The barmaid, a young human girl, leads Asher to a nice round table sat on a plush red rug with intricate designs. A few crumbs dirty the surface of the table which is warmed by a clay stove a few feet away with something that smells delicious cooking in it. A copy of a newspaper hangs on the wall next to him. “The War is over!” The headline fills the space under the header - the Sharn Inquisitive. The headline flashes, replaced by another: “Cataclysm strikes the country of Cyre, annihilating it. All of Eberron mourns its destruction.” Underneath the exclaimer is a picture of a small band of soldiers sitting on a hilltop, looking out over a valley at sunset. A battle had been fought in the valley, and smoke drifts up from a wrecked elemental airship through the headline's text as it switches back to the original headline. The soldiers look exhausted, stunned...shell-shocked. More join them as the scene continues. The barmaid returns with a rag and wipes the crumbs off the table, her brown eyes smiling politely. "What can I get you?" Despite not being older than perhaps thirty, she had a few grays sneaking into her dark ponytail.
Book I: The Forges of Dora'Sharn
We begin our journey in a world of draconic prophecies, a land of harnessed magic, and a society ravaged by a century-long war. Magically driven mega-corporations vie for power against nation-states and cults worshipping ancient evils, while the people of this world are caught in between, pushed by the whims of the powerful and the elite. A cold war has settled in, with spies and inquisitives, politicians and scholar-adventurers, barons of industry and war-torn veterans all trying to survive and perhaps make a mark on the history of Eberron. It’s been over a hundred years since the beginning of the Last War, and four years since the Day of Mourning ended it. On that day the country of Cyre was wiped off the face of the continent of Khorvaire. In its place lies a dead, unnatural horror - the gray haunted hellscape now known as the Mournland. No one knows what caused the Mourning…or whether it could happen again. In the aftermath of the Day of Mourning, a cold truce hangs over the people of Eberron. New countries such as Q’barra and Darguun vie for recognition and power, while much older countries like Aundair and Thrane scheme to maintain dominance. Religions fight to garner influence among the peoples of Khorvaire, while the Dragonmarked Houses seek loopholes around regulation, finding more ways to turn a profit and retain market dominance. New races like the warforged seek to answer the same questions of older races - who are we, and what happens to us when we die? Sharn - the most populous city in all of Khorvaire, and arguably all of Eberron. Called the City of Towers, the City of Knives, the City of Lost Souls, the City of a Thousand Eyes, and the Gateway to Xen'drik. The city towers atop a cliff above the mouth of the Dagger River in southern Breland, its heights stretching over a mile into the sky. It’s early fall, the 17th of Sypheros, 998 YK, the midnight that begins the holiday of Wildnight. Less of a holiday and more of a superstition, The Fury, a member of the Dark Six and the Sovereign of Rage and Ruin, is said to reach the height of her power on the second day of the holiday. Indeed, on this night people find it difficult to control their emotions and impulses. While some superstitious and introverted folk stay inside on this night, many use it as an excuse for partying, revelry, and even riots. Whether this is due to a genuine supernatural effect over the three nights, or if it is simply a self-fulfilling prophecy, likely lies in the eye of the beholder. This far south it doesn’t get quite as cold as it does in the north, as Sharn lies on the southern coast of Khorvaire. Curtains of water plummet from the sky pummeling those who traverse the labyrinthine walkways of the City of Towers. The stone and wood paths wind around and between the towers and spires over three-fourths of a mile above the ground, forming a complex latticework that can be confusing on evenings such as this. The rain falls hard, running off higher walkways and balconies in drenching waves, making it difficult to see more than a few feet. The intermittent glow of Everbright lanterns, spaced out and barely visible in the soaking gloom, does little to light the paths on this cool, wet evening. Ceilidh and Korihor:
You and your sister are having a tense meal at Seedy Red's, a nice pub. Asher:
You have come to the pub Seedy Red's to meet with a warforged named Bexellock, who wants to purchase a book from you. Bexellock: You have come to meet a human named Asher at the pub Seedy Reds. You want to purchase a book from him.
Here are the House Rules I'll be using: The augmented map of Khorvaire.
Half the orcs have gone, and I have Omast, Kurst, and Roderik to do still, and I still haven't heard from Tuk or Three. I didn't want to bot over half the party, especially considering I do have a lot of NPCs I'm running. I am trying a new initiative idea for PBP. I roll everyone's initiative, and if an NPC or enemy gets highest, I move one of them...then I open it up to the party. Anyone can go at any time, and I intersperse NPCs and enemies after someone posts, or after a certain amount of time. So, essentially, you guys can kind of always go whenever, lol. Crunch: Valeros 26
Roderik 25 X Thalmor 20 Orcs 15 (11) Omast 15 (10) Urul 15 (8) Kurst 14 (16) X Thuurvi 14 (14) Tuk 12 X Ezren 9 X Jacynta 5 Engineer #3 Mk. II 4
"Thuurvi, I can't bloody see again!" Valeros yells as he carefully moves through the mist. An orc screams out in pain before being cut off in a gurgle. The orc that ran up to Tuk looks down at him, sneering, his eyes narrowing. "Hanner gwallt coch? Tuk?" Crunch: Valeros moves 20 ft. and attacks Bakh with his Long sword: 1d20 + 9 ⇒ (20) + 9 = 29 for 1d8 + 4 ⇒ (8) + 4 = 12 potential points of lethal damage vs. AC 13, hitting. Bakh is dead.
