evening.
Freeday, the 28th of Reaping. It is the start of high summer, where the air gets stifling hot, even against the coast of the Sea of Galdaic.
Near the southern end of the dock, a massive ship, over 120 feet in length, flies a flag with a golden sun over a red sky with a silver mountain range underneath. Upon the side of the ship, marked in bold black letters reads "S.S. Dawn Roger". The galley gently sways on the water as the ocean tide rolls into shore. The docks leading up to the ship stretch out fifty feet from the row of warehouses and shipyards on Dawnwater's pier. A plank cradles the dock, joining it to the ships port side deck twenty feet above the water.
On the deck a man of the coast leans over the side of the ship. He is humming a sailors tune while aimlessly whittling a piece of wood, not seeming to pay attention to what he is making. He is in a brown leather doublet with thick clothes cut from canvas and stained with waterproof tar. The man has a wide felt hat, a flash of a daggers tip peeking through one of the folds. He appears middle aged, scruffy faced, but with a confidence of one who spent his life at sea.
The rest of the ship is quiet. A couple of crewmen are keeping watch and securing supplies to the deck. As you board the boat, the man smiles and nods at you. "Your coming aboard early, I like that," he says as he holds out his hand for your travel papers. You are amazed at his voice, clear and tuned, higher pitched than you'd expect of a grisly sailor. He says nothing else as he checks over your form, ensuring it has the proper stamp. Once you are aboard, he introduces himself. "My names Harkness, though most people aboard just call me captain. Thinain's out at the tavern, but he'll be back before dawn. Never known a dwarf not to be able to hold his liquor, especially with sails to turn in the morning. Sure as anything, we'll get you to Carlisle with time to spare, no matter what the weather."
The captain smiles as you look at him. "Welcome aboard my ship. And to be clear, it is my ship." Despite his average height, he stands taller than most other humans. The few crew who are still around move past him with a manner of respect. "There'll be no unauthorized fighting or fireworks. You eat when Seredoc serves meals, an hour past sunrise and dinner mid-evening. Guests aboard get a midday lunch at sun's peak."
His speech completed, the captain calls forward one of the younger crewmen to show you to your cabin. You take a ladder down into the ship where the only light is from a thick glass oil lantern hanging from the ceiling. At the an oil lantern hangs in a thick glass enclosure. At the front lies the crew quarters, in the bow of the ship. Another ladder leads further down into the hold below the ships waterline. Behind the central pillar, at the aft, two doors lead into separate guest cabins. You are led into the second cabin on the starboard side. It can fit up to eight people, with four sets of bunk beds. Beside the bottom bunk, on either side of the beds, there is a chest lashed to the hull for passengers to store their personal belongings so they don't get thrown about during stormy weather.
For those who board the ship in the morning.
Starday, the 1st of Goodmonth. It is the start of high summer, where the air gets stifling hot, even against the coast of the Sea of Galdaic.
Near the southern end of the dock, a massive ship, over 120 feet in length, flies a flag with a golden sun over a red sky with a silver mountain range underneath. Upon the side of the ship, marked in bold black letters reads "S.S. Dawn Roger". The galley gently sways on the water as the ocean tide rolls into shore. The docks leading up to the ship stretch out fifty feet from the row of warehouses and shipyards on Dawnwater's pier. A plank cradles the dock, joining it to the ships port side deck twenty feet above the water.
On the deck a man of the coast is speaking with a tall hill dwarf. The dwarf stands to the mans shoulders, just shy of five feet tall. Both of them are in brown leather doublets with thick clothes cut from canvas and stained with waterproof tar. The dwarf sports a skullcap over his brown hair, his beard tied in a single braid reaching down to his waist. The man has a wide felt hat, a flash of a daggers tip peeking through one of the folds. He appears middle aged, scruffy faced, but with a confidence of one who spent his life at sea.
More than three dozen crewmen dart back and forth, securing supplies to the deck and checking the hold. There are many last minute preparations for them to see to. Amongst the crew are folks of all sorts, including a pair of half-orcs and even a couple dragonborn men. Many of them appear young, much younger than the two awaiting the passengers to arrive.
As you board the boat, the Dwarf puts out his hand, asking in a gruff voice, "travel papers." He says nothing else as he checks it over, ensuring it has the proper stamp. Once you are aboard, he introduces you to the man beside him. "This 'ere's capt'n Harkness. A 'uman, sure, but a fine sailor. Ain't no one else 'ull git you to Carlisle with time to spare, no matter what the weather."
