[0] Morgrave - Skyship Tower
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Skyships indeed. Is it too much to ask to stay on the ground where everything that doesn't grow wings belongs? He sighs, I suppose that they do have their advantages though....sometimes
Rythorn's left hand rests on the hilt of a finely crafted but inornate longsword that toes the line of being a greatsword. It's scabbard is wrapped in black and white dragon scales that form a sigil of sorts. He runs his fingers over the pommel, worn smooth by years of use as a worry token.
Finally Rythorn snaps out of his internal dialouge and turns to the other students waiting for their skyship.
"Which ship do you suppose will come for us? One we're familiar with?"
I don't know which ship. I just hope it comes soon. I'm ready to go.
The response comes from the elf with silver eyes. That's always the first thing anyone notices. Then the golden brown hair and sideburns. Sideburns on an elf? Must be some human in his bloodline, but he is small enough to pass as an elf. He wears a blue cloak over leather armor. A crossbow hangs at his side from a sling over his shoulder. His name is Lash. That's a shortened version of a name everyone mispronounces.
After whispering a few comforting words to his weasel, Samarath looked around at this fellow students assigned to this work study, and realized that he had never spoken to any of them before as they were from different majors. Samarath had come a long way from being the quiet and reserved freshman originally from a faraway land and unfamiliar with the customs of Khorvaire, but he sometimes still felt a trepidation at the thought of meeting others for the first time.
But he thought to himself, well, we're going to get to know one another sooner or later, and walked to the other students, "Hello, I'm Samarath. I'm a Wayfinding major so I don't believe we've met. I take it that all of you have also been assigned to explore Xen'drik?"
"Wayfinding huh? I had to take a little bit of environmental studies as pre-req for my experimental alchemy courses. I was always curious about Wayfinding. I'm actually pretty interested to see what kinds of components I might be able to find in Xen'drik.
The man has horns like a young ram's that are just beginning to curl. He wears a pocketed jacket over well worn clothes that have small burns and holes in them. He carries a travel kit that is common among alchemy students.
He notices Samarath's pet for the first time. Interested he asks, and who's your little companion? is he friendly?
I take a mental note to stick with Ry as a projector.
His complexion lightens indicating slight embarrassment. "Yes, you may have seen me in A Mimic's Look in the Mirror. I played the unfortunate soul who became the mimic's victim in the beginning of act two."
"Verin," she says to no one in particular as she strolls towards them. "General research. Hopefully, a breadth of knowledge will be beneficial in the ruins... or wherever I end up after this." Her left hand rests on the handle of the rapier hanging on her hip. The contrast of her rich, red skin and the brown and black leathers she wears (bits of silver glingting in the light) is striking, even though her attire is a strange mix being both functional and looking appropriate for a night at the tavern with friends. "So," she continues, "Anyone have any actual experience with Stormreach? Or are we just basing everything on stories and hearsay?"
Turning to Cualli, "Yes, I took the Wayfinding major to better understand the land of Khorvaire, and to be able to find my way around should my people need it. Looking back, I must say it’s been a rewarding few years of study."
She looks over to Lash and nods. "Seems like stories it is, then. I have a feeling failing this little work study could be... very... bad."
Verin rubs her chin, contemplating for a few long moments before giving her thoughts a voice. She presses a sharp-looking nail to her black lips and then speaks, "Majors are all well and good in principle, but what can we actually do -- and do well?
She surveys the group and adds, "I asked, so I guess I'll go first. I'm quite stealthy, agile, observant, capable in the wilds, as well as versed in History. I also speak Infernal, Abyssal, Draconic, and Elvish as well. Plus, I'm good with a balanced blade, a respectable shot with the right crossbow, and I have some knowledge of boating -- but that was mostly a hobby with my Pa.
Oh, I'm mostly asking because based on stories... I expect this will get dangerous. If we're working together, we need to know our team and play to peoples' strengths. I personally don't care about the personal aspect of all this, if you come from a long line of wizards or whatever that's nice. But, what can you do in the real world? What can I say... I'm a pragmatist at heart."
"As for abilities, I'm strong and able in most physical feats. I understand people better than some and have a penchant for performance. I also speak Draconic and can add in Orcish. Like you, I'm suited to swords and have a particular affinity for longswords. I've got a pretty good throwing arm when it comes to small stones and the like." Rythorn looks up thinking of his skillset. "Ah yes, I'm also an adequate cook. I'll admit though that I don't know what we'll find in Xen'drik, but I'll try and adapt."
