The Lost Island

Game Master J. A. Chapman

GM (XX Month, 4721 AR):
[dice=Encounter]1d20[/dice]
[dice=Type]1d10[/dice]
[dice=Subsist (Dar) DC 10]1d20+6-5[/dice]
[dice=Perception (Haedrig)]1d20[/dice]

Init:
[dice=Dar]1d20+6[/dice]
[dice=Haedrig]1d20+7[/dice]
[dice=Senizar]1d20+4[/dice]
[dice=Enemy]1d20+[/dice]


Wayfinders

Signal: Map & Handouts |

New land has been found, untapped and unexplored. The grand nation of Taldor wants a return to their shining days of exploration. But Empress Eutropia has decided to take a different approach from the Armies of Exploration of old: Use adventurers.
 
Establishing the Cartographer's Guild as an arm of her government, she put out a call for brave individuals to sail and explore the far away land. The mission is travel this new land, chronicling and mapping out a new world. And because of the distance from the Inner Sea region, it's only the most desperate, the most brave, and the most idiotic who sign up.
 
Really, there's not a lot of people. It's not been the success she has hoped for.
 
So now this new and unexplored land has slid from the empress' attention. But that hasn't stopped the slow trickle of adventurers, who hop aboard a boat to explore this new land. Who knows what they'll do?
 
You are 1st-level adventurers who traveled by boat for over a month to a new continent, and have just arrived in New Ridonport, a small but fortified village where the Cartographer's Guild originally set up. There are basic amenities, but you know that surviving in the wilderness will be very important.
 
Headquarters for you is an inn called The Broken Sling. The patrons are a smattering of locals, and any adventurers that have made the trip. Bells & Whistles is a general goods store run by Bellis, an absentminded man who outfit teams. The mayor, Kaleb Ashrun, collects reports of each adventurer's findings shares what's learned to each group that goes out into the wilds. He genuinely wants them to succeed… because he's afraid he'll lose his job.
 
You'll travel the land via hexploration. Most adventurers have met grizzly deaths or fled back to the Inner Sea. The land is very dangerous. There are many rumours of roving goblin bands, giant spiders, and fantastic beasts. One or two groups did uncover old ruins though, hinting at the potential of treasure. The question is: will you survive long enough to find it?


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

I know we aren't starting for at least another week or so. But this is really cool.

So we are still on the boat?

Do our characters know each other?

Who are the other people on this ship? Other adventurers? Or just a supply ship for New Ridonport?

Wayfinders

Signal: Map & Handouts |

All excellent questions. Here’s my quick take:
1. Yes, you’re still on the boat.
2. You all know each other at least a little. You would have needed to register as an adventuring group with the Cartographer’s Guild. How extensive you want that to be is up to each of you. You might have gathered together in a bar the night before, or you’re childhood friends from way back. And if you’re not sure, that’s fine. You can see what feels right as we go along.
3. The ship is a supply ship, making the journey once a month. You’re the only adventurers aboard, but not the only ones to have made the journey.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Chris, Mike, what do you think? I dont see us being childhood friends.
Perhaps the Guild introduced us? Threw us together as a group?
Or did we meet on the road shortly before signing up for hexploration?


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

boobs

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