The Age of Long Night

Game Master That Other Guy


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Spinner of Nightmare

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Spinner of Nightmare

Chapter 1: The Incident

Bleak, the inked night sky swirls above your heads as its' sour rains buffet your shoulders. The only lights around are dying torches and the ever-looming Skycurse, wrapping the darkness in faint hues of red all over. It's almost a comfort in these night-days, when it flashes and strikes it almost looks like day again for a half-second. It's also a comfort to know that through its' flashings that you're not the unlucky one to receive the scorch of its' wrath.

The Defiant Heron rolls into the rickety harbor of Nil Karsusha. Only the Conglomeration's bravest dwell in this small settlment, trying to retrieve the finest raw ores from the Karsushan Isles' vicious mouth. This crew hasn't been here in a wyrm's age, and returning the place looks unrecognizable to how it was in the seasons before- when there was the blessing of true days.

You see something new: faint green lights in the foreground, with familiar vermilion flames deep into the black horizon. This walled port-town is a crapshoot; buildings half-burned, roofs mangled, run down barriers, crude cobbled streets… The island was never kind to the Conglomeration, but in these last dark days, it seemed to have turned for worse.

All of a sudden, you hear a familiar shouting from the back of the deck as the Defiant Heron is tied to the dock.


The Soulless Ones, Children of Chadarsh

Beauregarzd, Labormonger and Quartermaster of the Defiant Heron

Your ears cringe at the sound of Beauregarzd's coarse voice. He is the iron-fisted labormonger and quartermaster of the ship. Although he is of orcblood, these nights have been making him restless. He waves a long charter scroll in his hand as he bellows to the crewmen against the heavy downpour:

"ALRIGHT GOONS! Let's not make this complex. Teams 1-7 are starting with the Imports. Teams 7-9 are picking up what's on the charter. Teams 1-3 take the acacia beams. Team 4 takes the Ennish wines. DON'T DRINK ANY OF IT THIS TIME! Team 5 gets the salts and meats. Team 6 gets the spice barrels, make SURE you DON'T let them get WET. Team 7-9 will take the alloted ores from the Export house and begin to bring them here. When teams 1-6 are finished unloading, they will ALSO go to the export house and follow the charter so we get done ahead of schedule. No hudori tricks this round, or I'll keel haul you PERSONALLY. GET TO WORK!"

At his final bark, everyone begins to scramble and bustle down the stairs to the decks beneath to get the imports.


Greater Guardians of the Mountain, Seed of the Aenthramavehr

You find each other on the second deck, where the spices have been held. There's coffee, cinnamon, various peppers, cumin, and a bunch of stuff that you're not sure the name of. The aromas of the barrels and crates are well welcomed, though. Most of the time on this ship, you smell only sweat, feces, and the sea.

Dellard, Captain of Labor Team 6, Rigger

You see Dellard, the aged but keen dwarf who's been leading your labor squad for awhile now. He turns to you all with the look of a tired old man about to chop logs with his grandchildren.

"Beau's always gotta be talking down to us like we're tots… Whatever. Let's get movin' n' not lose our way in the dark tonight like we did back 'en Wils, eh?"

He begins to load up your team's wagon with the barrels as you all begin to work.

Feel free to describe your appearance, react to the scene, and roleplay through your way to the Import House. I'll be guiding you through Dellard in character, telling you what happens along the way.


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Verdant Golem Tome Feylock 3 | HP 17/24 | AC 14 | Init +1| Passive Perception 10

"I had a strange dream last night." The short stocky golem rounds the wagon while musing out loud, pressing a palm against one side of the wagon before moving on.

"It was the Skycurse, but it formed a circle. Then it began to spin." One of the wooden boards gives way to stubby earthen fingers and breaks.
"Aw, rot it." It's a familiar scene as the dark green ivy of the golem's body glows bright for a moment and the board is repaired with a hiss of magic.

"What do you think it means?"


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Male Goblin Rogue (Thief) | HP 27/27 | AC 15 | Init +3| Passive Perception 13

The small skinny goblin looks up at the Skycurse squinting in the rain and then looks at the Golem and shrugs his shoulders.

"Spinning circle?" He says, again shrugging his shoulders as he loads one of the smaller foul smelling crates onto the wagon.


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Hardened Golem | Open Hand Monk | Hp 21/21 | AC = 17 | Init +2 | Passive Perception

The plainly constructed golem, of a similar size to the other but obviously lighter in build, climbs its way onto the wagon and receives barrels from Dellard.