I can speak draconic with you. And elvish of course.
"Draconic? Elven? You do remember we're headed to the continent of Giants, yes?"
One could not help but note the uncanny sharp teeth and, more disturbingly, the split snake-like tongue of the man.
"You will find many of the natives still speak the tongue. But where are my manners? I am S'sylin, and as you all treasure your education so much, you may be pleased to know that I am a student of the Dark Arts. A field too.... hard to stomach for many, I know..."
S'Sylin smiled in a most condescending way...
Looking at S'sylin, she continues, "We're all super, super scared of you, honest. Look, if we all pretend you're the broodiest brooder who ever brooded, will you pretend not to be an insufferable ass this entire trip? Pretty sure most of us just want to get done and get out of there.
"Ahhhh, the girl with the long list of skills, but who forgot to mention her fierce temper and inability to take a jest. The teachers must have loved you. Or should I say, the detention monitors?"
Verin takes a moment to brush an errant piece of fluff off of her leggins before turning her back to S'sylin and muttering, "Gods, this is going to be a long trip if this keeps up."
He takes another look at the weasel, "I don't know, you look like a Scout or a Bandit to me."
On the outside, the peace maker wins. Rythorn steps between the two in an effort to avoid further conflict. "Let's just agree to work together when we have to, yes?"
On the inside fascination takes hold. Interesting...S'sylin provoked both Lash and Verin with little effort. They all seem up for a fight though, at least a verbal one. I may end up protecting this group from each other.
"Yeeeessss...."
S'sylin's face split into a Cheshire smile.
"When we have to...."
There's also rumors of curses on the land. The Traveller's Curse gets mentioned a lot, supposedly causing maps to fail. Then there was the whole thing with the quori. If that's true, whatever weapon that was developed to force them back to their own plane is believed to have caused curses, blights, maladies, whatever else. I guess parts of the land even fell off into the sea?
After that, I guess the giants' elven slaves took the opportunity to revolt, and when the giants wanted to use the magic that was used against the quori to quell the uprising, the dragons stepped in to put a hard stop to that disaster.
And all that was supposed to have happened before humans showed up." Verin gives a shrug, as if to imply the stories should be taken with a grain of salt.
She adds, "All that was ancient history, but it's supposedly part of why the land is so messed up. Now, there are drow and giants and yuan-ti and more, all trying to survive a supposedly cursed land full of dangerous ruins and who knows what else. Now I admit I can be a bit of a skeptic, but I'd rather err on the side of caution, y'know? This is a work study, not a suicide mission."
Professor Alacandra
You look up from your discussion to see a tall, svelte woman with bright purple hair, probably in her forties. She is dressed in a long, flowing, darker purple robes layered over more tightly-wound black ones. The bright blue gem shards in her ears glow with magic, making them much brighter than her eyes. You know her. It's Professor Inruna Alacandra, the head of General Research here at Morgrave.
The important thing, though, wasn't what she looked like. It was that there was not a single student - had never been a single student - that this woman had ever appeared to like. And today, it seemed, she was not making any exceptions to that list.
"I hope you're ready to go. The airship is pulling in. We'd best get on board."
She didn't care if Professor Alacandra liked her. She didn't care if anyone liked her. It was strictly a matter of getting things done to Verin, and if she made friends that was great but she wouldn't lose sleep if she didn't. That said, the Professor wasn't bad as far as Verin was concerned -- she did her job well, and was a bit prickly to everyone (at least she didn't play favorites). Verin simply didn't see the issues other students had. Shouldering her pack and checking her blade, Verin got ready to board the airship.
And so he gave a crisp "Yes, Professor." and picked up his bag to board the airship.
His only interaction with her had been brief, but memorable. He arrived ten mintues late to orientation for Intro to General Research. She informed him that he had given up his seat five minutes ago when he didn't respond to roll and was now bumped to the bottom of the wait list. As he was pleading her mercy, another student arrived even later than he had, who was already on the waitlist. The Professor instructed the new student to thank Cualli for giving up his seat for them. She made it abundantly clear that he had already wasted too much of her classroom's time and that additional pleas would not be entertained and that he should simply leave the classroom before he embarrassed himself further.
Even now as Cualli scrambled to collect his kit, he just hoped that maybe she wouldn't remember him.
Umm, yes Professor...
He knew Professor Alacandra mostly by reputation. He too had taken Introduction to General Research for his one required course in General Research, and as an average student in that class it had gone by unremarkably for him. The same could not be said for the students who earned her ire, though.
