saithor Posted February 10 Author Clone Share Posted February 10 For those who choose to leave the inn, the city’s harbour is a wide, open lagoon of the Searing Sea. It seems most local privateers and merchants prefer smaller, quicker ships with shallower drafts than the bigbellied galleons used elsewhere. A series of docks and piers extend out into the water, extended from a curving cobblestone road known as Bleakscale Harbour Road. On the opposite side of the narrow road are warehouses, taverns, inns, and private houses, all towered over by the stone buttresses of the cannon towers. An assortment of stores and shops line this narrows road. A second tavern called the Crow's Nest, Fine Outfitters, The Last Stop, and Gileo's Maps and Cartography Supplies seem the most visited of the various warehouses and shops. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
saithor Posted February 17 Author Clone Share Posted February 17 It is exceptionally early in the morning and the sun still sleeps on the horizon, giving a bloody red cast to the lagoon. You find the Blackfin without trouble. The corsair’s ship is sleek and narrow, and the deck is no more than a dozen feet above the waterline. There are gun ports on both sides, a reinforced prow, and you note the boarding ladders and hooks mounted on the bulwarks. The ship is stained with a deep black-red resin that seems to absorb all light in the gathering gloom. Below the waterline, the timbers are painted white — if you ask Kaltis about this, he explains that it makes the ship less visible to the dangerous creatures that live beneath the waves of the Searing Sea. "We'll need to get on board the ship and get you all situated now. I run a very punctual ship, and we will be out of the harbor within an hour. My first mate can help you. Sulemek! Come help the passengers!" Coming down the ramp from the ship, an Idoneth with pale skin and stern features grimaces and replies "I am not your mate in any meaning of the word. But as long as your promise stands, we shall work together." Theriel waves off the harsh words "Sulemek will show you to your quarters and answer your questions." He states before hurrying up the ramp. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted February 19 Clone Share Posted February 19 (edited) Caith Mor'Phann - Isharran Soulscryer [Body: 1 | Mind 3 | Soul 3] Melee [1] | Accuracy [3] | Defense [1] | Armour [1] | Toughness [8/8] | Init [3] | Wounds [4/4] | Awareness [2] | Mettle [2] Devotion [5d6 +1] | Determination [4d6] | Intimidation [3d6 +1] | Intuition [5d6 +1] | Survival [4d6] | Theology [4d6 +1] | Finger ClawsDamage: S (1 per success) Piercing, Slashing Subtle, Dowerchime StaffDamage: 1 + S (1 per success) Crushing Two handed, Ethersea CloakA Ethersea cloak appears as roiling waves falling from the wearer's shoulder and causes the air to fill with the smell of seawater. Created by Isharran Tidecasters, an ethersea cloak surrounds the wearer in the aura of the ethers, allowing land dwelling creatures to breathe and move underwater as if they were on land, and sea creatures to 'swim' through the air as if underwater. | MiraclesUniversal; • Healing Spirit (Zone/Self/Instant) DN5:1 Soul(Devotion) test, [S] Toughness recovered (+ Soul for 1 Mettle) Ethersea; • Favourable Tides (You/Long/Instant) • Diviner of Truth (1/Short/Instant) Opposed Soul(Devotion) vs Soul(Determination) • Seeker of Souls (1/Long/[S] Hours) DN4:1 Soul(Devotion) test • Abyssal Nightmare (Zone/Medium/Sustained, 2 Mettle) 1 Mettle to Sustain Disquieting PresenceYou are a terrifying vision death: pale-skinned with glowing white eyes, circled by freezing ethersea mists that chill the hearts of your enemies. Creatures than move to Close Range with you or start their turn there must make a DN4:3 Soul(Determination) test. On a failure, they are Frightened until the start of their next turn. If a creature passes the Test, they are immune to this effect for 1 day. Other members of your Binding are permanently immune to this effect. | Blessed (The Ethersea)Where others may worship a god, you are one of the truly devoted. For your devotion and piety, you have been blessed with a