In hearing the other golem's dream, this golem begins to contemplate his own of recent, but can't seem to come up with an explanation to this curious manifestation of the Skycurse.

"I wouldn't think much of it, it is most probably a preoccupation you might be suffering due to the conditions we've been exposed to as of late."

The golem remains focused on its work, keeping its head down while it works.

How does one calculate their passive perception?


Spinner of Nightmare

I believe it is your wisdom mod, plus your proficiency bonus (if you're proficient in perception) plus a base of 10.


Verdant Golem Tome Feylock 3 | HP 17/24 | AC 14 | Init +1| Passive Perception 10

"Yes, it was..." The golem begins to gesticulate widely for the goblin, when a fellow team member tosses a barrel into his open arms. He sighs.

"No, you're right. It was probably nothing." He passes the barrel up to Thraxil, and stays nearby to form part of a chain for the supply line. As he eases into the loading work, his mind wanders to the green lights they saw.

Could it be Faerie Fire? I wonder what it means.
Arcana: 1d20 + 4 ⇒ (11) + 4 = 15

Guessing at a skill check for more info. Also trained in History/Nature with the same bonus


Greater Guardians of the Mountain, Seed of the Aenthramavehr

Dellard

As the last of the spice barrels are jammed into the wagon, Dellard keeps it in place as he brings it onto the pulley platform and begins to ascend top-side.

"Al'ight boys, let's move swift... I don't want 'teh freeze ta death in this rain. "

You all mosy up the thin staircase through the several decks and meet up with Dellard. The rain is as a cold blanket of roaring white noise upon your ears and your skin. You see the trains of the labor teams before you as they leave the dock, and follow suit before you lose track of their faint torchflame in the choking night.

Of the handful of times you've all been to this despicable island, the trip to the sorting house has never been this long. Each job had taken a bit longer since the nights came, but something was off here...

Dellard looks ahead as the bustle breaks out.
"Tzahdamnit... Wat's the matter this time..."

The first and fourth team always carried the torches. It kept the rest of the teams following them so it was all orderly and efficient, just how Jez liked it. But the light had gone out, and the bee-line of labor teams had almost crashed into each other. You hear murmurs of familiar voices, but you hear a louder foreign one bickering in the front of the wagon-train.

Ertzah:
Your second-hand knowledge from the Spires of the Wyse tell you that circles are usually symbols pertaining to complete totality. All planes, all Yaevre, all created things; either one of these fields or all three combined. When not used to denote this, they usually depict one of the Eight Crowns of Malki Tzadek.

You can infer that putting your knowledge of the capricious red streak and the ancient meanings of the symbol of the coil together that indeed these are dark days, and something deep in your roots tells you that this might only the beginning of Czarn's woes.


Male Goblin Rogue (Thief) | HP 27/27 | AC 15 | Init +3| Passive Perception 13

Gutter approaches Captain Dellard and says through chattering teeth, "You want I to check out the problem?

Perception Check:
Perception: 1d20 + 3 ⇒ (14) + 3 = 17


Greater Guardians of the Mountain, Seed of the Aenthramavehr

Dellard

Dellard knew this was coming. The curious goblin hadn't always caused mischief, per se, but being a dwarf he was always leery of Gutters' shiftings.

"Ye, shur... 'F I squabble off from the wag'n Beauregarzd will figure it out somehow... He always does... 'An hey, lay off from cutt'n folk, al'ight? Could just be a wheel popped off som'ere..."

Perception Check DC 13, DC 15 without Darkvision:
You see a crowd huddled around in front of the first cart up about 100 feet or more off, bustling. A bona fide mosh pit.
There are faint flickers of green light coming from its center.
You see kicking, restraining, boots and dirty tricks of all sorts. These are the Defiant Heron's crew, after all...


Male Goblin Rogue (Thief) | HP 27/27 | AC 15 | Init +3| Passive Perception 13

"Too many peoples, how can I see with all these peoples in the way?"

Gutter knows it would be a hassle to try and make his way through that mess but he can't return without news about the hold up. Gutter tries to find away to get around this...clusterf%$$. He looks for anything he can climb, go under, over, or through to get a better look at what is going on.

"Looks like a fight, but who am I supposed to cut?"

Perception if needed:
Perception CheckPerception: 1d20 + 3 ⇒ (14) + 3 = 17


Verdant Golem Tome Feylock 3 | HP 17/24 | AC 14 | Init +1| Passive Perception 10

"A fight? Hum. Who are the contenders?" Ertzah calls after Gutter, then looks to Dellard.

