Aubrey's 'On Skull Beach' - Table 2 (Inactive)

Game Master Aubrey the Malformed

The adventurers set sail to the Isles of Allam, the northernmost territory of the Inotian Empire.


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The gold-painted figurehead is almost obscured by foam as the prow of the warship is heaved upwards upon a crashing wave. The sky churns with dark clouds and the wind drives spray and snow across the deck. On either side rise the sheer grey walls of the fjord, and the sea is choked with ice floes, shattered timbers and the floating corpses of sailors. Two more ships, murky silhouettes in the storm, list heavily as they founder. Icicles hang from their masts and rigging, decks awash as they succumb to the mountainous waters.

The dragon fills the sky, ivory wings spread wide, dwarfing the surviving fighting ship beneath it. Its head bears a crown of slender horns, a thin membrane pocked with holes and tears stretched between them. For a face it has a brutal scarred muzzle filled with irregular fangs, white spattered with the crimson blood of men. Sunken eyes glitter with malice. Despite its enormous size it twists its pale body sinuously as it turns in the air to make a final pass, tail slicing like a whip. The crew of the ship cower, awaiting their doom.

All except one. On the fo’c’sle is one man, by the gold braid on the shoulders of his navy greatcoat a senior officer. His dark hair is plastered to his forehead but his face is calm and his gaze intent as he crouches by a ballista, aiming upwards at the looming beast, hand on the lever ready to loose the bolt as he waits for it to draw closer...

The painting is certainly impressive in its way, its huge size giving it an epic sweep, even if it provides a somewhat idealised and heroic vision of battle. It dominates the wall above the fireplace in the drawing room of Lord Elveden’s townhouse. Here the group has gathered, summoned by his missive and the promise of gainful employment, and now waiting for their host to arrive.

Knowledge (Nobility), DC 10:

Spoiler:
Lord Elveden is one of the richest men in the Empire, descended from one of the old families but also with close connections to the Church.

If you got 15 or more on your Knowledge (Nobility) check:

Spoiler:
Lord Elveden generally has a reputation for fair but shrewd dealing. He is a widower, with a son and a daughter who are both coming of age. He gives generously to many charitable endeavours.

Knowledge (History), DC 10:

Spoiler:
This is a well-known painting, popularly known as “The Battle of Skull Beach”. It depicts the battle when an Imperial flotilla slew a dragon to annex the Isles of Allam to the Empire.

If you got 15 or more on your Knowledge (History) check:

Spoiler:
The correct title of the painting is “Bishop-Commodore Elveden defeats the dragon Injarjok at the Battle of Skull Beach”. The battle took place about fifty years ago, when the flotilla led by Commodore Elveden killed the dragon and annexed the Isles to the Empire. The painting was commissioned by the Church to commemorate the victory and serve as a moral lesson to the followers of the Diktats. This is probably a copy since the original would be in a military cathedral.

If you got 20 or more on your Knowledge (History) check:

Spoiler:
Commodore Elveden’s expedition was largely tasked with slaying Injarjok. The dragon was an occasional menace to shipping in the Northern Ocean and increasing Imperial presence in the north led ultimately to the conflict. The task force was equipped with powerful ballistae and dragon-slaying harpoons but, nonetheless, the battle was in many ways a disaster. The sheer power of the dragon had been woefully underestimated by the Admiralty and all but two of the seven ships in the flotilla were destroyed. However, Elveden himself managed to slay the dragon with an enchanted ballista bolt and then claim the Isles for the Empire, securing for himself a place in the pantheon of Imperial heroes.

The battle is named after Skull Beach, the strand beneath the cliffside cave where Injarjok made his lair. The dragon made a habit of a twisted form of trophy-taking, devouring the bodies of sacrifices and other unfortunate victims and tossing their more-or-less intact heads from his lair down on to the beach. After the many years of the dragon’s occupation, a massive pile of skulls had built up above the high tide line. The Inotian sailors named the area Skull Beach when they finally landed after defeating the beast. Stories tell of how they had to wade knee-deep through the skulls before they could climb the cliff and loot the dragon hoard.

Bishop-Commodore Elveden was the current Lord Elveden’s grandfather. He died several decades ago and is buried in the Hall of Heroes.

Also, if you got 10 or more on your Knowledge (History) check, you may try a Knowledge (Geography) check, DC 10:

Spoiler:
The Isles of Allam are an archipelago of islands in the Northern Ocean, and are the most northerly of the territories of the Inotian Empire. The capital is Port Elveden.

