| Lark Greenwood |
Ready to move.
Here are the bolts in question. Emberar, I think you're the only one us currently equipped with a crossbow.
+1 elf-bane bolts (x9)
+1 human-bane bolts (x8)
+1 merfolk-bane bolts (x9)
Now that I check we actually had a total of 4 potions of CMW from the sahuagin. I had already marked Lark for one, but I'll happily take another. Corwin or Kahuranga?
We also have that fancy Stalker Mask, if anyone's interested.
| Threnody 'Thren' Nocturne |
Not interested in the mask. Maybe the other 3 potions should go to Lark, Corwin, and Kahuranga so they're spread around? After that, divvy the coin. Anything else not accounted for? And did you update the loot sheet Lark?
| Corwin Corke |
"Captain, we need to have a talk about this rear entrance. The front door is fantastically well protected. I guess you know that. But this... this is gonna cause problems. If not now, then soon. We need a plan. Fortifications, a watch-tower, active guards, something."
aside from that, ready to move on
| GMDQ |
It will take 3-4 weeks to get to Hell Harbor. I'm just going to run periodic event checks, per week. Pleaas state any actions you are taking, changes to your roster, or anything you want to keep track of, and roll appropriate checks, including 1 work check.
| Threnody 'Thren' Nocturne |
Profession (sailor) work check: 1d20 + 10 ⇒ (2) + 10 = 12
Thren will finish her time on Brightglass training, helping to get the Fearsome Tide into drydock once it's finished, confer with our craftspeople to make sure lodgings get underway, and dealing with miscellaneous odds and ends.
She tracks down Lark while on the island. "Two things, Captain. First, we should chat with Captain Drakerider; isn't she due back soon? Second, I'm going to get the craftspeople going on lodgings after the drydock is ready, then kitchens and a common room. Unless you have other things you want done first?"
| Emberar "Sunstruck" Lealtus |
Ready to move on! I totally misread that check you asked for; it should have been for getting the crew to stay, yes. He knows them too!
Emberar reports his findings in the observatory back once he's recorded them sufficiently for his tastes. "There's a wealth of esoteric knowledge up there...some pretty odd, but if we ever have questions about celestial bodies or other planes, it could be very helpful! And it could be helpful for divinations, too, once we get it repaired..." He glances around. "Though I suppose that's...not the first priority."
I'll take the crossbow bolts, though I haven't used it a ton yet! You never know, though...
Otherwise, ready to move on I think.
| GMDQ |
It will take 3-4 weeks to get to Hell Harbor. I'm just going to run periodic event checks, per week. Please state any actions you are taking, changes to your roster, or anything you want to keep track of, and roll appropriate checks, including 1 work check.
(Just repeating, since I didn't get a work check when Emberar posted, and waiting for others to post--I know we are slow on weekends, I'm just making sure this was seen.)
| Lark Greenwood |
Profession sailor, work check: 1d20 + 13 ⇒ (5) + 13 = 18
Lark agrees with Corwin's assessment, but makes no promises. "Better defenses are on the list, but for now we'll be relying on Lee and Muffin."
Replying to Threnody, Lark says, "Sure, I'd like to hear if Drakerider found anything interesting, and we should tell her about those workers you charmed. Was there anything else you wanted to chat with her about?"
"As for building, beds and a kitchen seem important and probably overdue. Corwin has some strong feelings about our lack of defenses, but I'm not sure we'd have the manpower to run them even if we had them."
| Emberar "Sunstruck" Lealtus |
Gah, sorry. Was catching up on a lot of reading.
Work Check, Knowledge (Geography): 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
| Kahuranga |
Profession Sailor Work check: 1d20 + 10 ⇒ (11) + 10 = 21
Besmara's Blessing Reroll Profession Sailor Work check: 1d20 + 10 ⇒ (8) + 10 = 18
As far as the potion of CMW, I have a wand of cure moderate and a wand of cure light, so probably best to concentrate the potions with the non-casters.