"Perhaps we can help, if the Yaevre will it." He thumps an arm to his chest, and again the ivy quivers with magic as he invokes Guidance, and waits for the Captain's instruction.

The Exchange

Male Human Desk Monkey 2/ Logistics Guru 3/ Over-educated 2/Gamer 6

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Capstone of Malki Tzadek, Seed of the Dunamavehr

As you go on up ahead towards the scuffle, you barely see the movements of the bodies as the night covers all eyes. You hear wretching cries from voices speaking through what sounds like blood and adversity.

"S-Sod off you brutes! S'YOUR faults for bringen RED FLAMES here..."

As you struggle through the crowd of your in-mates of a crew, you see three bodies; one breathing, two still, three bloodied.
Two guards, and the first team's captain. Underneath their frames lay shattered wisps of two dying torches; one red, one green.

You can only imagine what took place only seconds ago, although it wouldn't be hard, knowing those among your lot.

The rain oppresses all of you endlessly, and the pandemonic commotion breaks not, but only floods further.

The situation is presented, you are now in the midst of the crew's crowd. Your move.


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Male Greek-American | Str 10, Coo 16, Obs 12, Sta 5, Luck 7 | Fast Draw 13, Law 17, Literacy 16, Orienteering 14, Tracking 9 | Pistols 3, Rifles 1

Having thrown the barrel to Ertzah as they were loading the wagon, Niko was about to speak, even opened his mouth to do so, when he was cut off by Dellard. The ennim didn't mind, though--just closed his mouth, shrugged, and continued to help with the loading. It was much as he'd been throughout the voyage so far: unusually quiet and thoughtful for one of his kind, not so boisterous as most. To put it negatively, not as fun.

The massive man squeezed his way out of the ship and onto the shore, following with the rest of the team as they made their way up the cramped alleys and streets. Despite his size, the ennim seemed like he was the one squeezing and finding gaps in the crowd, not pushing through. Each time he bumped into someone, you even heard him beg pardon under his breath.

Now, however, you see the corded muscles tense, and a snort of hot air comes from Niko's nostrils. His heavy brow furrows, and he lays a hand on the head of the small axe hanging from his belt. Small for him, anyway--the weapon's head is nearly a foot wide. "What do we do, friends?" he asks the others under his breath, clearly agitated. "Let this go?"

And here I am. Sorry it took so long.


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Male Goblin Rogue (Thief) | HP 27/27 | AC 15 | Init +3| Passive Perception 13

Gutter turns to a crew mate.

"What is problem with red flame?" Gutter asks a close by crew mate assuming they would know, rubbing his wet arms in a futile attempt to fend off the chill caused by the rain.

Gutter then does his best to get the attention of Captain Delly and wave him over.

He wasn't sure of why anyone would put a Dwarf in charge of people, especially a marvelous Goblin such as himself but he could not deny that Delly was good at his job. He was sure that there would be more trouble and if anyone should be first in line when that happened he figured better the Dwarf than himself.


Verdant Golem Tome Feylock 3 | HP 17/24 | AC 14 | Init +1| Passive Perception 10

I'm assuming we're all pushing forward, rather than just Gutter seeing this?

"Stand aside." Ertzah calls loudly, though his voice remains calm and melodic as he makes his way through the crowd to the wounded. If the crowd does not part for Ertzah, please roll a Persuasion check for me (+4). If the result is below a 15, Ertzah will expend Guidance to add 1d4 to the roll.

Ertzah knows little of medicine for the beings of blood and flesh, and in the darkness it's even harder to tell what damage has been done. For the still bodies, he flips them on their sides so they don't drown in mud or blood, and as he does so, again his vines glow as he hopes to Spare the Dying Touch to stabilize those at 0hp, if they're still making death saves.


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Hardened Golem | Open Hand Monk | Hp 21/21 | AC = 17 | Init +2 | Passive Perception

"Why must we trouble ourselves with the struggles of the nuisances that are our crew mates?

Thraxil believes that there is a greater task at hand. Silly quarrels frustrate Thraxil. Regardless he follows along with the gang.


Male Greek-American | Str 10, Coo 16, Obs 12, Sta 5, Luck 7 | Fast Draw 13, Law 17, Literacy 16, Orienteering 14, Tracking 9 | Pistols 3, Rifles 1

Niko also follows with the others, and he snorts again at Thraxil's question--though this time, the snort is accompanied by what the others have come to recognize as a grin. "Because these nuisances are part of our lives and our world, friend," he says, clapping one large hand on the golem's shoulder. "If we don't care for them, who will?"