If you got 15 or more on your Knowledge (Geography) check:

Spoiler:
The Isles are extremely mountainous with very little land for agriculture, with several of the peaks bearing snow year-round. The weather is typically severe with cool and brief summers and long, freezing, dark and stormy winters. However, they sit close to bountiful fishing grounds and, in particular, the migration routes of the great northern toothed whales. Consequently, they are a major supplier of whale oil, ambergris and other cetacean-derived products to the Empire. The Isles are also rich in mineral wealth. The Empire transports indentured prisoners to the Isles dig the mines and man the whale rendering plants.

If you got 20 or more on your Knowledge (Geography) check:

Also, if you got 10 or more on your Knowledge (History) check, you may try a Knowledge (Local) check, DC 15:

Spoiler:
The Allam Islanders have largely not accepted the ways of the Empire and instead cling to their old traditions. They are primarily fisherfolk, speaking their own language.

If you got 20 or more on your Knowledge (Local) check:

Spoiler:
The populations of the native Allam Islanders has fallen by half since the Empire annexed the islands, primarily due to epidemics. Many islanders also suffer from alcoholic intoxication, despite it being illegal to sell alcohol to a native. They have little to do with the Inotians who administer the Isles, and as are not considered suitable for working in the mines or other commercial enterprises they are largely left alone in their poverty.

Also, if you got 10 or more on your Knowledge (Local) check, you may try a Knowledge (Religion) check, DC 10:

Spoiler:
The Old Gods are strong in the Isles of Allam, with few of the natives taking up the Diktats.

If you got 15 or more on your Knowledge (Religion) check:

Spoiler:
The dragon Injarjok was worshipped by the islanders and ruled the Isles as a living god for hundreds of years until he was slain by Commodore Elveden.

If you got 20 or more on your Knowledge (Religion) check:

Spoiler:
Injarjok was considered an avatar of Siku, the islanders’ goddess of the northern sea. She is a capricious and cruel goddess of storms and darkness who was propitiated more than worshipped by the islanders. With the death of the dragon, the islanders largely turned to more benevolent local gods.


Just as a reminder Breadth of experience allows me to roll untrained knowledges above DC 10

Nobility: 1d20 + 6 ⇒ (7) + 6 = 13
History: 1d20 + 13 ⇒ (16) + 13 = 29
Geography: 1d20 + 4 ⇒ (14) + 4 = 18
Local: 1d20 + 14 ⇒ (5) + 14 = 19
Religion: 1d20 + 4 ⇒ (4) + 4 = 8

Daenan admires the painting for a moment, and after glancing around to make sure their host is still not ptresent he speaks. "Well the promise of lucrative business should be true, our employer has the pockets to back up the promise. If he takes after his grandfather..." The elf nods towards the painting. "This job may very well be high risk high reward. Though might have been just following orders. I hope the church isn't involved though. Religious matters tend to get ugly."


Init +3; Perception +5 , Sense Motive +10 // AC 13, touch 13, flat-footed 10 (+3 Dex) hp 35 (4 HD; 1d10+3d8+7) Fort +3, Ref +5, Will +2, +4 vs. Bardic Performance, sonic, and language-dependent effects

Know(bardic nobility): 1d20 + 1 ⇒ (12) + 1 = 13
Know(bardic history): 1d20 + 1 ⇒ (11) + 1 = 12
Know(bardic geography): 1d20 + 1 ⇒ (9) + 1 = 10
Know(bardic local): 1d20 + 1 ⇒ (15) + 1 = 16
Know(religion): 1d20 + 5 ⇒ (6) + 5 = 11

The stocky, bronze-skinned man beside the elf shrugs. "His lordship has extensive commercial concerns. It may be a simple matter of trade. I remember my father trading ivory and sealskins with the southerners..."

This man is dressed in the square-cut muted browns of a junior merchant officer. The heavy cutlass at his waist hangs low, its point mere inches from the ground. That low clearance is the result of the weapons length, and the man's short legs. His hair is short, black, and so straight that it nearly seems plastered to his head.

