
Garish "Bones" Boulderdash |

I know where we are and Vorik I think you do to. I thought so when he mentioned the mist earlier. Now I am sure. I don't know if Levi considers them to be common knowledge though so I won't say anything.

Nic. |

Nic's white eyes sweep over the bleak, grey, misty landscape as he drops his quarterstaff. He wears a smirk as he fishes a wand from his backpack, "Guys, I've a feeling we're not in Karnath anymore." Then he begins to wrack his brains for any information he might have run across of this place in his travels and studies. Knowledge: Arcana 1d20 + 10 ⇒ (11) + 10 = 21.

GM Levi |

Nic's mind brings up images of a day, not so long ago, when he stood in Flamekeep, and heard news of the gray mist flooding out of Cyre. Praise be, the mists stopped at the river, but the fear of what happened that day still pricked his heart. Nic recalls that the mysterious lingering magical effects make what once was Cyre hazardous and unpredictable. The Day of Mourning itself twisted the land -- giving rise to living spells and mutated monsters. Today, only the insane and brave venture into the mist shrouded country.

Darius Kirisallin |

Sighing softly, Darius takes a seat on the ground, looking around in a dejected manner. "Cyre... Lovely!" Grinding his teeth softly, he absentmindedly begins to twirl a dagger between his fingers. "Bah! We need to get the hells out of here. Oh Ha-bloody-Ha! You Six think you are so funny. Well curse you all!" Grimacing acidly, Darius glares upwards.

GM Levi |

"We cannot be here!" whispers Ria.
"And where exactly is here?" asks Kaius, "I do not remember such a place in my studies at Rekkenmark..."
The crackling of the burning ship, pops through the silence.
I owe you an action shot - so here it is: The ship coming down in the Mournland. Sorry for the delay. Obsidian Portal isn't working and they have great customer service.

Garish "Bones" Boulderdash |

"And where exactly is here?" asks Kaius, "I do not remember such a place in my studies at Rekkenmark..."
The crackling of the burning ship, pops through the silence.
I owe you an action shot - so here it is: The ship coming down in the Mournland. Sorry for the delay. Obsidian Portal isn't working and they have great customer service.
"It seems you have a history lesson that needs to be taught since they did not keep you informed when you were in prison. I can only give you the basics. During the last war Cyre, now known as the Mournland, basically exploded due to some magical mayhem. Now strange monsters among other things make this place very dangerous. Oh, and there is no healing unless you have a druid in your group." This grey mist covers what was once Cyre."

Nic. |

Nic grunts as the question, "The corpse of it, yah. And Bones is right... a defensible and secluded camp would be smart. Captain, did you have any supplies we can salvage from the ship? Food and water are going to get real important."

Vorik Kessler |

Levi, is there any way for me to know that my Lay on Hands would work in the Mournlands? also, we need a ruling on Channel Energy, which is a PF creation, and thus not included in the abilities that work in the Mournland in Five Nations.
"I say we go and investigate the airship, if we can possibly salvage even just some material to build a temporary shelter till we figure out what to do, that would be a huge plus."

Vorik Kessler |

Channel energy (positive) does not work in the Mournland. Channeling energy (negative) also fails to work. This shows the absence of the divine from the carcass that was Cyre. You may know this with an successful DC 20 Knowledge (Religion) or Survival check.
By that logic, neither should Lay on Hands, yet it does according to page 82 of Five Nations. Not looking to argue, just curious why one divine ability works while another doesn't

GM Levi |

GM Levi wrote:Channel energy (positive) does not work in the Mournland. Channeling energy (negative) also fails to work. This shows the absence of the divine from the carcass that was Cyre. You may know this with an successful DC 20 Knowledge (Religion) or Survival check.By that logic, neither should Lay on Hands, yet it does according to page 82 of Five Nations. Not looking to argue, just curious why one divine ability works while another doesn't
Ah, yeah. I see that now. Ill have to figure it out. There should be some penalty, but I'm not sure as to what that should be. Maybe only 50% as effective?

Vorik Kessler |

I'm not sure a penalty is necessary, after all, we already suffer from not being able to cast any healing spells. However, any divine character still gains access to their normal divine powers, such as other spells, domain powers, etc. But if you feel a penalty is needed, I say it heals one less die. so for me, right now, i'd heal 1d6 as opposed to 2d6. As I said though, I personally feel a penalty is not needed.

GM Levi |

It's a source of healing that wasn't around when the setting was written. Therefore, it should be penalized. Otherwise, taking a cleric or paladin into the Mournland would be obvious, and defeat the flavor of only having druids being able to heal. Channeling is basically a free heal. For purposes of healing, we will say it is half as effective, but for damaging undead it still works the same.
After a few moments in silence, you all begin to make your way to the wreckage of the ship. The captain has tears in her eyes as she gazes at her "life". Much of the ship is still on fire, but there are parts that may be salvageable. Perception checks, and whatever else is prudent.

Nic. |

And he's joined by Nic, white eyes alert for threats as well as anything that could prove useful. Perception 1d20 ⇒ 5. Yep.. we are just killin' these perception rolls.
"So, if a compass won't work, how do we tell which way to go? Or where in this flame-forsaken country we are."

Darius Kirisallin |

"Isn't it obvious?" the Elf grinned, turning to look at the Changeling. "We don't. We have to trust our guts now. We need to get as much food and water as we can out of this wreck, arm the crew and move. We need to stay mobile if we want to get out of here. There isn't anyone going to come save our ass!"
Laughing softly, Darius pushes his way in to the wreck.
'We have to be quick...'