Spinner of Nightmare

The crowd parts at Ertzah's call, only for a moment as he and whoever else out of the lot of you slips into the violent circle.

As he picks the wounded guard off his feet, the writhing mass of crewmen disperse at the sight of green torches and greater shouting.
Armed men glint the symbol of Nil Karsusha on their breasts under the flickers of their emerald flames.

Two Orcs, a Golem with a Homunculus, two Men and a Thriv approach the train garbed in the same as the beaten guard with you now.

"HULLO! WHAT'S GOING ON HERE?"
The tallest among them, a brute of an Orc calls out to the train men.

The rain howls louder, its tears murdering the two broken red and green torchflames for good.


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Male Goblin Rogue (Thief) | HP 27/27 | AC 15 | Init +3| Passive Perception 13

Gutter slips in as the crowd parts for Ertzah but instead of staying by his side he keeps himself at the front of the crowd when he sees the Orcs and their comrades approaching.

He knows that the Golem knows nothing of the conflict or how it started be he figures it is best if he stays out of the way and ready to act until Cap'n Delly gets there.

"No one else will get hurt while I is here...well they may get hurt but not without the other side loosing a few peoples." Gutter thinks with a smile.


Hardened Golem | Open Hand Monk | Hp 21/21 | AC = 17 | Init +2 | Passive Perception

"Fellow beings, there seems to be a simple misunderstanding here that has gotten out of hand. I'm sure we can all come to an agreement here."

Hoping to get some answers himself without dealing with open conflict, Thraxil addresses the guards calmly.


Verdant Golem Tome Feylock 3 | HP 17/24 | AC 14 | Init +1| Passive Perception 10

Ertzah is content to let Thraxil speak while he does his best to tend the wounded.


Spinner of Nightmare

Dellard the Dwarf is only ever your 'boss' when you're on jobs like this. Generally his authority is only ever a formality, and while you all respect him for the most part, you are all competent and independent as crew members of the ship. So you don't have to wait for him, per se.

The tall Orc among the guard steps forward as the point of their formation, shoving several of your men aside as he rushes to the bloody scene of which you are now mingled into.

"SILVER MOONS, KIP! JONN! WHAT HAPPENED TO JONN?"

He shoves Ertzah aside with a blunt strength as he takes the mangled bloodbag-remains of the dead human guard in his hands, almost slapping the dead Dwarf body carelessly as he cradles his friends' corpse like an infant.

The human, 'Kip', swivels his bruised jaw as he speaks to his companion.
"These... They brought RED FLAMES onto the shore, and Jonn reacted... then they killed him."

The enormous Orc sighs, his own drops of rain mixing into the sleeting scene, before he grows wild. You tense as he bellows:

"WHAT SEA-BRIGANDS DO WE HAVE HERE, WHO WOULD COME WITH RED FLAME AND ASSAULT OUR HONORED GUARD? WHO FATHOM NOT THE TERRORS OF THE FIRE ISLES, AND GIVE NO HEED TO SUCH A GUARD'S TRAVAILS? ...DEAD MEN. DEEEAADD MENN!!!!"

He drops the corpse of his companion, kicking in the head of the First Labor Captain's corpse, and begins to throttle the lot of you, his tears more alarming than his fury.


THE INITIATIVE BADGER

"Welcome, kids! Your first skirmish! Just so happened I was badgering by when I noticed it break out! I KNOW YOU'RE GLAD TO SEE ME! HERE'S YOUR INITIATIVE!"

The sad Orc: 1d20 + 2 ⇒ (1) + 2 = 3
Thraxil: 1d20 + 2 ⇒ (13) + 2 = 15
Ertzah: 1d20 + 1 ⇒ (10) + 1 = 11
Gutter!: 1d20 + 3 ⇒ (7) + 3 = 10
Nikomedos: 1d20 + 1 ⇒ (19) + 1 = 20
Xaeken(If you wanna pop in, do it whenever!): 1d20 + 1 ⇒ (13) + 1 = 14
Defiant Heron Mob: 1d20 + 1 ⇒ (8) + 1 = 9
Karsushan Guard Mob: 1d20 + 3 ⇒ (4) + 3 = 7

"Just so you know, regardless of how this lil shindig goes, I don't care who dies, or any of that. Nothing personal, I'm just a badger. Here's your initiative for Round 1!"