The captain smiles as you look at him. "Welcome aboard my ship. And to be clear, it is my ship." His voice, clear and tuned, higher pitched than you'd expect of a grisly sailor. Despite his average height, he stands taller than anyone else aboard. Save, of course, the two dragonborn. But even they move past him with a manner of respect. "There'll be no unauthorized fighting or fireworks. You eat when Seredoc serves meals, an hour past sunrise and dinner mid-evening. Guests aboard get a midday lunch at sun's peak."
His speech completed, the dwarf calls forward one of the younger crewmen to show you to your cabin. You take a ladder down into the ship where the only light is from a thick glass oil lantern hanging from the ceiling. At the an oil lantern hangs in a thick glass enclosure. At the front lies the crew quarters, in the bow of the ship. Another ladder leads further down into the hold below the ships waterline. Behind the central pillar, at the aft, two doors lead into separate guest cabins. You are led into the second cabin on the starboard side. It can fit up to eight people, with four sets of bunk beds. Beside the bottom bunk, on either side of the beds, there is a chest lashed to the hull for passengers to store their personal belongings so they don't get thrown about during stormy weather.
As the bell on the port begins it's three chime cry in the morning, the Dwarven first mate, Thinain o' Durtek, blows into a whistle hanging around his neck. "Ai, all y'use sea rats, look lively. Ship sails in five minutes," he calls out in a gruff voice. His braided beard is tucked into his heavy leather doublet, allowing the Dwarf to move freely about the ship. He isn't shy to shove a young crewman out of the way and correct any mistakes in their knotting. You notice as you watch him work that he takes things over with his left hand, a trait less seen in Dwarves. Although, Dwarven sailors are already less seen than most.
Within minutes the ropes lashing the ship to the docks have been tossed over to port workers standing on the pier. The plank is drawn in and secured away next to the pair of lifeboats. The ship groans and creaks as it slowly slips away from the port onto the open ocean. Standing at the helm you recognize the folded felt hat of captain Harkness. He smiles broadly as he spins the wheel, guiding the ship gracefully away. Thinain continues his whistle blowing, using a different sequence of notes to alert the crew prior to calling out his orders. Like clockwork, the sails are raised, catching the morning wind and pulling the ship into greater speeds. Without a moment to second guess your decision to make the journey, Dawnwater and the rest of the Fagrath coast are but specs on the horizon.
As Malalath walks to the bunk's he says I will take the bottom left one and stow his bag in the chest and go back up top deck and look for a place to sit with his viol and tune and practice with it.
Danys Yarjerit
First off Helena headed back to her small room near the office she worked in. She took out her ritual gear, and began to work on casting a spell she had recently completed the work of learning and was now able to cast. It took an hour, with a small brass brazier, charcoal, incense, and herbs, but at the end of that time a smallish owl stepped out of the flames. She spent some time getting to know her familiar then.
Helena then enjoyed what she figured was her last night in a good bed, and with a hot bath. She had done her shopping earlier, and then settled in for a relaxing night, her new owl,s he named Sabastian, roosting on the headboard of her bed.
The next morning she arrived at the ship early, well before it was time to shove off, and gave her papers to the dwarf. Once directed to the rooms she would stow her gear into a trunk, then return above-deck to watch the crew casting off.
(Edit to add in the summoning of her familiar...)
Flumfurkin arrived at the ship early in the morning, eager to see new lands and experience new adventures. Finding an empty trunk, he stowed his gear inside and then claimed one of the upper bunks before heading up to the deck with his quarter staff in hand. Flumfurkin was eager to watch the ship leave the dock, and moved back and forth along the deck, roaming from stern to aft and from port to starboard trying to take in every aspect of this new adventure.
Aura arrives at the ship at the time she was expected to arrive. Not too early, but just in time. Finding the chest, and taking one of the few that were still unused, Aura has to take a look at her bag, which was looking very light, and even consider if it was necessary to put it in there or not. She puts it on and waits for the others to leave before following behind, the look of uncertainty on her face clearly told she didn't even know if she'd go for the deck or not until everyone else did it as well.
At the deck, she sits and waits, looking all around as the crew starts to prepare the ship for leaving. She's very quiet, but there's a slight smile on her face, looking at them and observing the sky.
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon