On Distant Shores (Inactive)

Game Master Mowque


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Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

Dropping out of Raging Song, 33/43HP

Amara ignores the gnomes for a moment, kicking down debris for her sailors to float with, before reaching down and hauling them up. Truthfully, she's a little pissed with Brekarv waiting so long before he assisted, but she wasn't going to mention it. Instead she looked on the bright-side, everyone had seen her taken on 3 enemies almost single-handed, which made Brekarv's abilities appear weaker in comparison.

When her sailors are safe and ok, Amara then turns to the gnomes. "It certainly appears that they have gone, but why don't you tell me what on earth happened here, undead dinosaur's on a floating city seems relatively unusual since I don't think of them as excellent swimmers."


The gnome grimaces, 'There were plenty more. We destroyed most of them with acid and the like, but those three got us on the run."

he steps out and comes up to Amara, reaching only her wasit, The gnome bows low, 'My name is Skazzlepin Keflumep, the mayor of this part of the city. I am deeply in your debt, Miss...?" he leaves the question hanging.


Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

"It's Amara, Captain Amara sir. My ship was just docking here en route to Arcadia and was hoping for some supplies and maybe any information about the seas between here and their - I have passengers and we wouldn't want any surprises." she responds, half impressed that there was already a mayor in such an unstable city such as this.


The gnomes mutter to themselves at these words. Skazzlepin frowns, 'Arcadia. Why...that is the home of these beasts. At least we think so...." He looks down a street and Amara sees a gang of gnomes coming down it. In the midst is a small, pale gnome bound and gagged. In his hands, clasped tightly, is a small wooden box.

Half walking, half-dragged, the tied gnome is brought right up the Mayor. He frowns down at the captive man and says, "You go too far, Qack. You nearly destroyed this entire city with your foolishness."

The crowd shouts at Qack, and makes many rude hand gestures. A few pick up chunks of derbies and toss it at him while others stamps their feet.

Carefully, and with more caution then Amara had ever seen from a gnome, the Mayor toes the small wooden box. "You didn't even of our safety did you? Of course not."

Skazzlepin turns back to Amara, "This is the source of our problem. A months ago we drifted quite close to Arcadia. Close enough that some went ashore to explore, gather food, the usual mischief. Qack here raided some native tomb, and brought back a souvenir. Today he decided to play with it...." The gnome irritably waves at the destruction around.

"I'd settle somewhere else if this is a common thing in Arcadia." The mayor remarks then adds, 'Excuse us while we take care of this one."

Grimly he turns back to the captive gnome. The crowd around keeps jeering loudly, throwing various items, shouting out curses.

'Qack, for your crimes, you are sentenced to six months in a plain cell." The Mayor says, voice grave.

The crowd around gasps in horror and shock. The bound gnome starts shaking his head violently. With a jerk he slips the gag off and says, in a high-pitched voice, 'Please, please, no! Anything but that..."


Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

Amara watches the situation unfold but holds her tongue. It is not her call how gnomes punish their own.


The Mayor shakes his head, 'Enough.."

Suddenly Qack turns to Amara, "Take me with you! I'll go with her...." he jabbers quickly, 'I've been to Arcadia, I know the land. Please, I can help you...not the cell."

Skazzlepin turns to Amara, green eyebrows raised in question. 'Exile..." he ponders it and sees what Amara's reaction will be.


Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

Anara keeps her face harsh and stern, the purpose bring that the gnome knows what he is getting into."Just so we are clear, assuming your preference is exile, I want you to be under no illusions as to what that would mean. I run a tight ship, which means I would demand obedience. Make a repeat performance as to what happened here, I'll stick you in a blank cell myself, permamently. Consider this a second chance, there will not be a third. It will be hard in Arcadia, and dangerous. If you understand this, and still want exile, then, with your mayors permission, I'll take you aboard, assuming we can still get provisions with the extra mouths to feed."


"Of course, of course!" Qack says quickly and Amara doubts she has truly got through to the gnome.

The Mayor looks up at Amara, "Then you can take him. And good riddance. As for the rations, you can take them freely, in exchange for helping us from those horrible creatures."

The crowd, disappointed there would be no grand vengeance, begin to wander off, back to the tumbled town. Judging by how they ignore the charred wood and battered crates, Amara has a feeling gnome repair isn't the fastest or most direct.

"Will you be staying the night?" the Mayor asks, as they untie Qack.


Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

"Actually I changed my mind, lock him up in a plain cell" Anara remarks before squatting to the gnomes level. "I don't think I'm making myself clear, because I'm not messing around. If you don't understand my rules, then I won't take you. Convince me that we have a clear understanding as to what I expect, and I'll take you. You have until they sling you into that plain cell to prove to me that you 'get it'."


Amara stares right into the pale gnomes' eyes, which she can see are a bright electric blue. He gabbles in fear as the other gnomes pick him up, as if to carry him away.

"No, no, I promise. I'll be good. I won't cause any problems! I'll be a big help! I can fix anything! Your ship probably has lots of stuff that can go wrong, right? I can help. And if you don't like what I do, I'll..I'll throw myself off the mast. How is that? Please?" The begging is rather pathetic but apparently sincere.


Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

"That will do" Amara responds, holding up a hand and forestalling the deluge of desperation. She didn't really like putting the fear of God into someone, but she had to ensure the gnome knew what her expectations were.

Turning away from the gnome, Amara refocuses on the mayor. "Actually I don't think we should be staying long. Not only are your resources stretched by what happened, it's probably better if we get to Arcadia as soon as possible."


Qack is released and he falls back on the deck, sobbing his thanks. Zuck looks down with more then a bit of distaste. 'Shall I take him on board, Captain? What do you want me to do with him? He seems a little small to work an oar."

Meanwhile the Mayor says, 'Very well, just give me a list of the supplies you need and we will do our best to supply you."


Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

"Treat him well Zuck, he offered his assistance in fixing anything broken on the ship, as well as acting as a scout for Arcadia. I'll have him take a look at some old maps of Arcadia and we can plan a suitable landing point" Amara responds easily in Zuck's direction before turning back towards the Mayor.

"If you could ensure that we have enough food, water, first aid supplies..." she continues as she rattles off the list verbally, consigning it to paper if required for ease of use.


Amara has watched ships be loaded in many ports, in many conditions including Imperial Tadlor, metropolitan Absalom and even Linnorm lands. But she had never seen anything like the gnomes. It was a weird mix of scrambling bedlam and terrifying ingenuity. Gnomes were everywhere, carrying boxes, heaving on block and tackle, scrambling with heavy sacks. Amara spotted all sorts of tools being used ranging from wheelbarrows and carts to sledges and haversacks.

There was no rhyme or reason to the frenetic loading, and certainly no one giving orders. Even the Mayor pitched in, one mote of bright green roving around, mixing into the general chaos. For all the confusion though, she did have to credit them with speed. Despite the variety of methods, the Dancing Lucre was loaded with supplies in nearly record time, the good being heaped on deck for her own sailors to stock in the hold.

As the sun began to head into afternoon the Mayor came up to Amara, bowing, face covered in sweat, "I hope this does a small part of paying you back for your help."

Brekarv is at the rail watching the gnomes with fairly obvious disdain. Although he has been silent all day, he watched the rambunctious goings-on with clear disaproval.


Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

Amara inclines her head slightly in a respectful motion, before nodding in agreement. "You and your people have done a splendid job in assisting us with supplies, I and my crew thank you", she remarks politely. Brekarv's look doesn't go unnoticed by her, but Amara doesn't discuss the topic with the half orc - his constant disapproval starting to wear a little thin.


Anything else you want to achieve in Gogpodda? Do you want to cut to you guys heading for Arcadia, going over the map?


Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

Nothing else to achieve in Gogpodda, its just a stop on the way at the moment.


Two days have passed since their stop in Gogpodda. The hold full of water and food (and a few other minor supplies), sailing has been good. Avoiding the last few rocky islands, Amara has had time to watch her ship and now assorted crew.

Below the pirates still languish in the hold, now asking daily to let free.

Qack, for his part, has spent the last two days exploring the ship from stem to stern. She has spotted the pale little figure hanging from the rigging, prodding the pumps in the blidge and everywhere in between. One time she even saw him gazing awestruck at the ships's wheel. So far Zuck hasn't had the bravery to ask the gnome to touch anything. Still, as far as she can tell, their smallest passenger has caused no real trouble.

The time has come however, to decide on where to land and hopefully settle her colonists.

Who do you want with you when looking over the map at potential landing sites?


Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

Qack (because he has been there before), Zuck (an experienced sailor lending an outside eye), and Benold (representing the settler interests). Between the four of us, should have most ideal's sorted. I guess a case could be made for Brekarv showing a military POV but considering his position is 'bodyguard' technically he shouldn't be present.


Amara gathers this small group into her cabin quickly. Brekarv notes this but says nothing as the enter into the small room. On the table, Amara lays out the best map they have of the Arcadia coast. It is rudimentary at best, with plenty of blank spots, question marks and half-finished islands. Still, it gives her a rough guess.

Before they get to looking closely Benold says a bit pompously, "This is a solemn moment. Perhaps someone should lead us in a prayer to one of the gods?"


Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

Amara almost rolls her eyes but resists the urge, knowing that it was clearly rude. It wasn't that she hated the gods - she knew and valued them all - but she didn't feel the need to lock herself into the worship of just one, or even the practice of worshiping at all.

"Its a fine idea Benold, and I'm sure that all of us will privately ask ourselves for any divine support we feel that we need, but for now, lets push on with trying to locate a landing spot. Qack - because you have physically landed somewhere on the island, why don't we add what you know and saw on this map here, and then factor that into our decision."


Benold shrugs as Qack takes a pen and starts making edits to the map. He adds a small island here, a few hills there, a large dense forest in one blank area. Soon, the pale gnome steps back and nods, "That is what I know."

Between the two of them Amara and Zuck soon narrow it down to four landing places that can handle a large ship like the Lucre.

One is a hilly region, covered with light trees and dotted with caves. There is not much of a natural harbor here, and a rocky coast, but it promises of many resources ranging from lumber to perhaps minerals.

Second is a swampy area in a long bay, part of a vast river estuary. The harbor here is very good and would allow large ships to approach easily, but good timber and land to build on would be hard to find. On the other hand, fishing would be quite easy.

Thirdly, farther south, is a heavily forest region covered with redwoods and sequoias. While the area is flat, it is ringed by high snow-capped peaks that may contain some volcanoes (the map is unclear and Qack is only guessing). The soil may be good but would require alot of work to clear it out.

Fourth is a flat area, surrounded by small outlying islands. While farming would be easy here, there would be little chance for minerals or other materials. Qack also notes they saw traces of natives here, including huts and other temporary housing. In addition, the low-lying beach, which good for boating, is shallow and would easily flood.

Ask if you need more info. This choice will shape the rest of the game!


Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

Running down the list

In regards to 1) while there might not be a natural harbor, is building one a suitable option?

I'm not favouring 2) as an option. Habour is good, but swampy area's are not that great for settling

3) Looks ok, but unsure about access to water access / port.

4) looks promising, but I don't like the idea of kicking out the natives, or the fact that the beach is pretty shallow which ironically makes larger boats landing more of a risk.

So atm tossing up between 1) and 3). Which one I end up going with, is probably going to depend on which would have the better port option, manufactured or otherwise.


Building a proper port would probably involve a very large mole. It is doable but time intensive.

There is water from snowmelt there but no real rivers. Perhaps springs? The beach is decent enough here and with some work a decent port could be built. Before you build docks it'll be a little rough but not too bad.


Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

Hmm, there needs to be fresh water and good drainage I think. Anything in the hilly region (since Mountain region might have freshwater from mountain rivers / springs / snowmelt.


On #1, Nothing notable but caves would indicated considerable ground water. And yes, Number 3 has considerable snowmelt


Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

Amara spends a long time looking at the map, planning, thinking of suitable possibilities and so on, before after a log while she suddenly straightens. "I have made my decision, and I"m going to go through my reasoning as to why, so everyone can at least understand the decision."

"Firstly, the swampy area would be almost ideal, except for the fact that it makes housing accommodations almost impossible for our settlers. There is no timber, and swampy land is almost impossible to build on. So I'm vetoing that option"

"The island area seems nice on paper, but I don't like being so close to the natives. While admittedly being close to early natives is a point in its favor (since we know they would be settling on good land), I don't like the conflict it would bring. Also, even if we bypassed that hurdle, a shallow beach makes it unsuitable for many ships."

"This leaves two options, almost impossible to separate. I admit, that the land with caving on it seems most impressive, suitable materials, possibly minerals. The disadvantage of a weak port could be overcome with some hard work and construction. That said, I have concerns about the caves. Arcadia is wild, and caves make for good hiding places. While I don't have problems clearing such caves out, I don't fight well in the dark, and we couldn't mine it without considerable risk until it was cleared out. If we were a colony of dwarves, then I don't see an issue, but I consider it a riskier option, if such caves are inhabited."

"Which leaves the final option. This is my preference for a variety of reasons. There is still an option for a viable port, maybe with some hard work, and heavily forested land indicating groundwater. The trees provide us with options, housing, ship building or repair work, if there were considers about living on the forest floor we could even turn it into a treetop city. Its also good, fertile land, making it suitable for a number of opportunities. While the risk of living close to a possible volcano is exceptionally risky, there are existing ways to handle such a threat, redirecting such hazards and so on. Furthermore, even if it is actually a volcano, then such sites are known to be strong in minerals - its a decent start for a first settlement site and thus, it is my favored decision."

Sorry for length


Nothing wrong with length. Treetop city is pretty awesome!

Benold gazes at the map and says, "I don't look forward to having to chop down all those trees to plant food. Removing redwood stumps won't be easy. Can we afford that time?"

Zuck whistles, "I've never built a dock before. But I do imagine wood would make it easier."

Qack grins, "A treetop city! That would be amazing, you could use pulleys and cables to lift items up..." he goes on at length about the amazing idea.


Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

Amara shrugs casually at Benold's concern. "Unfortunately, its a difficult thing to balance. With less timber, that means less housing and docking construction available. Its harder, sure, but few things of worth some easily, and while it might take longer, there are a few of us, and the woods probably contain some hunting options as well. Remember though, that the treetop city, its just an idea and others may not like it, I think the location itself though, is fine."


Excellent wrap in the settlement link! That will be really useful for me.

Benold keeps frowning but nods, "I agree I just hope we can get crops in the ground soon enough."

"I've never seen a volcano up close." Zuck remarks still looking at the map then adds, "Do we know anything about the natives?"

Qack shrugs, "I never saw any properly, just from a distance. I know there are many kinds however." The gnome is fiddling with a sextant he has casually grabbed off a table.


Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

"If possible, I'd like to know what natives there are. I don't want to seek the out yet, because I do t want to unduly antagonise any of them, so any information you have on them Qack would be appreciated", the Skald finishes.


The gnome, still messing with the sextant, says, 'I know there are humans but they don't have cities near the coasts. At least we have never seen them. I recall stories of furry beings in the woods but not sure how accurate they are." Absently mindedly he starts banging the sextant on the table, trying to loosen a stuck gear.

Got a list of things to do before you make landfall?


Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

Hmm, probably not yet. Want to check things out first and get established - settled and then I'll gradually discuss what's in my list in gdocs.


Three uneventful days of sailing pass before they make landfall. Amara is happy for the calm waters and lack of emergencies. Despite the favorable conditions, sailing is fairly unknown waters with a hold full of people is a nervous experience.

When the always welcomed "Land ho!" cry goes out, she breathes a sigh of relief. Regardless of anything else, she had got here safely. Whatever else may be in store, she had succeeded. Idly she wondered what was going on at Raven Company headquarters.

For two more days they travel south down the coast, keeping well within sight of land, heading toward the picked spot. The shore here is fairly rough with short rocky cliffs broken up by small gravel beaches. Tall stands of trees hide the interior, massive conifers larger then anything Amara has seen before.

Whales and dolphins follow their every move, gamboling around in the wake. This sign of good luck eases the crew, and Amara's mind. There are a few tiny rocky island but they are rare. They see no signs of people.

Finally they reach the picked spot. The widest gravel beach they have seen yet rests between cliffs, somewhat protected from sea storms. It is covered in driftwood, piled higher then a man. Seabirds cluster here, wheeling above the shore, clambering around the piled derbies. Past the high-tide mark, trees nearly instantly begin to grow. A dark wall of brown and green.

In the distant she can glimpse snow-bound peaks glittering. The stone is dark and forbidding, and she isn't sure but perhaps one has a small coil of smoke rising?


Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

Amara shakes off any concerns. Each of the four options had some small downside, and there was a worst case scenario for each. What would be, would be, all she could do was prepare for most of the nature problems that might crop up.

"Right everyone, I want all of us off the ship, and scouting this place out. Take weapons, just in case, and stay together. Clear a path through the driftwood, a nice easy one back to the ship in case we come across anything, and then lets push forward. I want to at least scout the area out first, and then we can start gradually clearing as required." Amara orders


There is a chorus of cheers from the colonists, all of whom are happy to be on dry land. Benold had told them days ago the nature of the landing site so few are surprised when they arrive topside and see the rugged peaks and dark forest. Amara does hear a few people mutter about farming but others seem pleased with the amount of wood and easy access the sea (for small boats).

Zuck leads the pirates off, not chained but kept close together. 'What do we do with these?" The pirates don't complain but the older one who seems to be a leader looks at Arcadia and murmurs, 'A promised land?"

Berkarv looks as eager as the most seasick colonist to get on dry land. Already his ediolon is darting above the beach, swooping and diving.


Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

"Let the pirates go, there were no issues despite the conditions they were in on the boat - a fact that was not lost on me. If they wish to leave then they can leave, but I would prefer that they stay, there are opportunities here and we could use all assistance we can here" Amara orders, signalling to Zuck that there was little nervous to corral them. She predicts the order would not be viewable as favourable but doesn't much care, building a colony in Arcadia would not be simple.


Zuck narrows his eyes at the pirates but adds, 'Go? Where else could they go?"

Berkarv comes over and adds, in a voice loud enough to carry to the pirates but ostensibly to Amara, "I suppose will punish thieves and shirkers most seriously, Captain?"

Meanwhile the colonists are beginning to pile into the whaleboats, captained by sailors. One of Amara's sailors comes over, 'Do you just want to anchor her? Wish we had a decent place to tie up. Risky leaving her just anchored out here. One nasty wave and smash..."


Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

"Of course," Anara agrees with Brekarv, before injecting a little venom into her tone, "It's so so fortunate you mention shirking, why I could have sworn I saw something like that during our last stop, how fortunate that I'm a forgiving sort." she finishes, making an allusion to how late Brekarv's Eidolon had been to finally lend a hand.

Stalking away, she turns to the sailors."Anchor her a little further out to avoid being dashed, lock the controls and we can use the smaller boats to make landfall. At present we should still safeguard the ship, it's still very useful."


Brekarv seems to frown at her remark as if unsure but merely bows and says uncertainly, "Of course..."

The sailor looks a little alarmed at her even mentioning not safeguarding the boat. "How many of us do you want to stay aboard? Someone ought to. Might be stretching us thin if we have to pilot the whaleboats ashore..."

The older pirate speaks up, 'We can help with the colonist's boats. We, um, understand if you don't trust us with the ship, but I don't think we can hijack two dozen colonists." There is a gold-toothed smile at this.

Zuck squawks in some alarm at the idea of pirates piloting his boats.

Qack meanwhile is staring at the dark forest, 'I wonder what we will find.."


Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

Amara presses her hands to her temples slightly."I'm not worried about boat security at the moment, this colony isn't getting built in a day so most of us are still going to crash on the boat. Later on though, I'll probably give Brekarv command of the longboats to prevent unauthorised use, and maybe create a small rotation on the ship for emergencies."


Finally Amara gets everyone into the small boats and headed toward the shore. The stiff sea breezes ruffles her hair and tugs at her clothes. It is cool but not cold.

It doesn't take long to land on the gravelly beach. A swarm of sea-birds flies into the air, squawking at their intrusion. Everyone begins piling out, and starts shifting the piled driftwood. Amara notes it is high-tide, the waves lapping far up the small beach.


Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

On the beach, Amara glances around, checking the location out before clearing her throat slightly to garner attention.

"Alright everyone listen up, I don't want every one of us potentially walking into a dangerous situation, so I'm taking a few volunteers to scout ahead before returning. Brekarv, that means as my bodyguard you are coming with me regardless. Everyone else, stay behind, clear out the driftwood, and be prepared for a quick exit."


Two sailors and then the old pirate volunteers, "I don't think I've ever said my name. You can call me Iavn. I'll go with you, should be exciting. "

Zuck mentions he wants to stay and oversee the general driftwood removal while Qack is running everywhere, making simple sledges, pulleys and wheelbarrows out of the pale, worn wood.

Berkarv coughs, "Are we looking for anything in particular?'


Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

"To look for something in particular, we would have to know first what is around us" Amara responds, before relenting somewhat, "Seeing any natives around, or finding any enemies, or sporting useful resources or a site we could use to build, are all things we should be looking for. I think we have enough people, lets quickly move out."


Together, they leave the rest behind, picking through the crowded driftwood. More seabirds drift overhead, screeching. It has a desolate, empty feeling.

Past the beach the forest suddenly rises ahead of them. Vast redwoods, with trunks dozens of feet across, tower above them. A thick roof of intertwined branches block the sunlight, leaving the forest floor quiet and dark. The area is coated with ferns, nearly knee high, with few younger trees fighting towards the sun.

"Forbidding." Brekarv notes.


Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

"Maybe, but it's also good news. These trees are old, they would have seen many changes throughout the ages, perhaps a treetop city might be the best practise after all" Amara mutters as she slowly scouts foward.

Perception: 1d20 + 9 ⇒ (4) + 9 = 13


They pass under the trees, and it is like entering a massive cathedral. Every tree stands like a tower, buttressed by massive roots taller then Amara. Huge knots stand out from the rough bark, making caves big enough to hide in.

The forest floor is covered with a thick bed of pine needles, formed from countless years of a steady rain from above. On the huge trunks, far up, Amara can see signs of ancient floods, marks of storm sruges from hurricanes that must have been tremendous. The signs are old however.

Alongside are the scars of fires that must have burned here ages ago, great black sear marks. It is dizzying to think these trees are probably older then many kingdoms in the Inner Sea.

The air is thick with the smell of fresh growth, aromatic sap and slowly rotting needles. Her footsteps are quiet on the soft ground.

Then Iavn points to a massive redwood and says, "Look!" There, nearly 8 feet off the ground, a primitive marker or sign is carved into the wood. It looks very worn and weathered. It very well may be centuries old.


Female Skald 5 HP: 43/43 | AC:16 T: 11 FF: 16 | Fort: +7 | Ref: +2 | Will: +6 | Perception: +9 Initiative: +2 Settlement Link

Amara looks up at the marker with disinterest. The sign indicated that the area had seen use, but the board was too worn to make out anything of use.

The soft ground was comforting, in a way, Amara did like the stillness, but she still remains on guard, fairly certain that Arcadia wasn't quite abandoned of intelligent life.


They trek further in, sometimes passing a massive moss covered boulder but mostly simply soft ground covered with needles. Here and there, deep spring-fed pools sit, dark and mysterious in the twilight.

Perception: 1d20 + 9 ⇒ (7) + 9 = 16

?: 1d10 + 10 ⇒ (9) + 10 = 19

As they pass by one of these pools, Amara hears sounds. Small, careful steps, the snapping of a twig, crunch of some needles. With a start she realizes they are coming from all around her group, out of the murky shadows and the vast tree trunks. So far though she sees nothing.

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