INITIATIVE ROUND 1
All of you guys, then the Mobs, then the emo Orc.

"MAKE ME PROUD, BOYS! Not that I actually care though..."


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Male Greek-American | Str 10, Coo 16, Obs 12, Sta 5, Luck 7 | Fast Draw 13, Law 17, Literacy 16, Orienteering 14, Tracking 9 | Pistols 3, Rifles 1

Round 1 || Initiative 20
Despite his size and how quiet he's seemed, Niko is the first to react when danger breaks out and the orc readies to attack. He shoots forward with surprising speed for his size and wraps the orc in a massive bear--buffalo?--hug, pinning his arms together and lifting him from the ground. Grapple attack, ho!

Grapple: 1d20 + 5 ⇒ (2) + 5 = 7
Er... Unless this orc rolls really low on his own Athletics or Acrobatics, I don't think that worked...

The slippery guard wriggles out of Niko's grip, though, and the ennim snorts hot air as he realizes the fight likely won't end before it begins.


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Aranae

Round 1 || Initiative 14 <--- I like this.

Moving through the throng of chaos Xaaken pays only half attention, his mind thinking of some spell he had been contemplating earlier, until the chaos of injuries and then accusations of "Red Flame" attacks start being screamed about the place. This reminds the small wizard that he has forgotten to protect himself and so, grasping his small wire wrapped crystal necklace in hand, the homonculi summons his magical armor.

Cast Mage Armor, which will trigger my Arcane Ward ability so go go AC and a nice 9HP magic buffer


Verdant Golem Tome Feylock 3 | HP 17/24 | AC 14 | Init +1| Passive Perception 10

Ertzah stumbles back from the orc's brutal display of disrespect for the dead, just as Nikomedos pounces and tries to hold the orc down.

"ENOUGH! Stand down before this misunderstanding escalates beyond control!" The Golem raises his voice further still, calling out against the storm. Even as he does, the coloration of his vines begins to shift from a healthy green to an eldritch violet as the power of his patron gathers within.

Will finish this action later tonight as I don't have my sheet with me at the moment. It's most likely going to be a Sleep spell on the big orc, which would go down better if someone whacked him on the head first, in spite of Ertzah's instructions. Or I could try it against his full HP and hope to get lucky.


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Verdant Golem Tome Feylock 3 | HP 17/24 | AC 14 | Init +1| Passive Perception 10

"Would that you could dream to process your thoughts." Ertzah whispers, and a moment later a soporific haze manifests around the Orc.

Casting Sleep, if he has less than 7d8 ⇒ (3, 1, 1, 6, 6, 3, 3) = 23 Current HP, this will take him out for a minute. That's a rather low roll though, so probably not.


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Male Goblin Rogue (Thief) | HP 27/27 | AC 15 | Init +3| Passive Perception 13

Round 1 || Initiative 10

Gutter watches in awe as a mist surrounds the Orc.

Gutter prods two of his crewmates in the crowd with his bony finger.

"Gets his body!" pointing at the first teams captain. "Take him to ship!"
I assume we would have some sort of doctor on the ship.

"Purple Golem says no attack but Purple Golem does magic." Gutter thinks to himself.

Gutters hands grips the hilts of his shortswords and a smile creeps across his face.
I will ready an attack on the Orc the trigger is if the Orc or the guards attacks a crewmate.


Aranae

Uh hello?


The Soulless Ones, Children of Chadarsh

The Weeping Orc Guard

I'm just going to post this guys' turn first because it makes more sense flow-wise.

Grapple Resist: 1d20 + 5 ⇒ (19) + 5 = 24

The roaring mourner shoves Nikomedos aside, almost as a ragdoll. Although Nikomedos stands taller than him, the orc himself is a tower, and the force of his flood of pain transmutes his meat into the mettle of steel.

However, the soulless crier does not notice the entangling words of the violet warden amidst the violence and war between the Unions' men.

He evades not their sullen lullaby, and in the manner of a large drunkard getting knocked out, he falls face down to the mud, crushing both corpses beneath him.


Capstone of Malki Tzadek, Seed of the Dunamavehr

Round 1 || Initiative 9

The Unnerved Labor Crews

And as the oak of an orc falls, so does the axe of the Heron's men. Their restraint breaks as they writhe forward to break the guards' bones.

Their minds are lost, and they assault the guardsmen, be it the Orc or those who stood beside him. These nights had made many errands perilous, and these men had been worn such that their very souls had been exposed; raw, weathered and polished.