"A red-haired halfling? A Tuk?"
Several orcs enter the hold through the back of the kitchen, looking down on the pillar and Jacynta, Ezren, and Engineer #3 Mk. II from the other side of the balcony where Tuk is. "Lladd nhw! Dewch o hyd i'r ferch!" Two of them leap off the balcony into the hold below, neither successfully landing on their feet, both of their falchions clattering away on the ground. One splats flat on his ass next to Jacynta. He wears ceremonial armor, clearly gilded for some long-lost ceremony. The other, covered in spiked plate everywhere except his torso, with a large bull-horn helm on, curses in pain as a spike on one shin goes through his forearm. Ezren rubs a bit of his leather belt, pulling his left arm across his chest. "Կախարդական զրահ." Thuurvi:
You can hear the orcs coming in through the kitchen yelling in orc, however, you can not understand what they are saying from this distance with all the fighting going on around you. (i.e., don't translate this bit.) Crunch: X Thalmor 20 X Thuurvi 14 (14) X Ezren 9 Thuurvi Perception check: 1d20 + 0 ⇒ (3) + 0 = 3 vs. DC 10 (+5-5+5=10). Skrotarot Acrobatics check: 1d20 - 1 ⇒ (2) - 1 = 1 vs. DC 15. Skrotarot's falling damage: 1d6 ⇒ 6. Glugkohag Acrobatics check: 1d20 - 4 ⇒ (5) - 4 = 1 vs. DC 15.
A squat orc who was pacing back and forth raises its falchion and steps through the door. It immediately clambers over the crates to the left of the door that are about waist height, moving around one of the taller stacks to engage Omast. Other orcs can be heard in the stairwell, and the armorless orc wielding the hand ax and dagger enters, clambering over the same stack of crates to the left of the door, jumping down intending to move past Thuurvi as Thalmor moves deeper into the hold. Thuurvi:
Thuurvi you get an AoO. Roll a normal attack, but rather than damage, you roll 1d4 and the orc gets either Blinded, Deafened, Entangled, or Sickened for 1 round. You must roll 2 or higher. Good luck with that. Lol. Crunch: Bakh double moves with a Climb in the middle to Omast. Bakh Athletics check: 1d20 + 2 ⇒ (13) + 2 = 15 vs. DC 5. Goramug moves 50 ft. into the kitchen. Bormagug mov.es 15 ft. and climbs onto the crates Bormagug Climb check: 1d20 + 3 ⇒ (17) + 3 = 20 vs. DC 5. Bormagug Defense: 1d20 ⇒ 2. Bormagug Climb check: 1d20 + 3 ⇒ (3) + 3 = 6 vs. DC 5.
A large muscular orc, standing taller than almost everyone else, strides forward from the room with the stairs. He wears a breastplate and an ill-fitting helmet that does not seem to induce being able to see out from under it. Giggling weakly, he lifts his wooden shield and his short spear, smiling at Thalmor. "Rydych chi'n sefyll ochr yn ochr â llygredd. Gyda'r Jhorgun'taal hwn." His spear stabs out at Thalmor. Thalmor:
Please roll a Defense check. This would be 1d20+your Defense bonus, in your case, +7. I'm going to try out to see if it is better for you guys to roll and control the descriptions and such.
In addition to the Defense check, please roll a Reaction. This is between 1 and 36. The list is on the campaign page. Some won't apply, (you can't break an enemy's wand if he doesn't have one on him, and you can't cast a Cantrip unless you know one, etc.) so you might have to roll more than once to get a usable result. Post your Defense and your Reaction in a spoiler. I think I'll give you the attack value you have to beat, also you can describe whether or not your Reaction is successful. You must get a 23. Thuurvi:
From orcish. "You stand side by side with corruption. With this Jhorgun'taal. " Crunch: Durbul attacks Thalmor with his shortspear: 1d20 + 5 ⇒ (17) + 5 = 22 for 4 points of potential damage.
The orc looks at Thuurvi, his eyes narrowing. "Syniad da. Lladdwch nhw. Dewch â'r ferch ataf." Valeros draws his swords and moves up to Roderik. "Once more?" Roderik smiles, drawing his long sword and short sword as well. "Once more, my friend." They touch their swords together, and turn to face the orcs. Thalmor:
When Thuurvi says she works with the Aesc-Geir, a look of momentary confusion crosses the orcs face. Thuurvi:
When you mention working with the Aesc-Geir, a momentary look of confusion crosses the orc's face. He clearly does not know what that is and was not expecting it.