If you rode an airship in you know this is true, because there's no traffic control to speak of. Ships go where they want, when they want, and a lt of captains trust in their elementals not to do something stupid like crash into another airship so some changes are abrupt and last-second.
He carefully straps his things under the single bed in his room and makes his way up to the main deck.
I was just about to invite him to strap into one of these cool standing platforms I found on the main deck.
The platform is essentially like a vertical gurney with hand rails and straps.
I was just about to invite him to strap into one of these cool standing platforms I found on the main deck.
The platform is essentially like a vertical gurney with hand rails and straps.
There are a few more close calls before the land gives way to sea, and the airship calms. From here on out it's a simple straight shot to Xen'drik, and the adventure of a lifetime - or at least of a semester.
At least a ship, even in the air, is more at home when on the open sea.
Rythorn unbuckles himself and stumbles to his bed to rest for a moment before exploring the ship. He spends the travel time largely resting and preparing himself for the dangers that might occur once they land. He tries to help out in the kitchen at meal times and might pick up a couple of ideas for later meals.
He spent most of the journey studying. As part of his studies for the Wayfinding major, he had received several maps, including a map of Xen’drik, with at least the known points of interest detailed. As the only Wayfinding major in the group, he knew there was a chance his skills would be called upon, so he tried to commit the known locations to memory, and to plan what the group may need to traverse the various locales in Xen’drik.
Verin stayed locked in her cabin, outside of mealtimes and sunsets. She'd been working on learning the language of Giants almost the entire time she'd been at the University, and it had consistantly eluded her -- not that she'd admit it to anyone of course. It was a drawback to learning multiple languages at once, but all she could do was keep studying.
Sunsets though... those were where she allowed herself to stretch her legs. She spent a bit of time on deck, taking in the views as the sun dipped low behind the horizon.
If nothing else, at least the trip was beautiful.
Proficiencies for your time spent preparing:
-- Cualli: Perception
-- Laaesh: Legerdemain
-- Rythorn: Once per day, you can give 5 temporary HP to anyone who eats your cooking (provided you have sourced the ingredients yourself and aren't cooking someone else's food).
-- Samarath: Navigator's tools and Environment
-- S'sylin: History
-- Verin: You can now read Giant
You have just a few moments to take in the once-in-a-lifetime sight before the airship lurches and begins to plummet towards the sea!
If you're already on deck, you're going to need to try to stay on your feet (AGI - Acrobatics) or try to spot a good place to try to make an emergency landing (WIS - Environment).
Unfortunately, she only has mere seconds to take in the majestic view before the airship begins to plummet, and Verin scrambles hastily to try and right herself.
Entranced by the majesty of the sight in front of her, Verin is caught completely off guard by the sudden descent of the ship, and as she begins to tumble she looks around for something -- anything -- to aim for.
Rolls
Acrobatics (DEX) - (1d20+5)
(1) + 5 = 6
Perception (WIS) - (1d20+5)
(2) + 5 = 7
Rolls
Where am I when the ship pitches? - (d2)
(2) = 2
WIS. Look for a safe space - (d20+4)
(16) + 4 = 20
Rolls
Acrobatics - (1d20+1)
(15) + 1 = 16
Rythorn quickly runs into the hall where there's a view of the stairs out before finding a location to brace himself and holds on with all of his might.
Rolls
Athletics - (1d20+6)
(14) + 6 = 20
Rolls
Athletics (Brace for impact) - (1d20+6)
(15) + 6 = 21
Rolls
Acrobatics - (1d20+2)
(4) + 2 = 6
That kind of impact could kill someone, and your lives flash before your eyes but-- no, that's Professor Alacandra! She's thrown up some sort of magical net in front of you, and it kills your momentum without hurting you. The net is large enough that it partially stops the some of the other crew as well, but the rest of the crew isn't so lucky, and neither, it appears, is Professor Alacandra. In stealing your momentum, she took it on, and as you fall to the beach mostly unscathed, she's thrown far down the waterline, to where she lies in a crumpled, unmoving, heap.
As you pick yourselves up and dust yourselves off, you can take a moment to look around. There's not a lot other than thick foliage inland of you, and the beach was probably beautiful before the airship crashed into it. There's now a long line of broken wood and unidentifiable metal devices that are strewn across the sand, or washing up from the ocean. At the eastern end of the beach, there's a small path, and if you look up into the sky above the trees there, you can still see Stormreach's beacon just before in vanishes into the clouds.
There's a more pressing matter though. With their binding gone, the elementals are crawling out from under the airship too, and they do not look happy...