And in this moment all of the previous exasperations, resentments and hardships had coalesced into this window of rabid exaction. 'Such is the rhythm of the mariner's life,' many Wyse have said.

There are 3 'groups' within the crews' riotings; The 'pit' of crewmen tearing apart the guardsmen prison-style, those who are in waves assaulting the remaining standing guardsmen, and those who are standing idle, watching this happen, perhaps ready to attack, perhaps trying to keep the peace as you are. Undecided voters and cowards, as it were. Rough counts of demographics: Pit-14|Waves-16|Undecided-25

Round 1 || Initiative 7

The Guardsmen of Green Flame

...But the wear of the Karsushan Guard was no less heavy. They had seen their dear friends eaten, burned alive, and taken by Var-kin. Many of them had gazed into the fiery stares of the living madness idols, and while their minds might have been frayed, their grit had only grown into a gruesome guillotine.

Their hearts burned with the hate of the green torches they bore, but these of the guard were not given to the mindless rage of the mariners, and with spear and club they slew droves of their assaulters. At least eight bodies became a barricade to the guard from the first wave, their blood slicking further the mud between them and the horde of seamen.

From the guard, the other Orc, a man, and the Homunculus were ripped from their phalanx into the pit of the bitter sailors, torn apart by men turned savage beast.

There are remaining three guardsmen with spears, a man, a golem, and a thriv, who are holding their ground against your rabid crew. They are pretty skillful. If you're keeping the peace you probably want to get on their good side.


Spinner of Nightmare

As the vehemence of the hearts of men of many bloods begin to swarm, wax and swell in the midst of the endless night, in the same measure the green flames of the torches of the Karsushan settlement wane.

From the hips of the guardsmen, and the tops of posts and homes alike, the rain begins to win against the Isles' smoldering jade hope.

The scene begins to forget the dim emerald hues of before, into a more dull twilight, the crimson hum of the skycurse glazing each man's eyes even more red.

All dirt is mud, and all terrain is difficult. You can still try to move fullspeed, but it requires a DC 13 acrobatics check to do so or you will fall prone. Right now, you are in the middle of the area described as the 'Pit' of mariners.


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Verdant Golem Tome Feylock 3 | HP 17/24 | AC 14 | Init +1| Passive Perception 10

Ertzah despairs as the violence breaks out around him, the brutal clash of men against men whilst the uncaring heavens continue the deluge, doing nothing to stifle emotions anymore.
I sought to dampen the spark, but instead the inferno rages. What hope is there? I don't have the strength to extinguish this conflict.

Ha! That is what is so amusing about men! So difficult to make them move or stop, but so easy to direct once they set themselves in motion! Come, let's guide them away! An inferno must burn its course, but the course can be changed! Just remove the fuel, or add fuel somewhere else! The cheerful voice chitters in Ertzah's mind. His familiar, though not yet corporeally manifested, has awakened in the chaos.

Still his vines are colored with Rahn Behn's magics, as he pulls three luminous white spirits with scythes on their backs from the earth, setting them to hover above the guardsmen. They each point accusing fingers at the Pit and Waves of Heron crew.

A Silent Image from my Invocation, once it is my turn again


THE INITIATIVE BADGER

"Xaeken, Gutter, Niko, Thraxil, you're up!"


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Aranae

Holy jeez I lost a post. Thats two from this weekend...stupid phone. Sorry.

The homonculi struggles to keep his footing amidst the mass of writhing bodies and his irritation runs high that things have come to this. Enough! Stand down and come to order or I will weave a spell that puts you down and for good!

Persuasion?: 1d20 + 3 ⇒ (16) + 3 = 19


Male Greek-American | Str 10, Coo 16, Obs 12, Sta 5, Luck 7 | Fast Draw 13, Law 17, Literacy 16, Orienteering 14, Tracking 9 | Pistols 3, Rifles 1

Nikomedos grabs the limp body of the orc and eases it toward the ground, but soon afterward the violence breaks out around him. The ennim stands still, his muscles all tense under thick hair, hot breath steaming from his nostrils. He casts his gaze around the area, torn between the peace he seeks to foster and the frivolous, wanton bloodlust that rages in his veins.

Finally, Niko lets out a deafening bellow and finds the middle ground between the two, and he charges into the pit, grabbing at his crewmates and flinging them backwards through the air, using his massive strength to throw lesser--smaller--men through the air to land in the mud.