fraction of your god's power. The Idoneth have no need of Gods, having forsaken their creator Telcos centuries ago. Instead, they put their faith in the unknowable eldritch power of the Ethersea, trusting in it to guide and protect them. After a tense night, dawn at last brings action. Caith rises with the bells, taking in the docks almost aflame as the red light catches sea and smoke alike. A very different palette to the gloom of Mor'Phann. He approaches the ship confidently, taking in the various defences with a slight mocking smile. As if any of that would stand against the real titans that lurked beneath. However the sudden appearance of one of his kin shocks him to a halt. Switching to the language of the depths he calls out in his mother tongue "Sulemek! May you travel on favourable tides, and reap bounty. What brings you to the surface? Which enclave cast you out, or do you travel with their blessing as I?" The ramp creaks and bends as he boards the ship, unfamiliar with the rocking motion - suspended above that which normally encompasses him. Edited February 19 by PureChance (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
saithor Posted February 25 Author Clone Share Posted February 25 Sulmek grunts. "I have not been cast out. An agreement has been made with Theriel Keltis on the behalf of Idoneth everywhere, and as long as it stands I stay on his ship." He leads you up onto the ship, across the main deck towards the entrances down below. The middle of the ship is filled with tar-coated barrels, great coils of rope, pulleys, lead weights, lumber, construction tools, and more. Belowdecks lies a set of cabins for you, enough that you only need to double-up to fit into them. "We will leave when the sun reaches a bit higher in the sky. It would be best to have yourselves situated by then. Nothing will happen in the bay itself, but the seas may get rougher once we leave it's protection." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ironblaze Posted February 27 Clone Share Posted February 27 Maeleris grins at seeing the Idoneth crew member. "Cousin! Good to see a kindred spirit out from their homelands! Right then, who wants to bunk up? I don't snore too loud if that's a concern for anyone." She tosses her kit into one of the cabins. "Sulmek, do you want us staying out of the way when the ship leaves port, or can we watch from the deck? Never been on a ship like this before, would love to get to watch how it all works if that's not in your way." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
saithor Posted February 29 Author Clone Share Posted February 29 On 2/27/2024 at 6:41 AM, Ironblaze said: Maeleris grins at seeing the Idoneth crew member. "Cousin! Good to see a kindred spirit out from their homelands! Right then, who wants to bunk up? I don't snore too loud if that's a concern for anyone." She tosses her kit into one of the cabins. "Sulmek, do you want us staying out of the way when the ship leaves port, or can we watch from the deck? Never been on a ship like this before, would love to get to watch how it all works if that's not in your way." The Idoneth nods politely. "It is good to see a kindred spirit, yes. And watching from the deck should be fine. There's more than enough space. Just expect the captain to badger you if things go well. If nothing needs his immediate attention, he gets very talkative with any guests he can get within earshot." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Neopopulas Posted March 1 Clone Share Posted March 1 Ellania Luthirian - Scinari Lorekeeper [Body: 3 | Mind 3 | Soul 2] Melee [5] | Accuracy [3] | Defense [4] | Armour [2] | Toughness [8/8] | Init [8] | Wounds [4/4] | Awareness [2] | Mettle [1] Channeling [5d6 +2] | Weapon [5d6 +1] | Reflexes [4d6] | Awareness [4d6] | Eclipsian StaffDamage: 1 + 1 per success Crushing - Bludgeoning Damage Two handed, Loreseeker BladeDamage: 1 + 1 per success Crushing - Slashing Two handed | SpellsCommon Spells; • Arcane Bolt • Arcane Blast • Mystic Shield • Flight Bright Spells; • Clensing Fire • Fireball SpellcastingBright Spells | UnbindRoll a Channeling rest. Difficulty equal to the Difficulty of the