"Good idea. Slaughter them. Bring me the girl." Crunch:
Thalmor's Sense motive: 1d20 + 8 ⇒ (5) + 8 = 13, Thuurvi's Sense motive: 1d20 + 5 ⇒ (13) + 5 = 18, Jacynta's Charisma check: 1d20 ⇒ 1 vs. Urul's Bluff: 1d20 ⇒ 8. Jacynta's Initiative: 1d20 + 4 ⇒ (1) + 4 = 5. Thalmor's Initiative: 1d20 + 2 ⇒ (18) + 2 = 20. Roderik's Initiative: 1d20 + 7 ⇒ (18) + 7 = 25. Omast's Initiative: 1d20 - 2 ⇒ (17) - 2 = 15. Kurst's Initiative: 1d20 + 3 ⇒ (11) + 3 = 14. Tuk's Initiative: 1d20 + 3 ⇒ (9) + 3 = 12. Ezren's Initiative: 1d20 + 2 ⇒ (7) + 2 = 9. Valeros's Initiative: 1d20 + 6 ⇒ (20) + 6 = 26. Orc's Initiative: 1d20 + 0 ⇒ (15) + 0 = 15. Urul's Initiative: 1d20 - 1 ⇒ (16) - 1 = 15.
Initiative order:
Everyone may go
Valeros turns and hustles through the kitchen towards the rear where Tuk stands. "Ezren, Three, lets get down into the hold, we're stronger with the others." Ezren nods, joining him with the other two as they move downstairs. They descend the stairs into the rear of the hold. As Ezren moves past Jacynta, the allosaur launches itself against its container. "Ah!" he gasps, jumping back, swearing. "What in Aurala's name?" A deep, pulsing chitter escaped from the crate as the dinosaur trilled anxiously, then barked twice. More yells can be heard as another swarm of orcs come down the stairs. Suddenly a voice calls out, and the orcs stop. They vary in size and build, some carrying falchions, others wearing leather or chainmail. "The Jhorgun'taal says...she...” a surprisingly smooth voice speaks from out of sight up the stairs, "...is...from the nation." The voice speaks slowly, pausing often. "Jhorgun'taal, you are...gwrach. Corrupt. You and your..." he pauses again, and you can hear the contempt in his throat as he growls out the word, "...friends." A shadowy figure descends the stairs slowly, his features shrouded. The ship lists to the side, and everyone has to lean a little as the deck tilts. An explosion can be heard up on deck. "You people are why Eberron is...dying. Your wars," he gestures and the orcs push Thalmor and Thuurvi into the hold, "your warforged creations. Your..." he steps into the light finally, "...magic." A tall thin orc wearing no armor, save some vambraces made out of animal skulls and a bandolier attached to a leather pauldron over his right shoulder, steps into the light. A wicked bit of iron is forged around his head. He looks into the hold, past Thuurvi and Thalmor, to where Roderik, Omast, Kurst, Jacynta, Ezren, Tuk and Valeros are. "Ashbound! Find the tattooed woman! Kill the rest of these corrupters!" Three:
You notice that the orc you killed seemed to be covered in a thin layer of ash. Thuurvi:
You notice that all of the orcs seem to be very dirty and dusty for some reason. He calls you a witch. Thalmor:
You notice that all of the orcs seem to have intentionally covered themselves in gray ash. This is something you've read about a group of ecoterrorists doing. They call themselves Ashbound, and consider all arcane and divine magic (outside of druidic magic) to be "unnatural". They also often disdain agriculture, smithing, and usage of metal weapons and armor, and magical breading, such as that of House Vadalis. Crunch:
Engineer #3 Mk. II's Perception: 1d20 + 5 ⇒ (8) + 5 = 13, Thuurvi's Perception: 1d20 + 0 ⇒ (10) + 0 = 10 and Thalmor's Perception: 1d20 + 7 ⇒ (18) + 7 = 25 vs. DC 11 to notice the ash. Jacynta's Linguistics: 1d20 + 2 ⇒ (7) + 2 = 9 vs. DC 12 to recognize a local dialect. Thalmor Knowledge (religion): 1d20 + 5 ⇒ (17) + 5 = 22 vs DC 10 to recognize behavior of the Ashbound, DC 15 to recognize they are using metal. Everyone please roll initiative.
Thuurvi: I assumed so, but wanted to make sure I understood you. Yeah, cannon, lol. Like you misreading the board and saying Tuk instead of Jacynta, lol. Jacynta saw that (in the real world, the player did) and said "oh, hell no, I'm leaning into that. Haha. My character thinks she's dismissive and racially insensitive to short folks!" I love little moments like that coming out.