Kahuranga will spend most of his working hours helping with tasks on deck and in the rigging, with a few hours a day studying the movements of the waves and wind, looking for arcane patterns in the world. At night, he'll drink his rum and lose at cards.
| Threnody 'Thren' Nocturne |
"Nothing I want to chat with Drakerider about really except maybe to see if she's got anything interesting from her salvage run. Besides convincing her team to stick around, of course." Thren tells Lark. "I know we need defenses, but we need something to defend first. Proper places to eat and sleep have to happen. If we're going to be gone for a month, well, the crew staying here to fix up the place will need more to do. What would you like them to work on after the lodgings, kitchens, and common room?"
| GMDQ |
Those were your checks during the week on the island. I'm asking for the first week you sail off for the Devil's Arches. Threnody initiated roleplay about the island, after everyone (including Thren) said they were ready to move on from downtime, so it got confusing. I'm giving time for that to play out before ticking forward. We had site down for awhile tonight as well. Tomorrow I'll probably push us on, but folks can keep backtagging about island maintenance in spoiler tags (or in the discussion thread) as they wish.
| Threnody 'Thren' Nocturne |
Sorry, I realized that there were a couple things for the island we needed to cover. The time to build the lodgings, kitchen, and common rooms isn't that high so needed to cover that. Not to mention us being there when Drakerider sails in might help....
| GMDQ |
You're there when Drakerider sails in, but the main issue was whether the three craftspeople were staying or going which was resolved. No one mentioned wanting to shop from her stores, and I did not otherwise get a sense from the group they wanted to roleplay that, or anything else, out. So her visit was handwaved--nothing happens, you keep the shopkeepers, moving on.
| GMDQ |
Heading due east, the first week of your trip is largely in open sea, with the ever-present dark cloud of the Smoker visible to the south of you. With relatively fair weather and no tricky tiny archipelago islands to navigate around, you make good time. There are very few ships in the area; though you spot one or two heading north or east through the spyglass, they are quite far apart and far from you, neither a threat nor worth trying to close in on. If anything the goings are too smooth, the crew getting restless after seeing little but water for several days.
For the second week, you are heading toward more islands, but can still keep a clear course that should keep you moving steadily and swiftly through the waters, with the Island of the Empty Eyes leagues to the north (an island generally warned away from) and the Rampore Islands to the south.
Sunstruck has a feeling more heavy rains are to come, but nothing, theoretically, you can't handle, especially with being deep in the water enough that you are unlikely to crash into unexpected rocks or reefs.
1. Another work check please.
2. A second profession Sail check to gauge specifically rain management.
3. Let me know if there is anything else you want to do, and as part of that...
4. Look at your map I have emailed you in the past to review what is in the area. I'm not expecting any pit-stops (you have enough supplies so far), but if there's anything that interests you or want to sail towards, say so. Your ultimate goal is east to Hell Harbor on the Island called the Devil's Arches, before going further east to Yoha's Graveyard. This week you're sailing north of the Rampore Islands toward north of Hesmene's Grotto.
| Threnody 'Thren' Nocturne |
Profession (sailor), work check: 1d20 + 10 ⇒ (10) + 10 = 20
Profession (sailor): 1d20 + 10 ⇒ (3) + 10 = 13
Nothing Thren really wants to do right now besides not sail us to our untimely dooms.
| Lark Greenwood |
Profession sailor, work check: 1d20 + 13 ⇒ (9) + 13 = 22
Profession sailor: 1d20 + 13 ⇒ (10) + 13 = 23
Lark consults his own memory, but also asks if anyone knows anything about the Camp of the Penitents near Hesmene's Grotto.
Knowledge local: 1d20 + 6 ⇒ (16) + 6 = 22
| Kahuranga |
Profession Sailor: 1d20 + 10 ⇒ (5) + 10 = 15
Profession Sailor: 1d20 + 10 ⇒ (15) + 10 = 25
If it is too cheesy to use this once a week trait ability when we are only making checks once a week, just let me know. It feels slightly improper to me.