He tilts his head to consider the painting. "The artist has done a fine job capturing the quality of the water. It's a coldness in both its dull gray sheen and the diamond reflections on sunlight."


hp17 of 27

History: 1d20 + 3 ⇒ (13) + 3 = 16
Nobility: 1d20 + 7 ⇒ (1) + 7 = 8


Male Elf Shifter 4 Minor Aspect | AC 19, T 19, F15, CMD 25 | F 5 R 8 W 5, +2 vs enchantment | hp 16/33 | Init +4 | Perc +11 Stealth +11 Surv +12/13 | Minor aspect 7/8 | Major aspect 8/8 | Darkvision 60', Low-light vision

Knowledge (nobility): 1d20 + 1 ⇒ (12) + 1 = 13

Knowledge (history): 1d20 + 1 ⇒ (13) + 1 = 14

Knowledge (geography): 1d20 + 7 ⇒ (8) + 7 = 15

Kaerishidlon looks at the painting and listens to the others’ remarks. He turns, conveniently putting his back to a wall while he studies the rest of the room.


M map Human Scholar 4 [HP 02/22]

nobility: 1d20 + 8 ⇒ (18) + 8 = 26

history: 1d20 + 8 ⇒ (6) + 8 = 14

geography: 1d20 + 8 ⇒ (10) + 8 = 18

local: 1d20 + 8 ⇒ (12) + 8 = 20

religion: 1d20 + 11 ⇒ (8) + 11 = 19

The tall man shows wrinkles on his face despite not yet having greying hair or an elderly stooped gait. He stands behind a high-backed sitting chair, his hands on it, waiting for the polite time to sit after regarding the painting that commands the room. He makes no mention of what he saw in it, his eyes shrewd (if somewhat bloodshot) behind his glasses. Beneath his five o'clock shadow from yesterday, he is wearing doctor's clothing. Button-up shirt, slightly loose except around the gut, vest, jacket, slacks, boots, and a white coat that drapes down to around the knees.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

The door opens and two well-dressed men enter. The first is in his fifties, strongly-built running to fat. He has a large florid face, his thinning hair combed back across his head. He strides confidently into the room and booms in a cultured voice, “Greetings! I am Ivor Elveden, this is my son Cedric. Thank you so much for accepting my invitation. Please take a seat and we can get to business.”

Cedric Elveden bears little resemblance to his father besides sharing his dark hair. He is slender and pale, aged about twenty. His manner is diffident and he says little, nodding silently in greeting, although his dark eyes carefully take in the details of the adventurers in the room one-by-one.

Two footmen enter, one with a tray bearing crystal glasses, the other carrying a salver with two bottles. They place the glasses in front of every person seated and then pour honey-coloured wine from the bottles into each. Both aristocrats sit politely until all the guests have been served before Lord Elveden dismisses the servants. He then picks up a glass and sips. “Fournarl ’63. Very pleasant, although the best vintage is supposed to be the ’57. My palette is too unsophisticated to tell the difference and I simply can’t justify spending that much money on a bottle of wine.

“But I expect you are wondering why I requested your presence here rather than wishing to listen to me blather ignorantly about viticulture. You were recommended to me by Lord Stevven, who said that you handled that business of his in the east with both aplomb and discretion. Hopefully this task of mine will be less arduous than that! I need you to… Well, tell you what, Cedric, why don’t you explain to them what this is about?” he says.

Cedric looks slightly surprised and stumbles over his words at first. “Ah, y-yes, um… You will have noticed the painting?” He looks to see if he elicits a few nods before continuing. “While this is a f-fine painting in its own right, colleagues and I are seeking to step away from the formality of Church-sponsored art.” He begins to warm to his subject and speaks with increasing fluency. “In particular, Church art has a moral and didactic purpose, rather than an intention to reflect perception. Church artists, for example, rarely paint from life. Bezant painted the original of this work here in Dornos based upon written reports of the b-battle and never set foot on Skull Beach. Our aim, m-myself and my c-colleagues, is to p-produce a more realistic depiction of the world, sh-sh-shorn of m-moral j-judgem-m-ment and ins-s-s-s…” Cedric’s stammer interrupts his flow and leaves him unable to get the words out.

Lord Elveden smiles encouragingly at his blushing son and continues, “So the purpose of your visit is to offer you employment. Given our family’s connection with the Isles of Allam, Cedric intends to visit them as a field trip to inform his painting. Your role would be to provide him with protection during his journey. While I do not expect there to be any danger, a family of our status will always have enemies, and Cedric is my heir. The Isles are also largely untamed territory and present dangers of their own. As such, you would ensure that he comes to no harm. In order to provide this service, you would be paid 8,000 gold talents each upon Cedric's safe return.