Thalmor:
What Thalmor knows about orcs:
Often depicted as savage brutes and ravaging barbarians, the orcs of Eberron are in fact an incredibly diverse and deeply spiritual people. While it is true that some orcs are uncivilized and wild, this stereotype does not reflect on the majority of orcs living in and around Khorvaire. An orc remains conscious and can continue fighting even if it is bleeding out and dying. The tribes of the Shadow Marches are not by definition evil or savage (though some certainly are), they simply cling to an older tradition and dislike being disturbed or meddled with. Tribal orcs see no common ground between them and humans as orcs were the first creatures of the land, so only they can truly connect with Khorvaire. They find the concept of human and orc mating to be as revolting and aberrant as most civilized races in central Khorvaire do and so half-orcs are rare within the tribes. The orcs of the Eldeen Reaches are an offshoot of the Marcher clan orcs, drawn to the Reaches by their close connection with nature. They are among the most civilized and peaceful of all the orcs and work closely with other druids in the great forests. The Gatekeeper faith is strongest here and a raging orc sees his fury as a manifestation of the land, the experience an almost spiritual one to true followers. Some orcs make their homes in the Demon Wastes, or in the monster-ruled nation of Droaam and have degenerated to a state similar to their country monster cousins, enslaving weaker races like goblins and kobolds while living out short, brutal lives. These orcs are probably from Droaam. Thuurvi:
What Thuurvi knows about orcs:
Often depicted as savage brutes and ravaging barbarians, the orcs of Eberron are in fact an incredibly diverse and deeply spiritual people. While it is true that some orcs are uncivilized and wild, this stereotype does not reflect on the majority of orcs living in and around Khorvaire. An orc remains conscious and can continue fighting even if it is bleeding out and dying. The tribes of the Shadow Marches are not by definition evil or savage (though some certainly are), they simply cling to an older tradition and dislike being disturbed or meddled with. Tribal orcs see no common ground between them and humans as orcs were the first creatures of the land, so only they can truly connect with Khorvaire. They find the concept of human and orc mating to be as revolting and aberrant as most civilized races in central Khorvaire do and so half-orcs are rare within the tribes. The orcs of the Eldeen Reaches are an offshoot of the Marcher clan orcs, drawn to the Reaches by their close connection with nature. They are among the most civilized and peaceful of all the orcs and work closely with other druids in the great forests. The Gatekeeper faith is strongest here and a raging orc sees his fury as a manifestation of the land, the experience an almost spiritual one to true followers. Some orcs make their homes in the Demon Wastes, or in the monster-ruled nation of Droaam and have degenerated to a state similar to their country monster cousins, enslaving weaker races like goblins and kobolds while living out short, brutal lives. These orcs are probably from Droaam. Their accent is faster than the normal Shadow Marches orc accent, which is slower and lower, or the Eldeen Marches accent, which is more clipped, or the Demon Wastes accent, which changes some of the idiosyncratic use of phrases common to many orcs outside of the Wastes. Tuk:
What Tuk knows about orcs:
Often depicted as savage brutes and ravaging barbarians, the orcs of Eberron are in fact an incredibly diverse and deeply spiritual people. While it is true that some orcs are uncivilized and wild, this stereotype does not reflect on the majority of orcs living in and around Khorvaire. An orc remains conscious and can continue fighting even if it is bleeding out and dying. The tribes of the Shadow Marches are not by definition evil or savage (though some certainly are), they simply cling to an older tradition and dislike being disturbed or meddled with. Tribal orcs see no common ground between them and humans as orcs were the first creatures of the land, so only they can truly connect with Khorvaire. They find the concept of human and orc mating to be as revolting and aberrant as most civilized races in central Khorvaire do and so half-orcs are rare within the tribes. The orcs of the Eldeen Reaches are an offshoot of the Marcher clan orcs, drawn to the Reaches by their close connection with nature. They are among the most civilized and peaceful of all the orcs and work closely with other druids in the great forests. The Gatekeeper faith is strongest here and a raging orc sees his fury as a manifestation of the land, the experience an almost spiritual one to true followers. Some orcs make their homes in the Demon Wastes, or in the monster-ruled nation of Droaam and have degenerated to a state similar to their country monster cousins, enslaving weaker races like goblins and kobolds while living out short, brutal lives. These orcs are probably from Droaam. Jacynta:
What Jacynta knows about orcs:
Often depicted as savage brutes and ravaging barbarians, the orcs of Eberron are in fact an incredibly diverse and deeply spiritual people. While it is true that some orcs are uncivilized and wild, this stereotype does not reflect on the majority of orcs living in and around Khorvaire. An orc remains conscious and can continue fighting even if it is bleeding out and dying. The tribes of the Shadow Marches are not by definition evil or savage (though some certainly are), they simply cling to an older tradition and dislike being disturbed or meddled with. Tribal orcs see no common ground between them and humans as orcs were the first creatures of the land, so only they can truly connect with Khorvaire. They find the concept of human and orc mating to be as revolting and aberrant as most civilized races in central Khorvaire do and so half-orcs are rare within the tribes. The orcs of the Eldeen Reaches are an offshoot of the Marcher clan orcs, drawn to the Reaches by their close connection with nature. They are among the most civilized and peaceful of all the orcs and work closely with other druids in the great forests. The Gatekeeper faith is strongest here and a raging orc sees his fury as a manifestation of the land, the experience an almost spiritual one to true followers. Some orcs make their homes in the Demon Wastes, or in the monster-ruled nation of Droaam and have degenerated to a state similar to their country monster cousins, enslaving weaker races like goblins and kobolds while living out short, brutal lives. These orcs are probably from Droaam. Engineer #3 Mk. II:
What Three knows about orcs:
Often depicted as savage brutes and ravaging barbarians, the orcs of Eberron are in fact an incredibly diverse and deeply spiritual people. While it is true that some orcs are uncivilized and wild, this stereotype does not reflect on the majority of orcs living in and around Khorvaire. Crunch: Thalmor's Knowledge (local): 1d20 + 5 ⇒ (14) + 5 = 19, Tuk's Knowledge (local): 1d20 + 6 ⇒ (13) + 6 = 19, Jacynta's Intelligence check: 1d20 + 1 ⇒ (16) + 1 = 17, Thuurvi's Knowledge (local): 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17, Three's Intelligence check: 1d20 + 1 ⇒ (8) + 1 = 9 vs. DC 6, 11, and 16.