It's impossible to tell from this distance if Alacandra's alive or not. You can see that the majority of the crew is alive, but they are in no condition to move much.
Also, since we're concerned with exploration, I will be trying to offer combat alternatives if you are interested in them. In this case, there are at least three approaches to handling these elementals that I can think of and only one of them is combat. I won't tell you what they are though. ;)
Rolls
Damage - (1d6)
(2) = 2
When he focuses beyond himself the elementals give him a fright. Looking for a place to hide he again sees the Professor lying in a heap. He rushes, no, limps to her. Professor! Can you move? Can you speak?
Rolls
Dmg - (d6)
(2) = 2
My things!
Cualli grabs a handful of sand and starts making a beeline for the porthole window of his lower deck cabin attempting to avoid the notice of the elementals.
Rolls
Ouch! - (D6)
(1) = 1
He looked around for his fellow students and spotted the creatures. What were those things coming from the ship? Did they crew it or even power it somehow?
Rolls
Arcana - (1d20+3)
(4) + 3 = 7
History - (1d20+3)
(14) + 3 = 17
There was no point waiting. He slid down into the cold embrace of the sea. Thankfully he was an excellent swimmer while his club floated and it took him only a few minutes to reach the beach side, where he collected his breath as his clothes dripped. As he gathered his strength he saw the wounded or dead strewn about as a few measly survivors tended to them. And then the shifting of the wreckage drew his attention. Much to his surprise he saw the elementals emerge. And the creatures seemed rather agitated. The simple realization that something that was strong enough to lift the airship into the sky would likely have no trouble removing his limbs from him made S'sylin choose the better side of valor, and he decided to make a run for the trees. As he was not inclined to watch there and see the elementals dish out that gruesome fate to anyone else, he decided to air his plan to the other survivors.
"Run! The elementals are loose! Run for the trees!"
S'sylin's idea, as non-heroic as it is, is probably a sound one. Now that the elementals are free, they may try to extract revenge on the crew, or at least the captain, but they probably won't come after you unless you were to try to do something noble like say... save the captain's life?
Rythorn agreed that living to another day seemed like the best option. Eyes set firmly on the treeline, Rythorn began to run, stopping only to help anyone along his path that was still living but required assistance.
Another flick of the wrist and the wand is stowed.
I scoop up a handful of sand and toss it on the otherwise invisible disk.
Let's get her onto this.
I help Verin drape Alacandra's body across the disk.
Okay. Where to, Verin? I'll follow you.
Also, approximately how many elementals are there? Are we talking like dozens of them?
Rolls
Perception — anyone in the wreckage - (1d20+6)
(1) + 6 = 7
Samarath! What happened? Where are the others?
Rolls
Looking around - (D20+2)
(15) + 2 = 17
"It seems that several of our fellow students have fled to the forest, taking our currently unconscious or injured professor with them. Alacandra should be safe now, but while the elementals haven’t noticed me yet, I’ve just been trying to be figure out if there’s likely to anyone else who might still be in the wreckage."
Samarath mumbles, "Surely an airship like this would have a crew, a staff? I see some on the beach already, but I don’t know if there are more inside, just burning or getting crushed to death…"
"It seems that several of our fellow students have fled to the forest, taking our currently unconscious or injured professor with them. Alacandra should be safe now, but while the elementals haven’t noticed me yet, I’ve just been trying to be figure out if there’s likely to anyone else who might still be in the wreckage."
Oh, there is for sure still people inside, but I don't know if you want to run back in there. I'm not sure how much just the two of us can do. I've just noticed those elementals pouring out of there. Those things are no joke. Maybe the best thing is to just run for it for now, and maybe come back and help once those things are gone?
That second or two of thought costs him being able to help the crew, as the elementals advance on them. One of the two elementals flings the engineer into the air. The other is slowly and methodically beating a metal, rune-inscribed ring, breaking it in half, and then half again. It seems to be determined to turn in to dust. For Samarath, too, it seems that there's nothing to do but head to the trees.
Once in the trees, you watch from safety as the elementals throw their tantrum. They mostly leave the crew alone now, unless they happen to be right in their way. More than one ends up in the ocean, but for the most part, they take out their frustrations on the airship itself. After a quarter of an hour or so, they stomp off into the jungle in the other direction, spewing grass and leaves up into the air in their passage.
With their leaving, the crew manages to gather up the surviving survivors (as opposed to the dying survivors who survived the crash and got thrown about by the elementals) and they too head for the treeline in your direction.