Using Legendary Girth to gain advantage on what I think would be a Strength (Athletics) check, since it's like grappling.
Athletics: 1d20 + 5 ⇒ (5) + 5 = 10
Advantage: 1d20 + 5 ⇒ (2) + 5 = 7
Alas, it seems my girth isn't all that legendary after all...


Male Goblin Rogue (Thief) | HP 27/27 | AC 15 | Init +3| Passive Perception 13

Gutter with a grin on his face weaves through the raging crewmen of the Defiant Heron and while keeping low approaches the Orc shortswords drawn.

He lashes out at the Orc and withdraws deeper into the mass of angry sailors.

Attacks with a shortsword: 1d20 + 5 ⇒ (3) + 5 = 8 vs. AC, dealing1d6 + 3 ⇒ (1) + 3 = 4 damage on a hit and uses his cunning action to disengage.


Spinner of Nightmare

Within the Pit

During the weaving of the fray, it is nigh impossible for any inside its fury to remain unscathed.

>>>>Make a Dex save, DC 12 to avoid random damage from the sailor's knives and fists<<<<

Damage accrued for failed save: 2d4 + 1 ⇒ (2, 4) + 1 = 7

I assume that you are all inside of the pit still. If you are not inside the pit you don't have to make a save.

As the chaos slightly settles after the initial moments of flaring outburst, the crewmen's rage, while still stewing, has begun to cleave to the latent logic within the Heron-men's minds.

Several goblins and dwarves are picked up and thrown backwards by Nikomedos' thrashing, and the men take notice of the discordant movement within the cyclone of violence, and pause for but a moment. Inside of this moment, the small, shrill voice of Xaeken threatening hexes upon their souls is heard by all, and the men begin to sober up to see the blood spilt by their hands, and stand still.

Gutter!:
You feint into range to stab the guard through an opening in his armor, right in between his ribs. However, a split-second before your quick blade slips into his guts, the pit begins to clear out from the center, and the Orc guard is able to withdraw from your attack. He sees your assault, and in reprisal begins to raise his fist in rage to smite you back, but he along with the rest of the pit is alarmed by the events unfolding around you all...

As the pit of crewmen is proverbially slapped into sobriety, its' chaos halts, and many take notice to the luminous reapers boding doom above the remaining guards' heads, and many crewmen -especially the superstitious- take for themselves horror in their breast, and withdraw from their wrathful folly.

HOWEVER, even those cynical to supernal and spiritual beings also look above the heads of the guardsmen with terror, for from the far dark horizon, there erupts a mobile, flying red flame, surging towards the remains of your own paltry green candles.


Capstone of Malki Tzadek, Seed of the Dunamavehr

The terror of the unknown pays supplication to only knowledge.

The terror of the known pay supplication to only respite.

That which is not given gives only damnation to unlucky souls like these.

.............................................................

The Remaining Greenflame Guard

As they see the panic on their trespassers' faces, the men of the Guard look up behind them, seeing the culmination of their nightmares made real.

The men with spears begin to shout loudly to all around, resident and transients with breaking voices:

"WAKE! WAKE! FLAME FROM THE SKY! DEFEND YOUR CHILDREN! WAAAAAAKE!!!"

As these warnings are cried, the guard immediately abandons the debacle just inflicted to go and find all people, to protect their futile homes.


The Soulless Ones, Children of Chadarsh

The Other Living Orc Guard

"Fyrhtormir... Fyrhtormir... Fyrhtormir..."

In the pit, the other Orc guard, the nearly-dead-but-still-living one, begins to crouch and repeat the same orc word over and over again. His mind was broken by this fiasco, but all was now eclipsed into hopelessness for the fear before him. A brutal warrior, a kin of Chadarsh, sat and wept as a widow in the midst of massive carnage.

Orcish:
"Terror Wyvern... Terror Wyvern... Terror Wyvern..."

If you can understand what Fyrhtormir is in character, THENN you can make this knowledge check. Otherwise, you have a general sense of 'big flame bad better run'.

'What is a Terror Wyvern?' History or Nature check DC 12:
Terror Wyverns are the apex predator and destroyer of Nil Karsusha. They are the worst thing Nil Karsusha has faced. There have only ever been 2 reports of them coming to Nil Karsusha proper, but many an expedition has been brought to ruin by these wicked serpents.

The closest thing to the true dragons of old, the Talfroros, the Fyrhtormir- the Terror Wyverns are drakes of red skin, yellow eye, flaming breath, and a harsh Varan desire for silence.


Events are unfolding right now, but I'm going to throw the spotlight back to you for roleplaying and reactions. Whaddayado?