Darius Kirisallin |

"Evil? Heh! Yeah. This place is evil. Closest thing to pure evil you can find in the Mortal Realm. Lets just get this over with and try to salvage what we can. Best to get moving before Gods knows what hits us!" Pushing in to the wreckage, Darius looks around, casting his gaze for what they need.
Perception-1d20 + 7 ⇒ (7) + 7 = 14

GM Levi |

As Darius and the captain begin to sift through the burning wreckage, carefully avoiding any burning wood, or molten metal, they find a number of pieces of timber that may be able to provide them shelter. Three jars of pickled herring survive from the kitchen, along with a singed blanket from a cabin.
Kaius still stands in shock, moisture appearing in the corner of his eyes, and confusion on his face.
"I doubt that pickled herring is our ideal meal." Til states, as his dragonmark begins to glow with a faint blue light, "It's not enough for all of us, but we can share."
The meal he conjures feeds three people, and including the crew there are around 11 of you.
Feeling like we lost our druid, it's been over a week...

GM Levi |

He hasn't posted in the star wars game he's running in longer than that time, either. Hmmm.
"I suggest that we make a shelter, and hunker down for the night. We can watch in 1/2 hour intervals, as there are so many of us. Does anyone know how to make a proper shelter? In the morning we can watch for the sun to rise, and determine our location. Karrnath is to the north." states Ria.
Despite the dire situation Til laughs, "I feel like we are warforged, heading to Breland from Thrane!"
Kaius volunteers himself to help build the shelter with another party member (Volunteers?), as he has some knowledge from his military background.

Garish "Bones" Boulderdash |

Bones volunteers and says "1 hour shifts with a 30 minute overlap are better since that gives the oncoming crew time to get over the groggy feeling of just waking up. There are enough people to make sure everyone gets a good rest, assuming we don't get any visitors of course."

Vorik Kessler |

Vorik also assists Kaius with the makeshift shelter. After a couple of minutes of silence he says "My family and the nobility of Karrnath have apparently been linked for centuries, yet I just learned of their importance. Were you close to any my family?"

GM Levi |

The aura of evil is a dim aura, or a lingering aura.
"I personally was not close to any of them, as they were slowly dettached from our dealings after my grandfather aligned our family with the Blood of Vol. My aunt, Moranna, made efforts to bring them back into the fold after Kaius II officially banned the cult, but I did not have any dealing with them directly."
Each of you regain hit point, spells, and such as if you have rested for eight hours over the rest of the night/early morning. The sun begins to rise over the land of mist, filling the horizon with bizarrely twisted shapes that seem to move and claw towards the sky. It was a quiet night, and the chaos of the ship's crash must have spooked off any monsters.
The sun rises from the east, and from there you are able to discern north. Til offers each of you pickled herring, and what water was salvaged from the wreck.
What do you do now?

Darius Kirisallin |

Taking the herring and some Water, Darius downs both before setting about readying his equipment. Sliding the vial of poison and dagger up his sleeves, he sets about placing the darts and blowgun in easy reach, before slinging the Quiver on to his back and adding the Shortbow. Unsheathing his sword, he hones the edge with a whetstone, borrowed from the crew, for a time, before sliding it back in to its sheath. He stands.
"Best we make the best of this light and get the hells out of here. By the Dark Six this place makes me anxious!" Pausing for a second, to allow everyone to get ready, he turns North, before setting off. If they didn't follow he was in trouble. If they did... There was still going to be trouble! 'Screwed if we do, screwed if we don't!'

GM Levi |

You and your companions head into the mist, north, hoping to make it to Karrnath. With no way to tell exactly where you are, you may be doomed to wander the ruins of the Mournland forever.
(I'm going to see if our other players post by tomorrow, if not I have some back-ups already lined up!)

Vorik Kessler |

Vorik nods "North makes sense, I would still like to make it to my ancestral home. Just wish we had crashed in a bit more hospitable land." He girds his armor, straps on his shield and checks to make sure his sword is loose in it's sheath. "By the Nine, Six and One, we will make it out of this land, and I will see my sister again, this I swear!"

Nic. |

Nic shrugs at the suggested direction, "Gonna have to rely on you guys on this one. I mean, I guess as long as we're either headed north or west we'll be fine, right?" He takes a few steps before frowning, "Well... as fine as anyone shipwrecked in the Mourland..."
Other than that he keeps following the others, happy to find a spot in the middle of the pack. No sense in being the first one attacked by some freaked out monster-thingy.
The stress of the hike is obvious on the thin changeling... and not only on the knee he busted in the ship-wreck. He quickly becomes out of breath, struggling to keep up but never complaining.
He even tries to boost morale a bit after a while, spinning a silly and unlikely tale (that he swears is true.. honest!) to the ship's crew about a one-legged prostitute, a warforged priest, and a talenta halfling.
Diplomacy (or maybe perform: comedy?) to boost morale (again, using the trait to boost a non-trained skill) 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13.

GM Levi |

Nic's tale draws a smile out of the crew and his companions, and the mood is lightened, despite their struggle.
You continue to move north, eyeing for monsters and ghosts, but finding none. Suddenly, you come across a valley. The mist is not here, and instead you see a small cluster of green trees. The area appears safe, but it is hard to tell. Laying under a tree, in heavily damaged, but bright armor, lies a man.
What do you do?