“I expect you will have some questions before making your decision?”


Daenan savors the wine for a while not quite finishing the glass yet. "Not the best I have had, but certainly better than what I can afford." The elf notes with a content smile before taking more serious expression as it is time for business.

"Correct assumption. Well for starters how long trip are we talking about? I would wager some sort of travel arrangements have been made? And what off the enemies mentioned, anything or anyone in particular to keep an eye out for? Mayhaps the locals bearing a grudge? Also your son mentioned colleagues?"


"My colleagues," says Cedric, "We are a group of l-like-minded artists."

"But they aren't going with him," adds Lord Elveden. "As for the journey, I believe you said three to six months, Cedric?" Cedric nods. "It's spring now, and no one in their right mind wants to spend the winter in the Isles of Allam, so a return some time before autumn would be the latest. It's about two weeks by ship to get there.

"Concerning potential enemies, we have no particular concerns. But I have business rivals, political rivals - they may wish to strike at me in various ways, including through my children. Then there are less personal motives, such as kidnap for ransom, or simple banditry. Rather than trying to anticipate every eventuality, my intention is to hire adequate security to address them."

He fixes Daenan with a sardonic eye. "And I'm glad you are enjoying the wine."


Init +3; Perception +5 , Sense Motive +10 // AC 13, touch 13, flat-footed 10 (+3 Dex) hp 35 (4 HD; 1d10+3d8+7) Fort +3, Ref +5, Will +2, +4 vs. Bardic Performance, sonic, and language-dependent effects

Ujarak sips the wine slowly while he listens to the Elvedens.

"That's a very generous offer, sir."

"It sounds like a simple job, but there is much to discuss. What will the transportation and living arrangements be? Will the ship remain in the islands for the duration? If not, is a ship already hired to fetch us back or will we try to book passage with one of the traders? Will we be camping on the beach?"

Is Elveden's travel time estimate accurate?


"You will not be sleeping on the beach," replies Lord Elveden archly, and Cedric tries to conceal a smile. "You have been booked passage on a ship leaving in a week. However, it hasn't been chartered for the whole duration. The Isles are not completely cut off, you will be able to communicate with the outside world. A ship can be sent to collect you if a suitable alternative is not available.

"As for your accommodation, Governor Briavels has generously agreed to provide you with your bed and board in his mansion for the duration of your stay."

His estimate is reasonable.


Male Elf Shifter 4 Minor Aspect | AC 19, T 19, F15, CMD 25 | F 5 R 8 W 5, +2 vs enchantment | hp 16/33 | Init +4 | Perc +11 Stealth +11 Surv +12/13 | Minor aspect 7/8 | Major aspect 8/8 | Darkvision 60', Low-light vision

”The wine is very good, thank you.”

After listening to the more business-minded in the group, Rish says, ”I know little of art, but I have a strong appreciation of nature in all her forms. And appreciate those that can capture her essence.” He bows to Cedric as he finishes. He pauses, then adds, ”However, I do know something about providing protection. It’s good to hear you live a life without overt enemies - it’s a burden to live otherwise - but we must proceed assuming there are concerns we just don’t know of. Who knows of your plans to travel and how much do they know? How much do you trust them? Who else will accompany you, Cedric, on your journey, other than your protection detail?”

It is clear that he is running possibilities in his mind already, even with the limited details available thus far.


hp17 of 27

Cyriphrain considers a few moments, swirling his glass, before joining the conversation.

Is this a critique of Church art, or a criticism of the Church? Well, one could certainly frame the desire for more accurate depictions or better sources as a quest to perfect one's art. And, if it is nothing more than attempt to elevate one's family...well, who am I to speak out against that. Well, I am no Inquisitor. So long as no outright blasphemies are committed in the name of art, I can see no bars to accepting this mission. And certainly, the scion of such a noble house deserves a sheltering shield.

"Might we know more about your colleagues? No offence intended, my lords, but do you have any grounds to wonder if leaving those behind with knowledge of the journey might pose a risk?"