DC 6 Often depicted as savage brutes and ravaging barbarians, the orcs of Eberron are in fact an incredibly diverse and deeply spiritual people. While it is true that some orcs are uncivilized and wild, this stereotype does not reflect on the majority of orcs living in and around Khorvaire. DC 11 An orc remains conscious and can continue fighting even if it is bleeding out and dying. The tribes of the Shadow Marches are not by definition evil or savage (though some certainly are), they simply cling to an older tradition and dislike being disturbed or meddled with. Tribal orcs see no common ground between them and humans as orcs were the first creatures of the land, so only they can truly connect with Khorvaire. They find the concept of human and orc mating to be as revolting and aberrant as most civilized races in central Khorvaire do and so half-orcs are rare within the tribes. The orcs of the Eldeen Reaches are an offshoot of the Marcher clan orcs, drawn to the Reaches by their close connection with nature. They are among the most civilized and peaceful of all the orcs and work closely with other druids in the great forests. The Gatekeeper faith is strongest here and a raging orc sees his fury as a manifestation of the land, the experience an almost spiritual one to true followers. Some orcs make their homes in the Demon Wastes, or in the monster-ruled nation of Droaam and have degenerated to a state similar to their country monster cousins, enslaving weaker races like goblins and kobolds while living out short, brutal lives. DC 16 These orcs are probably from Droaam.
Three slams the orc in the chest. It gasps with effort as it tries to fend off the warforged's assault, rasping in a high, wide voice, "Rwy'n falch ein bod ni'n cael chwarae, wedi ein cynhesu." He grabs ahold of Three's wrist, a fervent, mad look in his eyes. "Gawn ni weld sut mae gwaed ein gilydd yn blasu. A oedd yn cynhesu pob toriad eu hunain, dim ond i weld y lliwiau bywiog?" "Taste your own blood, orc!" Valeros yells, swinging his longsword at the orc. He is unable to get his sword around the corner at this awkward angle and misses. Crunch: Valeros takes a 5 ft. step and attacks with his longsword against Azlak: 1d20 + 8 ⇒ (4) + 8 = 12 vs. AC 10+4=14 for cover, for Longsword: 1d8 + 4 ⇒ (3) + 4 = 7 potential points of damage, missing. Translation: "I'm glad we get to play, warforged. Let's see what each other's blood tastes like. Do warforged every cut themselves, just to see the vibrant colors? "
An obese orc wearing ill-fitting studded leather armor with white paint slashed across his eyes and standing six inches shorter than Thuurvi rushes down the stairs and into the room brandishing a falchion. Thuurvi attempts to slam him in the nethers with the pommel of her dagger as he passes, but misses. "Edrychwch ar yr ast fach danllyd, hogia." His voice is slow, but intoned with pitch, considering the frenetic pace of the battle. Two more orcs quickly follow him down the stairs, one taller than Thuurvi, wearing a dented breastplate that was once painted blue and carrying a light wooden shield, immediately jumps at Thalmor, thrusting with his short spear. Thalmor knocks the spear out of the way and binds up the orcs weapon arm, grappling him. The second orc, this one not wearing any armor and wielding a hand ax in one hand and a dagger in the other, laughs in a gravelly voice as he cuts under Thuurvi's attempts at defense. "Gadewch i ni droi'r hanner brid hwn yn lludw." A fourth orc wearing dirty leather armor with a hawkish face and a mohawk rushes and attacks Engineer #3 with a javelin, but Three hit's it hard in the chest, and the leather armor rips along one side, hanging uselessly off the orc's shoulders. Down in the hold, cries and yells can be heard amidst the obvious clanging of weapons. The allosaur in the crate bellows in extreme fear and bangs against the door of its crate, attempting to escape. Thuurvi:
"Look at the little fiery b#~%$, lads."