Profession Sailor: 1d20 + 10 ⇒ (6) + 10 = 16
| Corwin Corke |
Prof:Soldier(old work check): 1d20 + 6 ⇒ (7) + 6 = 13
Prof:Soldier(new work check): 1d20 + 6 ⇒ (11) + 6 = 17
Corwin's a bit distracted on the island, but a bit more relaxed once they're back at sea.
| Emberar "Sunstruck" Lealtus |
Knowledge (Geography) Work Check): 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
Profession (Sailor) for rain: 1d20 + 8 ⇒ (16) + 8 = 24
"Rain's coming up, cap'n," Emberar says solemnly to Lark near the end of the first week. "It'd be best to keep a weather eye on the clouds..."
| GMDQ |
Kahuranga, it's fine with me if you use it. I'll note the DCs for typical work are only 10 and trouble spots are usually 15 (I'll be sure to note it is higher) so it's up to you if you want to try for better than that.
Lark actually remembers hearing about the Camp of the Penitents in his youth -- some of his Irorian relatives talked of sailing to the Shackles in hopes of aiding a group of religious pilgrims of various faiths who had been shipwrecked upon the island of Hesmene's Grotto. A great many arguments were had about it--one was that whatever ills they had to overcome would be a test of their patience. Another was that they heard the pilgrims had been drawn to the island tempted by stories of great wealth there, and served whatever fate they suffered. Other still spoke fearfully of a creature that dwelt there that trapped all who approached the island and that attempting to rescue them would be a lost cause. Ultimately, however, compassion prevailed, and rescue party was sent out. When it did not return, however, nothing more was said of the matter.
Asking the officers for their take, Ursa Gildax speaks up -- that Hesmene's Grotto has been occupied by a vengeful spirit called Blue Hesmene, who draws in sailors and traps them on the island, putting them through various tricks and torments. Word has reached of not one but two groups, the Penitents and the Pranksters, who in recent history have survived Hesmene's wrath, and remain to try to end the madness the creature has caused for centuries. Rarely, someone escapes the island and tells of their efforts. She is certain the myths of wealth there are a trick by Hesmene to draw in more victims.
=
The party and the rest of the crew get through the initial heavy rains through the end of the week with little difficulty, save for one mishap -- during the night shift, while Threnody was distracted by a stubborn bit of rope, Anatoly--showing off a little too much in the bad weather in the dark--slipped and fell.
Luckily, he survived with only a badly broken leg. Quinn and the other healers on board have quickly patched him up, but they want to be sure his bones are fully set properly before advising that he is allowed back in the rigging, so Quinn has ordered him grounded for the next several days, which has left Anatoly in a foul mood.
=
Emberar realizes things are going to get worse before they get better--[they are sailing into a full storm system in the coming week. There is no time to take shelter in the storm--in a relatively open area, they are going to have to weather it.
Feel free to react to any of the above. When you are ready for the third week: STORM! Give me 1 DC 10 work check and 1 DC 20 Storm Management check. Again if there is anything else you want to know or pay attention to let me know.
| Lark Greenwood |
Profession sailor, work, DC 10: 1d20 + 13 ⇒ (12) + 13 = 25
Profession sailor, weather, DC 20: 1d20 + 13 ⇒ (18) + 13 = 31
GMDQ, thanks for the info on Hesmene! Lark's family connections are exactly why it caught my eye.
| Threnody 'Thren' Nocturne |
Profession sailor, DC 10: 1d20 + 10 ⇒ (10) + 10 = 20
Profession sailor, Storm Management: 1d20 + 10 ⇒ (11) + 10 = 21
Thren avoids Anatoly while he recovers, feeling like his injury is her fault (she knows better though). As the storm comes into play, she keeps a keen eye on everyone to get ready for it.
| Threnody 'Thren' Nocturne |
Sorry Corwin, but Skill Focus is the only thing that'd help and it's not a combat feat! We'll hope you don't put us on rocks or something :)
| GMDQ |
I think Emberar's players been busy so I'm going to bot him
Knowledge Geography: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
Profession Sailor: 1d20 + 8 ⇒ (15) + 8 = 23
| GMDQ |
Crew Morale Check: 1d20 + 6 + 2 + 2 ⇒ (12) + 6 + 2 + 2 = 22
The next week starts rough as you sail into a storm, and with little recourse must sail right through it. Now having done this a few times, you batten hatches, man bilges, and keep people up all night to keep the ship upright with mast and sails intact.