Spell and Complexity is equal to total successes of the caster. If successful the spell is unbound and has no effect | Unbreakable SpellComplexity of tests to Unbind your spells is increased by 1 per level of focus you have in Channelings | Scinari BalanceCan wield Eclipsian Staff and Loreseeker Blade at the same time, one in each hand. Additionally you double your Focus on Dexterity and Reflex tests to maintain your balance, keep your footing and resist any effects which would cause you to fall prone | Scinari ContemplationDuring combat, when you cast a spell, you can double your focus in Channeling if you didn't cast a spell on your previous turn and vice versa Ellania seems less excited about the idea of 'bunking up' with anyone involved and stays - mostly - quiet "Well warned." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted March 4 Clone Share Posted March 4 Caith Mor'Phann - Isharran Soulscryer [Body: 1 | Mind 3 | Soul 3] Melee [1] | Accuracy [3] | Defense [1] | Armour [1] | Toughness [8/8] | Init [3] | Wounds [4/4] | Awareness [2] | Mettle [2] Devotion [5d6 +1] | Determination [4d6] | Intimidation [3d6 +1] | Intuition [5d6 +1] | Survival [4d6] | Theology [4d6 +1] | Finger ClawsDamage: S (1 per success) Piercing, Slashing Subtle, Dowerchime StaffDamage: 1 + S (1 per success) Crushing Two handed, Ethersea CloakA Ethersea cloak appears as roiling waves falling from the wearer's shoulder and causes the air to fill with the smell of seawater. Created by Isharran Tidecasters, an ethersea cloak surrounds the wearer in the aura of the ethers, allowing land dwelling creatures to breathe and move underwater as if they were on land, and sea creatures to 'swim' through the air as if underwater. | MiraclesUniversal; • Healing Spirit (Zone/Self/Instant) DN5:1 Soul(Devotion) test, [S] Toughness recovered (+ Soul for 1 Mettle) Ethersea; • Favourable Tides (You/Long/Instant) • Diviner of Truth (1/Short/Instant) Opposed Soul(Devotion) vs Soul(Determination) • Seeker of Souls (1/Long/[S] Hours) DN4:1 Soul(Devotion) test • Abyssal Nightmare (Zone/Medium/Sustained, 2 Mettle) 1 Mettle to Sustain Disquieting PresenceYou are a terrifying vision death: pale-skinned with glowing white eyes, circled by freezing ethersea mists that chill the hearts of your enemies. Creatures than move to Close Range with you or start their turn there must make a DN4:3 Soul(Determination) test. On a failure, they are Frightened until the start of their next turn. If a creature passes the Test, they are immune to this effect for 1 day. Other members of your Binding are permanently immune to this effect. | Blessed (The Ethersea)Where others may worship a god, you are one of the truly devoted. For your devotion and piety, you have been blessed with a fraction of your god's power. The Idoneth have no need of Gods, having forsaken their creator Telcos centuries ago. Instead, they put their faith in the unknowable eldritch power of the Ethersea, trusting in it to guide and protect them. Caith is surprised by the Idoneth's admission, though his mask does well to hide it. Perhaps other enclaves were less secretive than the Mor'Phann. Certainly he was aware of the rifts within his kin regarding their participation in the Alliance of Order and to what extent they should. He supposed that being aboard would afford certain opportunities in scouting suitable ports for the Reaping. He makes his way to the prow of the ship, standing tall and unbent like some kind of dark figurehead. Yes, he thought, these mortals were growing all too comfortable with the dangers of the deep. Shielded no doubt by Sulemek's pact. He would see what dangers the surface brought - few cultists of Nurgle were found in the lightless depths after all. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