Init +3; Perception +5 , Sense Motive +10 // AC 13, touch 13, flat-footed 10 (+3 Dex) hp 35 (4 HD; 1d10+3d8+7) Fort +3, Ref +5, Will +2, +4 vs. Bardic Performance, sonic, and language-dependent effects
Aubrey the Demented/Malformed wrote:

"You will not be sleeping on the beach," replies Lord Elveden archly, and Cedric tries to conceal a smile. "You have been booked passage on a ship leaving in a week. However, it hasn't been chartered for the whole duration. The Isles are not completely cut off, you will be able to communicate with the outside world. A ship can be sent to collect you if a suitable alternative is not available.

"As for your accommodation, Governor Briavels has generously agreed to provide you with your bed and board in his mansion for the duration of your stay."

The Allam Islander smiles. "I am gratified that we will not be sleeping rough, sir."

As the questions flood in from the others, Ujarak waits for an opportunity to follow up. "Do you consider the governor a good and trustworthy friend?"


Cedric looks a bit surprised at the questions concerning his fellow artists. "We are interested in how we depict the world. I could never imagine that they would want to c-cause me harm."

"Most of them are friends from school," adds Lord Elveden, "I've met a few of them. Charming young men and women, in the main, but their concerns are not, shall we say, worldly."

"I would say that our concerns for realism are especially worldly," says Cedric to his father with a smile.

"I wouldn't, not while your respective fathers are paying you allowances to discuss theories of art without the need to consider vulgar commerce," replies Lord Elveden dryly, before winking at his son.

"As for who may know of the trip," he continues, "I suppose there is my chamberlain, who has made all the arrangements, the captain of the ship, and Governor Briavels. Plus any of their staff, I imagine, who needed to be informed. The journey has not been publicised, although it is also not a secret.

"Governor Briavels I do not know well, but acquaintances have vouched for him. There is nothing in his record that would suggest we should have any concerns regarding him."


Deanan has been stroking his chin in contemplation for a while. "Well personally I do not see a problem with the task itself. Though some details certainly interest me if my companions agree, to make sure we are successful."

His gaze turns to Cedric, measuring the young man. "Well we have learned that you are an artist and I could make some educated guesses but better to ask. Do you know how to swim, how about riding and if it comes down to it can you manage yourself with a blade?"


"Cedric isn't joining your group, your job is to protect him while you are in my employ," says Lord Elveden, his face clouding. "You would be being hired to wield blades, swim and ride on his behalf, should the necessity arise, and to avoid placing him is situations where it might. As for your educated guesses, all young men of breeding learn the basics of horsemanship, swordplay and physical education."


"Lord Elveden, you are considering entrusting the safety of your heir to us. I am taking the matter with the gravity it deserves. Consider the amount you are paying us for months of work. Now let's assume one of your rivals is willing to invest even half of that amount for a single attack. There may come a situation that the best tactical choice is for us to hold back the attack while your son escapes. Now imagine that he had hurt his knee in youth that prevented riding at full gallop. I am sure neither of us would want us to learn of the fact at that moment." He takes a small pause.

"I am not trying to offend you by questioning your parenting or your son by his capabilities. I am trying to make sure that if this job turns into more than acting as a safety net and deterrent that I can use my abilities to their best to accomplish our task."


Lord Elveden scowls but Cedric answers, "Father, it is a reasonable question." He turns to Daenan. "I have been taught to fight with sword and shield, and I ride occasionally to hounds when I am in the country. And at our school we started the day with a swim in the lake, and I still remember the winter mornings with p-particular horror."

Lord Elveden grunts, "Prophet, yes, I remember those too when I was there."

They smile at the shared memory before Cedric adds, "Of course, I would describe none of them as my metier."


M map Human Scholar 4 [HP 02/22]

Walker sat in his chair, drinking the wine neither leisurely nor chugging it.

He then says, somewhat jovially, "Well, worst case, if he gets a little banged up, we can fix him."

"So we will be staying in a mansion for several months, and it is to be assumed that we will take regular excursions out into the world for the young artist to view the world through his own lens. I'm sure troubles will arise, they always do on these sorts of things. Do the locals have issues with the governor?"


Lord Elveden gives Walker a cold look. "As I said, you would be being paid to avoid such an eventuality. Concerning the Isles, as far as I am aware they are quite pacified."

As I said to the other group, if you don't pass the interview you won't get the job, and then there is no adventure. Annoy Lord Elveden enough by casually talking about his son getting injured in your care and he won't hire you.