"Let's turn this half-breed to ash." You take 4 points of damage for the second orc's successful attack. Thalmor:
You Grapple the orc as your successful Defense, which means you will also gain the Grappled condition. You may release him as a Free Action, of course, if you wish. Three:
You have successfully Sundered and Destroyed the orc's leather armor. Crunch:
Kurst 22, Orc 22, Roderik 18, Party 11, Omast 10, Orc sergeant 8. 22+5+4+14+10=55/5=11. Thuurvi's AoO to Sicken: 1d20 + 2 ⇒ (7) + 2 = 9 vs. Bakh's Defense: 1d20 + 3 ⇒ (16) + 3 = 19. Bakh attacks Thuurvi with Falchion: 1d20 + 5 ⇒ (12) + 5 = 17 vs. Thuurvi's Defense the attacker blocks an allies attack: 1d20 + 5 ⇒ (16) + 5 = 21. Durbul attacks Thalmor with short spear: 1d20 + 4 ⇒ (4) + 4 = 8 vs. Thalmor's Defense Grapple: 1d20 + 9 ⇒ (8) + 9 = 17. Bormagug attacks Thuurvi with handaxe: 1d20 + 4 ⇒ (19) + 4 = 23 vs. Bakh's attack, beating it. Thuurvi's Defense Cantrip: 1d20 + 5 ⇒ (13) + 5 = 18, hitting for 4 points of damage. Azlak attacks Three with a javelin in melee: 1d20 + 0 ⇒ (8) + 0 = 8 vs. Three's Defense Sunder armor: 1d20 + 7 ⇒ (11) + 7 = 18, doing 1d8 + 4 ⇒ (6) + 4 = 10 damage to Azlak's leather armor. Hardness 2, Armor HP 5. The armor is destroyed. The party is up!
That is correct, Thuurvi. Also...Thuurvi and Thalmor, you are both in the room that the door in the ceiling just burst apart as a giant metal arm punched through it. Neither of you seemed to respond to that...just wanted to make sure you understood. Thuurvi:
You also realize that in the hold, there was a large rear door...one that lowers itself into a platform. It's essentially unusable, but...it is technically another way into the hold. Crunch: Thuurvi's Intelligence check: 1d20 + 1 ⇒ (13) + 1 = 14, Thalmor's Intelligence check: 1d20 + 1 ⇒ (9) + 1 = 10, Three's Intelligence check: 1d20 + 1 ⇒ (2) + 1 = 3 vs. DC 12.
Crunch: Orc's Initiative: 1d20 + 3 ⇒ (19) + 3 = 22, Orc Sergeants's Initiative: 1d20 - 1 ⇒ (9) - 1 = 8, Omast's Initiative: 1d20 - 2 ⇒ (12) - 2 = 10, Roderik's Initiative: 1d20 + 7 ⇒ (11) + 7 = 18, Kurst's Initiative: 1d20 + 3 ⇒ (19) + 3 = 22, Jacynta's Initiative: 1d20 + 4 ⇒ (18) + 4 = 22, Thuurvi's Initiative: 1d20 + 2 ⇒ (3) + 2 = 5, Three's Initiative: 1d20 + 2 ⇒ (2) + 2 = 4, Thalmor's Initiative: 1d20 + 2 ⇒ (12) + 2 = 14, Tuk's Initiative: 1d20 + 3 ⇒ (7) + 3 = 10.
Kurst 22, Orc 22, Roderik 18, Party 11, Omast 10, Orc sergeant 8. 22+5+4+14+10=55/5=11.