saithor Posted March 8 Author Clone Share Posted March 8 (edited) As the sun rises, the Blackfin begins to move across the lagoon’s red water. The crew use oars to push themselves away from the dock and unfurl the sails. Kaltis stands at the stern of the ship, steady hands on the wheel. Beside him stands Sulémek, a look of intense concentration upon his Aelven face. As the ship exits the lagoon, the reason for waiting until high tide becomes apparent. While the lagoon itself is kept clear of debris, there are many shipwrecks just outside the harbour. Some were unfortunate accidents due to the shifting sandbars, but most are the result of the cannons of the Scourge Privateers. To the south you can see the rotting remains of the Nurgle ship The Pustulent Horror through the clear waters: a mass of rotting wood held together by bulbous tentacles and covered with green and purple funguses with the sunken and mangled bodies of other Nurgle Maggotkin surrounding it. There are a couple of tenders surrounding it, with workers grimacing at the foul work. Once the ship has cleared the graveyard, the expressions on both Kaltis’ and Sulémek’s faces soften. The Blackfin is now in the deep water of the ocean proper. OOC During this time, you can attempt to talk to the crew to find out more information about the Captain and First Mate. You can choose to make a Mind (Guile), Mind(Lore), or Mind (Entertain) check to try and ferret out information. Edited March 8 by saithor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted March 12 Clone Share Posted March 12 Caith Mor'Phann - Isharran Soulscryer [Body: 1 | Mind 3 | Soul 3] Melee [1] | Accuracy [3] | Defense [1] | Armour [1] | Toughness [8/8] | Init [3] | Wounds [4/4] | Awareness [2] | Mettle [2] Devotion [5d6 +1] | Determination [4d6] | Intimidation [3d6 +1] | Intuition [5d6 +1] | Survival [4d6] | Theology [4d6 +1] | Finger ClawsDamage: S (1 per success) Piercing, Slashing Subtle, Dowerchime StaffDamage: 1 + S (1 per success) Crushing Two handed, Ethersea CloakA Ethersea cloak appears as roiling waves falling from the wearer's shoulder and causes the air to fill with the smell of seawater. Created by Isharran Tidecasters, an ethersea cloak surrounds the wearer in the aura of the ethers, allowing land dwelling creatures to breathe and move underwater as if they were on land, and sea creatures to 'swim' through the air as if underwater. | MiraclesUniversal; • Healing Spirit (Zone/Self/Instant) DN5:1 Soul(Devotion) test, [S] Toughness recovered (+ Soul for 1 Mettle) Ethersea; • Favourable Tides (You/Long/Instant) • Diviner of Truth (1/Short/Instant) Opposed Soul(Devotion) vs Soul(Determination) • Seeker of Souls (1/Long/[S] Hours) DN4:1 Soul(Devotion) test • Abyssal Nightmare (Zone/Medium/Sustained, 2 Mettle) 1 Mettle to Sustain Disquieting PresenceYou are a terrifying vision death: pale-skinned with glowing white eyes, circled by freezing ethersea mists that chill the hearts of your enemies. Creatures than move to Close Range with you or start their turn there must make a DN4:3 Soul(Determination) test. On a failure, they are Frightened until the start of their next turn. If a creature passes the Test, they are immune to this effect for 1 day. Other members of your Binding are permanently immune to this effect. | Blessed (The Ethersea)Where others may worship a god, you are one of the truly devoted. For your devotion and piety, you have been blessed with a fraction of your god's power. The Idoneth have no need of Gods, having forsaken their creator Telcos centuries ago. Instead, they put their faith in the unknowable eldritch power of the Ethersea, trusting in it to guide and protect them. The rotting corpse of a Nurgle ship draws distaste over Caith's posture, even in death it poisons the water around it. He heads below deck as the ship beings to carefully navigate the skeletal graveyard, noting briefly the difficulties the harbour posed in launching a raid on the city. Several kernels of information remained out of reach, and he hoped to find the truth of them one way or another. The details of Sulemek's pact intrigued him, and he had not forgotten the Captain's hidden motivations. He stalked the bowels of the ship, more comfortable out of the sun, and loomed about the crew, attempting to find the circumstances around Sulemek's joining, and any sign of the Captain's hidden agenda. Name xDiceName xDiceResult xDiceString xDiceRolls Mind(Guile) 2 success(sort(3d6,highest),4,above,no,no) 4,1,6 Link to comment Share on other sites More sharing options...