"Another practical concern." The elf nods towards the painting. "Do you also paint or do you work with some other medium? Or for that matter do you intend to make works during the trip or do things later from memory? I am asking because depending on the supplies needed it can change how we can move about. Also given that we would have a week for preperations I would be interested in the names of any spesific locations on the isles you would like to visit, this would allow for research."


"My intention is to sketch" replies Cedric. "It obviously would not be practical to create a work like this in the field. I would then create the final paintings on my return. My main location of interest is the area around Skull Beach. This is close to Port Elveden, the main t-town in the Isles."


Male Elf Shifter 4 Minor Aspect | AC 19, T 19, F15, CMD 25 | F 5 R 8 W 5, +2 vs enchantment | hp 16/33 | Init +4 | Perc +11 Stealth +11 Surv +12/13 | Minor aspect 7/8 | Major aspect 8/8 | Darkvision 60', Low-light vision

”I think we understand the task. What remains is to decide and work out any remaining logistics - of which I see few.”

As Aubrey says, we accept and avoid irritating him or this is a short go. I don’t think there’s anything else that requires the father’s input for me. Visiting with the son while we wait for departure might be informative, though.


"Excellent," says Lord Elveden. "And the rest of you?"


Daenan throws rest of the wine down his throat. "Well enough, trip on a ship is long, I can sate my desire for minutia during that." The elf concedes, not quite happy with it, too used to planning military operations and how those should be done.


Init +3; Perception +5 , Sense Motive +10 // AC 13, touch 13, flat-footed 10 (+3 Dex) hp 35 (4 HD; 1d10+3d8+7) Fort +3, Ref +5, Will +2, +4 vs. Bardic Performance, sonic, and language-dependent effects

Ujarak looks at the others, then steps in smoothly.

"Lord Elveden, as I mentioned before, your offer is quite generous, and it seems you have planned the trip to the last detail. Our clients are seldom so thorough. I hope we have not tried your patience overmuch with our questions. "

"I believe all of us are willing to accept this charge, and pledge ourselves to the safety of Master Cedric."

Take 10 on diplomacy if I can, but I know you love to see the dice betray me, so ...
Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25

ANd there's my one good roll for the game.


Lord Elveden says, "Excellent! Then let us drink a toast to a quiet and uneventful journey, then." He raises his glass.

After the toast he adds, "As I think I said, the ship leaves in a week. She's the Ocean Tern, a merchantman under the command of Captain Budd. She's an experienced navigator in northern waters. Please present yourselves at the dockside first thing next week. In the meantime, we can advance you up to five hundred talents of your fee if you wish to purchase further equipment - my chamberlain will make the arrangements."

That's about it in terms of this meeting. You have a week and up to 500gp each more to spend (deducted from your overall fee). I'm planning on jumping to the ship setting off but if you have any particular plans for the intervening week, let me know.


Init +3; Perception +5 , Sense Motive +10 // AC 13, touch 13, flat-footed 10 (+3 Dex) hp 35 (4 HD; 1d10+3d8+7) Fort +3, Ref +5, Will +2, +4 vs. Bardic Performance, sonic, and language-dependent effects

Berrycloth raises his own glass in reply.

Thanks for the advance.

I'll want to investigate the captain and the ship and interview the captain before we're due. Maybe the chamberlain can let the captain know I'm coming. The main point of the interview with the captain is to find out about any new crewmembers, to inspect the ship, and learn about the arrangements for quarters.

Diplomacy, haunting the waterfornt to learn about captain, crew and ship: 1d20 + 10 ⇒ (7) + 10 = 17

Profession, sailor -- ship survey: 1d20 + 4 ⇒ (11) + 4 = 15


Male Elf Shifter 4 Minor Aspect | AC 19, T 19, F15, CMD 25 | F 5 R 8 W 5, +2 vs enchantment | hp 16/33 | Init +4 | Perc +11 Stealth +11 Surv +12/13 | Minor aspect 7/8 | Major aspect 8/8 | Darkvision 60', Low-light vision

Rish raises his glass for the toast.

He sips the wine once more, looking thoughtful.

Knowledge (geography): 1d20 + 7 ⇒ (4) + 7 = 11

Survival: 1d20 + 12 ⇒ (8) + 12 = 20

Rish is trying to consider the natural threats we might encounter in the Isles and what gear might help us get past them. Are the Isles cold enough to require cold-weather gear, for example? During the summer and daylight, I presume not, but how cold do they get when the sun sets?