With a boom, something hits the door above Thalmor with an extreme amount of force. "It's a good day to die!" Valeros crows, pointing his longsword around the room at Ezren, Three, and Tuk and Thalmor, each just outside of the room. "We do not die today, my friend." Ezren replies with a mix of confidence and doubt. The door leading up to the deck bursts apart as a long metal arm, woven with strips of heavy dark wood, punches through the barrier. "Giant!" Valeros yells. Thalmor:
A loud, low voice of a woman bellows out from the deck above you, "Find her! Look for the tattoo!" Three:
"Вайро ёбед!" A loud, low voice of the female giant bellows out from the deck above you. "Татуаро ҷустуҷӯ кунед! Эшборн ба сеҳри бади вай пойдор нахоҳад шуд!" Jacynta:
Kurst chuckles nervously at Jacynta. "Pray the three Aundairan murderers drown in their own piss and shi-"
"Kurst." Roderik scolds. Omast looks up at the ceiling worriedly. "I don't think that prayer would help us survive right now. We are not fighting the Aundairan's anymore, Kurst." "They fled, brother! Fled!" Kurst is clearly upset. He seeths, shaking his head in frustration towards Omast. "The cowards. I expected nothing less from Aundairan scum." As a distant boom sounds, shaking the ship itself, you notice a specific unmarked crate holds a large, distressed creature in it. You can hear it squeaking and trilling, breathing heavy and pushing against the crate itself. As another distant boom sounds, followed by yells, the Allosaur lets out a frightened bellow and charges at the wall of its crate. I've marked that crate with an "A" on the map. You recognize the curse Kurst just used as being directed at an unofficial ruling triumvirate in Aundair, of which you believe at least Queen Aurala ir'Wynarn is a part. Thuurvi:
Kurst chuckles nervously at Jacynta. "Pray the three Aundairan murderers drown in their own piss and shi-"
"Kurst." Roderik scolds. Omast looks up at the ceiling worriedly. "I don't think that prayer would help us survive right now. We are not fighting the Aundairan's anymore, Kurst." "They fled, brother! Fled!" Kurst is clearly upset. He seeths, shaking his head in frustration towards Omast. "The cowards. I expected nothing less from Aundairan scum." As a distant boom sounds, shaking the ship itself, you notice a specific unmarked crate holds a large, distressed creature in it. You can hear it squeaking and trilling, breathing heavy and pushing against the crate itself. As another distant boom sounds, followed by yells, the dinosaur lets out a frightened bellow and charges at the wall of its crate. It looks like an Allosaur. You hear Valeros yell from the common area, "Giant!" I have marked the crate with the Allosaur with an A. You recognize the curse Kurst just used as being directed at an unofficial ruling triumvirate in Aundair, of which you believe at least Queen Aurala ir'Wynarn, her younger brother, the First Warlord of Aundair and Royal Minister of Magic, Prince Adal ir'Wynarn, and the Second Warlord of the Realm and Commander of the Knights Arcane, Lord Darro ir'Lain. Tuk:
Kurst chuckles nervously at Jacynta. "Pray the three Aundairan murderers drown in their own piss and shi-"
"Kurst." Roderik scolds. Omast looks up at the ceiling worriedly. "I don't think that prayer would help us survive right now. We are not fighting the Aundairan's anymore, Kurst." "They fled, brother! Fled!" Kurst is clearly upset. He seeths, shaking his head in frustration towards Omast. "The cowards. I expected nothing less from Aundairan scum." As a distant boom sounds, shaking the ship itself, you notice a specific unmarked crate holds a large, distressed creature in it. You can hear it squeaking and trilling, breathing heavy and pushing against the crate itself. As another distant boom sounds, followed by yells, the dinosaur lets out a frightened bellow and charges at the wall of its crate. It looks like an Allosaur, native to the Talenta Plains. "Вайро ёбед!" A loud, low voice of the female giant bellows out from the main deck. "Татуаро ҷустуҷӯ кунед! Эшборн ба сеҳри бади вай пойдор нахоҳад шуд!" You hear Valeros yell from the common area, "Giant!" I have marked the crate with the Allosaur with an A. Crunch:
Thalmor's Intelligence check: 1d20 + 1 ⇒ (2) + 1 = 3, Three's Intelligence check: 1d20 + 1 ⇒ (19) + 1 = 20 to realize it is the giant speaking. Jacynta's Intelligence check: 1d20 + 1 ⇒ (14) + 1 = 15 vs. DC 15, 17 and 19 to know who Kurst is referencing. She knows one of them is Queen Aurala ir'Wynarn. Thuurvi Knowledge (nature): 1d20 + 5 ⇒ (14) + 5 = 19 vs. DC 10 to tell what the creature is. Thuurvi's Perception: 1d20 + 0 ⇒ (14) + 0 = 14 vs. DC 19 to hear the top deck. Tuk's Perception: 1d20 + 7 ⇒ (11) + 7 = 18 vs. DC 18 to hear the top deck. Tuk's Intelligence check: 1d20 + 1 ⇒ (20) + 1 = 21 vs. DC 10 to know what the creature is. Thuurvi's Knowledge (local): 1d20 + 5 ⇒ (16) + 5 = 21 vs. DC 15, 17 and 19 to know who Kurst is referencing. Tuk's Knowledge (local): 1d20 + 6 ⇒ (6) + 6 = 12 vs. DC 15, 17 and 19 to know who Kurst is referencing. Last post before I roll initiative, everyone. Again, I will average everyone's, so it will likely be the party acts, then the NPCs. I may intersperse NPCs in between your posts, as part of my replies. If you want to roll your Reactions, put them under a spoiler. There are 36 currently, so random between 1 and 36 should do.
This is for anyone who's has gone through the back door of the kitchen, into the top level of the storage. You enter a large cavernous room through a door on a balcony overlooking the storage area below it. Stacks of crates can be seen interspersed throughout the room, with ever-burning lanterns hung intermittently throughout. The balcony runs the width of the ship before jettisoning in a staircase that descends to the level below.