saithor Posted March 12 Author Clone Share Posted March 12 Talking with the crew, Caith hears a fair bit about Sulmek and his presence on the ship. "Nothing against him," one of the crew says "But he's pretty new to the crew. Cap hired him on because no one else could fill the role, but he's a bit stand-offish. Doesn't mix well with others, if you know what I mean? Still, useful at what he does to be sure." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ironblaze Posted March 19 Clone Share Posted March 19 Maeleris enjoyed watching the crew bustle about as the ship shoved off the dock. Once the ship was away and the captain seemed less busy, she decided to take advantage of Sulemek's warning and chat with the captain. Others in the Binding might be more interested in a covert approach to gathering information, but the former Steedmaster never cared all that much for games of intrigue. "If you don't mind me asking, what led you to walk the path of a corsair? Thrill of coin and combat? Family profession?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
saithor Posted March 20 Author Clone Share Posted March 20 (edited) "Love of the open sea and adventure of course," The captain says with a grin. "Once I sailed once on the ocean, nothing else for me, friend. The thrill of it is hard to give up. Family got me into it of course, but they were just merchant traders, very different from my current profession." Edited March 20 by saithor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
saithor Posted March 25 Author Clone Share Posted March 25 It's part of the way through the journey when Sulemek goes to the captain, and whispers something in his ear. The Captain nods, frowning, before addressing your group. "Friends, I am sorry to say this, but there is a problem belowdecks I request your assistance with. It appears we have stowaways of a nature that is rather difficult for us to deal with. I'm hoping I can count on your aid in handling them?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted March 25 Clone Share Posted March 25 Caith Mor'Phann - Isharran Soulscryer [Body: 1 | Mind 3 | Soul 3] Melee [1] | Accuracy [3] | Defense [1] | Armour [1] | Toughness [8/8] | Init [3] | Wounds [4/4] | Awareness [2] | Mettle [2] Devotion [5d6 +1] | Determination [4d6] | Intimidation [3d6 +1] | Intuition [5d6 +1] | Survival [4d6] | Theology [4d6 +1] | Finger ClawsDamage: S (1 per success) Piercing, Slashing Subtle, Dowerchime StaffDamage: 1 + S (1 per success) Crushing Two handed, Ethersea CloakA Ethersea cloak appears as roiling waves falling from the wearer's shoulder and causes the air to fill with the smell of seawater. Created by Isharran Tidecasters, an ethersea cloak surrounds the wearer in the aura of the ethers, allowing land dwelling creatures to breathe and move underwater as if they were on land, and sea creatures to 'swim' through the air as if underwater. | MiraclesUniversal; • Healing Spirit (Zone/Self/Instant) DN5:1 Soul(Devotion) test, [S] Toughness recovered (+ Soul for 1 Mettle) Ethersea; • Favourable Tides (You/Long/Instant) • Diviner of Truth (1/Short/Instant) Opposed Soul(Devotion) vs Soul(Determination) • Seeker of Souls (1/Long/[S] Hours) DN4:1 Soul(Devotion) test • Abyssal Nightmare (Zone/Medium/Sustained, 2 Mettle) 1 Mettle to Sustain Disquieting PresenceYou are a terrifying vision death: pale-skinned with glowing white eyes, circled by freezing ethersea mists that chill the hearts of your enemies. Creatures than move to Close Range with you or start their turn there must make a DN4:3 Soul(Determination) test. On a failure, they are Frightened until the start of their next turn. If a creature passes the Test, they are immune to this effect for 1 day. Other members of your Binding are permanently immune to this effect. | Blessed (The Ethersea)Where others may worship a god, you are one of the truly devoted. For your devotion and piety, you have been blessed with a fraction of your god's power. The Idoneth have no need of Gods, having forsaken their creator Telcos centuries ago. Instead, they put their faith in the unknowable eldritch power of the Ethersea, trusting in it to guide and protect them. Caith arched an eyebrow. Clearly the famed martial ability of the corsairs left something to be desired. Not that Caith was surprised by their failure. "Very well, we shall see them washed to sea," he replied confidently, striding down towards the lower decks, dowerchimes jingling. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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