The chamberlain works for Lord Elveden, not for you, and he's not here. He won't do anything unless you ask for it in character from either Lord Elveden or Cedric.

Lurking about the waterfront you hear that Captain Budd has a reputation as a good and competent seafarer. However, if you want to 'investigate' either the captain or her ship then you'll either have to approach her nicely yourself or try and get the chamberlain to do so. Bear in mind, the chamberlain will certainly have investigated her himself.

As for Rish's queries, you've already had the chance to roll a Knowledge (Geography) check above and can draw your conclusions from that. The extra checks don't provide further insight.


If the place(the settlement) has library Daenan would like to see if he can find a bit more about the isles. Specifically he is interested in any fauna that might pose a risk and the same with political groups that might cause unrest.


hp17 of 27

Shopping! I'll try to have a list of gear together tomorrow. I've still got a lot of starting cash gold to go through before I get into expense account gold.


Init +3; Perception +5 , Sense Motive +10 // AC 13, touch 13, flat-footed 10 (+3 Dex) hp 35 (4 HD; 1d10+3d8+7) Fort +3, Ref +5, Will +2, +4 vs. Bardic Performance, sonic, and language-dependent effects

I was thinking I could ask the chamberlain for a favor when he gave us the advance. I am not going to bother their lordships. They seem huffy enough already. If the money comes by intermediary, I won't bother.

If I do get a word with the chamberlain, it would go something like, "I'd like a chance to speak to the captain before we board about our luggage allowance and arrangements on board. Would you mind drafting a letter of introduction? I feel the captain would certainly be more cooperative with your imprimatur than if I approach her on my own."


Yeah, I think that's reasonable - someone has to give you the money/letter of credit/whatever to buy your stuff with. The Diplomacy check should cover getting them to do it - after all, you are seeing to the young Lord's safety. Assume you have a letter of introduction.


Daenan Lithos wrote:
If the place(the settlement) has library Daenan would like to see if he can find a bit more about the isles. Specifically he is interested in any fauna that might pose a risk and the same with political groups that might cause unrest.

The settlement (i.e. the capital of the Empire, Dornos) has a library or two. You can research the islands if you wish, though I'm not sure of the process in-game. I suggest you come up with a list of things which interest you and then make Knowledge checks against each one. Being in a library will provide you with bonuses. Note that there will be a time limit on what you can research.


Init +3; Perception +5 , Sense Motive +10 // AC 13, touch 13, flat-footed 10 (+3 Dex) hp 35 (4 HD; 1d10+3d8+7) Fort +3, Ref +5, Will +2, +4 vs. Bardic Performance, sonic, and language-dependent effects

Letter in hand, I'll go to see Captain Budd. Topics are cabin arrangements, dunnage, and new crew members, always respectfully couched. And perhaps a personal favor, could the captain or one of her officers teach U a little navigation/

Can RP this if you wish, but I don't want to hold everyone up.

She doesn't go by Billy, does she?


Throw in a Diplomacy check and we'll see where we go.


Male Elf Shifter 4 Minor Aspect | AC 19, T 19, F15, CMD 25 | F 5 R 8 W 5, +2 vs enchantment | hp 16/33 | Init +4 | Perc +11 Stealth +11 Surv +12/13 | Minor aspect 7/8 | Major aspect 8/8 | Darkvision 60', Low-light vision

Rish will accompany Daenan on his research foray to assist, if Daenan allows him to do so.

Edit: Rish will see about obtaining a map of the Isles as mentioned by Aubrey in the discussion thread.


M map Human Scholar 4 [HP 02/22]

Walker will also accompany the library trip, and his single focus will be flora and fauna; even in that topic, he will search specifically as pertains to uses of flora and fauna (medicinal, intoxicant, hallucinogenic, psychotropic, poisonous).


If you know what you are interested in, please provide me with relevant Knowledge checks (Nature, in Walker's case).


Init +3; Perception +5 , Sense Motive +10 // AC 13, touch 13, flat-footed 10 (+3 Dex) hp 35 (4 HD; 1d10+3d8+7) Fort +3, Ref +5, Will +2, +4 vs. Bardic Performance, sonic, and language-dependent effects

"Good afternoon, Captain Budd. I am Ujarak Berrycloth. It was very nice of you to meet with me.... "

Diplomacy: 1d20 + 10 ⇒ (11) + 10 = 21

Add to the list of topics -- does Budd have any particualr rules aboard ship?