The music for this scene is here. It is Akkadian empire, by Audiomachine. Roderik, Kurst, and Omast move quickly along the balcony before descending the stairs into the hold, where Kurst works on fastening Roderik's armor and Omast works on Kurst's. In the center of the open area stands the pillar that many of you visited earlier, covered by a tarp. It is over ten feet tall and fastened down by straps. "This will have to do," Roderik says to the group as the rest of you enter. The ship suddenly lurches with turbulence before returning to normal, causing everyone to catch their balance. Shouts can be heard in the distance. Jacynta:
You see the crates with animals in them again. They seem agitated. One appears to be a larger crate with an allosaur in it. Crunch: Thuurvi's Perception: 1d20 + 0 ⇒ (10) + 0 = 10, Jacynta's Perception: 1d20 + 8 ⇒ (9) + 8 = 17 vs. DC 15. Jacynta's Knowledge (nature): 1d20 + 5 ⇒ (10) + 5 = 15 vs DC 12.
Guttural voices can be heard on the deck above, yelling. "Quickly," Roderik barks, heading through the door in the back of the kitchen, "this way." Still finishing up donning their armor, Kurst and Omast follow him through the door. Kurst struggles with several clasps as he snaps back at Thuurvi. "How in all of Galifar would I know that?" Valeros draws his swords, nodding at Ezren. "We'll bring up the rear." What does everyone do? Thalmor:
The shouting coming from the deck above you sounds an awful lot like orcs.
Also, when Jacynta mentions Aemon, you realize that he was with you all when you were on the deck, but he is no longer with you. Three:
The shouting coming from the deck above you sounds an awful lot like orcs. Crunch: Thuurvi's Perception: 1d20 + 0 ⇒ (6) + 0 = 6, Tuk's Perception: 1d20 + 7 ⇒ (5) + 7 = 12, Thalmor's Perception: 1d20 + 7 ⇒ (16) + 7 = 23, Three's Perception: 1d20 + 5 ⇒ (13) + 5 = 18, Jacynta's Perception: 1d20 + 8 ⇒ (4) + 8 = 12 vs. DC 15 to tell the source of the voices; DC 20 to notice a change.
As everyone talks, the ship is rocked as a heavy object hits it. Cries of alarm are heard, followed by a loud voice bellowing something. Three:
You hear the distinct sound of a female voice bellowing...likely the giant. Jacynta:
You hear the distinct sound of a female voice bellowing...likely the giant. "-must be found! Spread out!" Crunch: Thuurvi's Perception: 1d20 + 0 ⇒ (1) + 0 = 1, Tuk's Perception: 1d20 + 7 ⇒ (4) + 7 = 11, Thalmor's Perception: 1d20 + 7 ⇒ (10) + 7 = 17, Three's Perception: 1d20 + 5 ⇒ (15) + 5 = 20, Jacynta's Perception: 1d20 + 8 ⇒ (16) + 8 = 24 vs. DC 20.
"A fire giant?" Roderik asks as everyone hurries down a set of stairs into the rear storage compartment that contains the pillar. "Are you sure?" "Kythri's cooking in the kitchen," Kurst cursed. "What in Galifar would a giant want with this ship?" "Any number of things, my friend." Ezren exhales solemly. Tuk and Jacynta:
You both recognize the colloquialism as being equivalent to s#!ts hitting the fan, and referencing the plane of Kythri, often called the churning chaos. Crunch: Jacynta's Intelligence check: 1d20 + 1 ⇒ (15) + 1 = 16, Three's Intelligence check: 1d20 + 1 ⇒ (2) + 1 = 3, Tuk's Intelligence check: 1d20 + 2 ⇒ (15) + 2 = 17 vs. DC 5 to recognize the colloquialism. Jacynta's Intelligence check: 1d20 + 1 ⇒ (9) + 1 = 10, Three's Intelligence check: 1d20 + 1 ⇒ (4) + 1 = 5, Tuk's Intelligence check: 1d20 + 2 ⇒ (10) + 2 = 12 DC 10 to recognize the plane.
As the last of you dart inside the door to the lower levels of the ship, a bellow from the descending airship causes you to look skyward. You see a large person jump from the deck above, dropping dozens or even hundreds of feet, to land on your deck. You get just a glimpse before slamming the door behind you, closing the group below-decks. Jacynta:
You recognize the creature falling from the ship as a giant of some kind. Tuk:
You recognize the creature falling from the ship as a fire giant, but something about it seems different than what you've read about. Crunch: Jacynta's Perception: 1d20 + 8 ⇒ (5) + 8 = 13, Three's Perception: 1d20 + 5 ⇒ (7) + 5 = 12, Tuk's Perception: 1d20 + 7 ⇒ (5) + 7 = 12 vs. DC 7. They all see the object. Jacynta's Knowledge (untrained): 1d20 + 1 ⇒ (16) + 1 = 17, Three's Knowledge (untrained): 1d20 + 1 ⇒ (12) + 1 = 13 vs. DC 15. Tuk's Knowledge (local): 1d20 + 6 ⇒ (10) + 6 = 16 vs. DC 10 & DC 18.
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