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Aranae

Xaeken screamed and teemed among the masses doing his best to dodge the errant blows around him Ref: 1d20 + 1 ⇒ (19) + 1 = 20 He narrowly dodged blow after blow and then things turned from bad to worse.

History: 1d20 + 5 ⇒ (5) + 5 = 10

He knew the Orcish tongue. Like so many things it seemed easy enough so he kept at it and in a strange way in the moment he sort of regretted it...

I don't recall what a "Terror Wyvern is but we need to move...NOW!


Male Goblin Rogue (Thief) | HP 27/27 | AC 15 | Init +3| Passive Perception 13

Keeping low Gutter attempts to evade the blows of the enemy.

Evasion:
1d20 + 5 ⇒ (11) + 5 = 16
he manages to weave through the melee unscathed. As eyes are pulled upward and the fighting dies down, Gutter sheathes his weapons and immediately tries to find those from Group 6!


Spinner of Nightmare

I'm moving forward, but I'll still need the random damage saves from those who haven't posted/reacted.

The lot of you are able to find some stragglers from the fray. You find Dellard, with a slick stabwound in his lower ribcage.

"Oy, those grubby gobbers stuck me mid-wrassle... I think it was one I beat in Nobles a few weeks off.. Buggergobbermunkersn..." DC10 Medicine check to bandage and keep him from bleeding out.

You're able to carry him, and you all tuck behind the nearest cottage, waiting for imminent death to hopefully spare you. As the flames in the sky come near, they light up the night in waves of unfolding mystery.

A clash in the sky, of teeth and meat, of fang and fire. An icamantos whale, the flying beasts of Aeth, floated on over the isle above you all. The wyvern crashes into it, burning its flesh, tearing into its meats, and they both come falling to the ground which you all occupy.

You're all able to get out of the way in time, but Dellard needs to be carried. IF you take him on your back, make a DC 13 Dex check to not be destroyed by the falling beasts. You can also leave him to limp...


Aranae

Medicine?: 1d20 + 1 ⇒ (8) + 1 = 9

Xaeken cringes at the wounds, I don't know how...I never studied...

The homonculi looks about at the others near him to see if they might do anything. As the creatures begin to tumble down the small wizard can only offer, I'm sorry as he makes his way to safety...

'm too small to drag anybody around, which sucks but, well...I want to live.


Male Greek-American | Str 10, Coo 16, Obs 12, Sta 5, Luck 7 | Fast Draw 13, Law 17, Literacy 16, Orienteering 14, Tracking 9 | Pistols 3, Rifles 1

Dex Save: 1d20 + 1 ⇒ (1) + 1 = 2 Ouch...

Seemingly enraged as he is, Niko stands there and takes it as the men in the pit swing their weapons and dig in with teeth and nails. He lets out another roar as blood flows from his hide, and he backhands a few more of the wild crowd before things begin to calm down.

The respite is unfortunately short, however, and the ennim barely has time to wipe his eyes and step back before red flames begin to fly toward the group and he quickly moves to the others. Seeing that Dellard is injured, he bends down to see if he can help the dwarf's plight...
Medicine: 1d20 + 1 ⇒ (9) + 1 = 10

Acting quickly, he tears some hair from his head and ties a tight, makeshift bandage around the dwarf's abdomen. "That should hold for now--get it looked at later," Niko says, snorting another hot breath and looking over his shoulder at the flames. "No idea what those are, but they don't look good. We need to move." The last statement is even more important when the flaming creature crashes into the flying whale and both creatures begin to plummet toward the group.

With that, he acts quickly again. The ennim throws Dellard over his shoulder unceremoniously and begins to run.

Dexterity: 1d20 + 1 ⇒ (17) + 1 = 18


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Verdant Golem Tome Feylock 3 | HP 17/24 | AC 14 | Init +1| Passive Perception 10

Dex Save: 1d20 + 1 ⇒ (9) + 1 = 10 HP: 17/24
Concentration (Con) save: 1d20 + 2 ⇒ (9) + 2 = 11

Ertzah is battered by the commotion in the pit, but just barely hangs on to his conjured ghosts, and allows them to gently fade out at the warnings of a real threat.

Nature: 1d20 + 4 ⇒ (8) + 4 = 12

"These are beasts that prefer silence. Much good may it do us now." Ertzah hobbles after the group, the slowest member of the group as his earthy bulk gets in the way, unlike the more graceful Thraxil.

Is the Skywhale putting up any fight, or is it already dead?

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