Male Elf Shifter 4 Minor Aspect | AC 19, T 19, F15, CMD 25 | F 5 R 8 W 5, +2 vs enchantment | hp 16/33 | Init +4 | Perc +11 Stealth +11 Surv +12/13 | Minor aspect 7/8 | Major aspect 8/8 | Darkvision 60', Low-light vision

Knowledge (geography): 1d20 + 7 ⇒ (10) + 7 = 17

Survival: 1d20 + 12 ⇒ (16) + 12 = 28

Rish is trying to consider the natural threats we might encounter in the Isles and what gear might help us get past them. Are the Isles cold enough to require cold-weather gear, for example? During the summer and daylight, I presume not, but how cold do they get when the sun sets?

His shopping list wouldn’t exceed the startup money he had, so he won’t be asking for the advance.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Do we want a team meeting a few days before embarking? And do we want to do that IC or OOC?

Kaerishidlon Greenbriar wrote:


His shopping list wouldn’t exceed the startup money he had, so he won’t be asking for the advance.

You're ruining our spendthrift adventurers stereotype.

And you ought to know that if Aubrey gives us anything, it's because we're going to need it.

On the other hand, if you don't die, you get bragging rights....


Wearing a long jacket and a tricorne hat, Captain Budd is a severe-looking woman of middle years burnt brown and leathery by the sun off the ocean. She gives Ujarak a beady look when she greets him on deck.

“Welcome aboard the Ocean Tern,” she says, her gruff tones redolent of the northern lands of the Empire.

To deal with Ujarak's queries:
- people will get individual cabins, but they are small. A bed, a locker, and that's about it. Any additional items of baggage might be stored in the hold at the captain's whim, but they are hauling cargo to the Isles - mostly foodstuffs, general supplies, clothing and so on, plus some luxury items mostly for the Inotian settlers. They will not take on bulky items that don't have an obvious purpose or would be troublesome to keep (like live animals).
- a few new crew members have been taken on board. She mostly leaves these things to her First Mate, Jakson, although she has given them the once-over and sees no reason to doubt any of them. It's normal for crew to turnover a bit between voyages. So long as they seem competent and won't be disruptive, she's not all that interested about them personally.
- the captain doesn't have time to teach anyone navigation, she will be busy running the ship. (If you had got a higher result on your Diplomacy check that might have been different. You can maybe try others of the crew once you are on board for the trip.)
- she has two basic rules; she's in charge, and stay out of the way of the crew when they are doing their jobs.


Kaerishidlon Greenbriar wrote:

[dice=Knowledge (geography)]1d20 + 7

[dice=Survival]1d20 + 12

Rish is trying to consider the natural threats we might encounter in the Isles and what gear might help us get past them. Are the Isles cold enough to require cold-weather gear, for example? During the summer and daylight, I presume not, but how cold do they get when the sun sets?

His shopping list wouldn’t exceed the startup money he had, so he won’t be asking for the advance.

The Isles are rugged and mountainous. At sea-level and in the conifer forests which hug the lowers slopes the temperature isn't too bad in summer, and normal clothing would suffice. However, due to the dramatic terrain, getting anywhere cross-country will often mean tackling high passes. The tops of the mountains in most of the islands have permanent snow cover, and the weather up there is generally cold and can be unpredictable - snow storms in summer in the high parts of the islands are perfectly possible. So cold weather clothing is advisable for trips which are anything other than local.


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therealthom wrote:
Do we want a team meeting a few days before embarking? And do we want to do that IC or OOC?

What are you, adventurers or project managers? Next thing, you'll be using Agile methodology.


Sorry for the delay, monday was crazy at work.
Spesific topics for research.
1)Known creatures that pose a threath on the island. Known here meaning stuff that a local would warn about, like in our world someone might say to keep an eye out for jaguars since they have been known to attack people.
2) Organizations that have enough weight to throw around that they could cause an issue and might be so inclined. Like say rebel group that hasn't come to terms with the presence of the empire.
3) Any taboos among the locals. Like say the OK hand gesture is offensive in some parts of our world.
So what knowledges do I need to roll, and what is the modifier for the library you mentioned?


1. Nature
2. Local
3. Local

The library will (potentially) give you access to this information, I haven't set DCs as such, it will depend upon what you get.

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