With your leadership, all goes as well as you can expect. Corwin, trying to shield smaller crew from danger, takes the brunt of a massive wave as it crashes up over the deck. He nearly drowns as seawater tries to force its way down his gullet. The crew manages to pull him to safety before he's washed out to sea, and revive him, but he feels weak and shaky for a good week afterward. -2 to Skill and Ability checks for the next week
After one long night that felt like months, you get out of the storm. The rains stop as suddenly as they started, and the clouds above you grow less dark. Oddly, you see strange colored lights still flashing within the clouds--comozant wyrds that appear to be dancing inside the clouds to their own unheard rhythm. The wyrds stay well into the sky and you are in no danger, though it is difficult to keep the crew focused on their work, both bleary from the storm and distracted by the light show.
After that, the next several days are smooth sailing, even with cooler temperatures and less humidity than is typical for the season. The time you lost during the storm is more or less made up.
You close in on the last leg of your trip, which could take a few days to a couple weeks depending on what you encounter. Belina notes to the senior officers (you) that you have a choice --
(1) sail due northeast, between the islands of Tempest Cay and Widowmaker Isle before heading southward to the Devils Arches, or...
(2) sail due southeast, to go south of Widowmaker Isle, and then wend up northeast past Whyrl's Rock before reaching Hell's Harbor.
Unlike the open sea you leave behind, this area is dense both with land and ships. Option 1 will likely expose you to more piracy--both opportunities and risk of being attacked--as there will be lots of trade ships and more hiding places for ships to set up ambush. It is slightly more of a direct route, however, and should all go well it is more likely to be faster.
Option 2 you will run into lots of ships, most of which are headed to Port Peril, and as such, less shenanigans happen as savvy captains want to avoid annoying the Hurricane King. But between determining ship right of way and lots of inconveniently placed tiny islands to get around, there are plenty of navigation challenges.
As you approach near Widowmaker Isle--which you will do so either way--several of the crew start making mutterings of wanting to go there. It, as some of you may have heard, is an "island of vice" -- a gambler's and prize fighter's dream vacation spot. While stopping there is an option, keeping the crew happy if you want to skip past it may be a challenge.
Please give me a work check and anything else you'd like to do in response to the description above.
| Threnody 'Thren' Nocturne |
work check: 1d20 + 10 ⇒ (8) + 10 = 18
Thren chats with Sunstruck and Belina about possible routes. "Captain, I think we should go between Tempest Cay and Widowmaker Isle." Thren suggests. "It's a bit risky, us not Free Captains, but we might still hit a ship along the way. While we're here, the crew could use a layover at Widowmaker I'm thinking."
| Emberar "Sunstruck" Lealtus |
Work (K (Geo)): 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Emberar frowns. "I've no objection to going up between Tempest Cay and the Widowmaker...though I'm less inclined to stopping off at Widowmaker Isle, I understand that the crew will need to blow off steam occasionally. If you think it's best, Threnody, let's do it."
| Kahuranga |
Work check, profession: sailor: 1d20 + 10 ⇒ (6) + 10 = 16
I'll stick with that in case something more critical comes up in these tight places.
"I would aim to avoid Hell Harbor. No need to expose ourselves to the biggest fish in the Shackles."
Taniwha perks up at the mention of big fish, but once he realizes they aren't literal fish, goes back to hunting rats.
| Threnody 'Thren' Nocturne |
"Um, Kahurnaga...Hell Harbor's our destination. It's Widowmaker we need to discuss avoiding." Thren explains patiently.
| Threnody 'Thren' Nocturne |
The tiefling woman looks at Kahuranga, eyes narrowed for a long moment. Her eyes grow wide as she has an epiphany.
"It's a den of vice more than anything else I hear. The main point is whether we stop there or not. If you have an opinion on that, by all means, let's hear it." Thren adds.
Later when the bard sees Sandara, she stops the woman, looks her in the eyes and says, "I know what I must've looked like now. I am so sorry." Then the tiefling goes about her business without further explanation.
| Kahuranga |
"My greatest vice is the feel of wind on my face, but we seem to be of the opinion that a happy crew makes light work. Since we have no time table that I am aware of, it makes sense to keep the crew happy. All that said, this may be the most pleasant ship on which I have ever served."
| Lark Greenwood |
Profession sailor, work: 1d20 + 13 ⇒ (9) + 13 = 22
As the officers discuss their course, Lark says, "Some days I agree with Kahuranga, this ship might even be overly pleasant. I don't want the crew thinking we'll just change our course any time they grumble." He gives a sheepish grin, "That said, I won't deny them just to be contrary. Honestly, I'm tempted myself. You know how I like to push my luck. Let's head north past Tempset Cay with a stop on Windowmaker Isle.""
| Corwin Corke |
prof:soldier: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22
Although the near-death experience leaves him a bit shaky, Corwin pushes through the discomfort. He'll be damned if he lets his crew see him complain. Still, the notion of a few hours shore leave is awfully tempting. "I may need someone to keep me from gambling too much," he says with a smile, "but I'd be glad to have some R and R, especially after the other night."
| Threnody 'Thren' Nocturne |
Windowmaker Isle Lark? Maybe they'll give us a good deal on fixing up our lighthouse? LOL
"Sounds like we're off to have some fun!" Thren says enthusiastically. "Shall I spread the word or let it be a good surprise Captain?"
| GMDQ |
That... honestly was not the course of action I expected, but okay then! :)
Belina, who was not one of those pushing for the pit stop, raises a loooong eyebrow at Lark when he orders the new course setting. "Well, Xosrov and Anatoly will be pleased."
I'll wait on your decision for if it is announced before proceeding further.
| Threnody 'Thren' Nocturne |
"Aye Captain!" Thren makes a point of telling her night crew first, then everyone else about the pit stop at Widowmaker Isle.
| GMDQ |
Many of the crew definitely get a gleam in their eye as word begins to spread. You overhear Huldren excitedly talking to Larry and Barry about practicing for bouts. Conchobar and a number of the other typical gamblers seem giddy. While not everyone is excited, no one is displeased, especially after 2-3 weeks at sea, and you make good time as everyone puts their back into their work far more than they usually would.
Belina sets course for a town simply known as Arena, the closest Widowmaker settlement, and quite obvious as to its main feature. As you sail toward the port, you can see the town walls, and rising overhead the top of a massive coliseum. The entryway to the harbor is marked by an enormous ship, that appears to be moored in place by many chains to create a floating, but semi-permanent water fortress. It looks like it once would have been propelled mainly by slaves rowing dozens of oars--but out of the portholes where the oars would once have sat, are the pointed ends of many ballista. The top deck of the ship contains two catapults and the rareest of siege engines, a cannon. Many figures are seen walking along the deck and along the harbor as well. No one greets you or directs you anywhere--but the punishment for misbehavior is obvious enough.
| Lark Greenwood |
To the officers Lark proposes getting the ship clean and tidy and all the stores topped up. After that twenty-four hours of liberty for the crew starting tomorrow at sunrise.
Does anyone want more than a day ashore? We can call this a plan barring any other requests or suggestions.
| Threnody 'Thren' Nocturne |
"Captain, I'd suggest we give them a couple days ashore. We've been at sea three weeks. We definitely need to top up our stores. We should also do a bit of time ourselves spreading our reputation. Maybe see if there's anything to learn from the locals. Not too long; trouble follows us everywhere and I'm not interested in running out of here." Thren then chuckles a bit. "Listen to me being sensible."
| Corwin Corke |
"An arena, eh?" Corwin is terrible at gambling; just a whole lot of bad luck. But fighting? There's something he isn't to shabby at. "Might be I can make a little coin while we're there." Mostly he's just talking to himself. He clears his throat as he gets back to business-mode. "Good idea, Threnody."
| Emberar "Sunstruck" Lealtus |
Knowledge (Local) to see if I have any more insights on this settlement: 1d20 + 6 ⇒ (2) + 6 = 8
Emberar shrugs. "I agree that we should get things cleaned up here first, but after that one day does seem like a short leave. Two, mayhap three should be enough. Leave at noon on the third day?" To Corwin (if he can overhear Crowin's thinking out loud), he adds, "Do be careful if you choose to go there. Who knows what kind of bouts they've got going on..."