Verin feels a pull on her sleeve. Professor Alacandra is awake, but just barely conscious. "Sorry... about this. Wasn't really..." She takes a deep breath, steadying herself. "... the welcome you were supposed to get... from Xen'drik. But now? You need to get... to the city, tell them the University will pay for... a rescue party. Or secure transport and come back yourself... But go quickly. Be careful. We're very close to--" and she promptly passes out without being actually helpful.
Samarath puts down his backpack and retrieves a map, "I have this map of Xen’drik from my studies with the Wayfinding major, with the known points of interest marked. It could be useful. I wonder if there are any friendly settlements either near here or near Stormreach where we may rest and resupply."
Cualli is examining the plants and trees around them. looking for signs of beasts or creatures.
Rolls
Nature - (1d20+7)
(2) + 7 = 9
"Whoever can make the journey should join us. The rest should try to get comfortable. It will take some time until rescue comes."
If it ever comes.. the dark one thought gloomily. There was a chance they might not make it to the city, or no help could be organized, or it would be too late, or whatever danger lurked out there came to investigate the airship and found the wounded survivors. No, the realist in him told him the party going to Stormreach was the one better off. Not that the prospect of going through the jungles of Xen'drik unprepared was appealing to him. It wasn't in the slightest. But here he was..
I step over to stand next to Ssylin.
Let's get going.
Rythorn, the ship isn't going anywhere and seems relatively stable, but it is cracked in half, so you go moving about in there, the halves could roll - or break further.
Cualli, there's not a lot of discrete markings here, but you can tell that this strip of beach is very popular for the local wildlife, and while the ship coming down has chased them off for now, they will be back, and it would be better if everyone were away from here or able to defend themselves when that happens.
As far as what the map shows you, Samarath, there are three paths that will keep you out of the jungle. The first is a trail that leads up along the ridges of the neighboring cliffs, keeping you above the jungle canopy for the most part. Very few animals - if any - will bother you there. That path leads past the Precipice mine. From your notes, you know that Precipice's precious metals are mostly long gone, and the mine is abandoned. Reckless mining caused a cave-in that trapped several miners who suffocated to death. The second option is just to go straight through the jungle. It has the advantage of being shorter, and your map is well-marked with known hazards, that will give you a safe path, but there's no guarantee that the jungle animals will leave you alone. The third option is straight through the cliffs themselves. Your map shows an ancient tunnel, but the giants left markings on the entrances that called for extreme caution when entering.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
"Fastest route," she says and glances back to the professor, a worried look flitting across her face. "I... I don't know that we have a lot of time. We make torches as we move, so people have light and maybe we get lucky and that much fire keeps some animals at bay. It isn't like a group this big is going to sneak around the wildlife anyway."
With that, she gets ready to move out.
"I agree with Verin. I don't think hangin around is a good idea. I say we stay alert and get moving.
Cualli draws out his crossbow and starts looking into the forest towards the path ahead awaiting agreement from the others.
Rolls
Perception - (1d20+2)
(10) + 2 = 12
Verin looks back to some of the crew from the airship. "Hey, did the ship have a security detail or an armory or anything? Emergency supplies like magical healing items? We can find food in the jungle... there has to be edible plants... so is there a real reason to burn time scavenging, or can we get moving towards the city?"
Samarath thinks for a bit, "Are any of you skilled in medicine? Perhaps we should examine Alacandra first, to see how serious her injuries are and whether she is in imminent danger."
"Speed is of the essence. Both for our strained supplies and the survivors. We will take the jungle route. There are enough of us to ward off some animals if it comes to it. Getting to Stormreach as fast as possible is our only concern right now."
The ground too, is worn smooth, and only dirt and creepers cover it; the grass is obviously either trampled too often or it's too dark on the jungle floor for much to grow. It makes for good traveling - other than the occasional rock that sticks up through the dirt to provide a convenient tripping post.
Within minutes you've left the beach behind so far that you can't see it through the trees any longer, and now you're in the jungle proper. The paths begin to converge - and as a result, widen - and soon you come to a road that's wide enough to cause a break in the canopy above. It stretches east and west from your position, and to the east you can once again see the blazing light of Stormreach's beacon shooting up into the sky.
You make good time on the road, and before nightfall, you're within sight of the walls. It is however, fairly obvious that you won't make it there before night falls. Do you want to push ahead through the dark, or make camp and rest up?
"We can't afford to stop... the Professor can't afford to stop... We can see the damned city, so that should be all the motivation we need to push through. Stay together, keep your eyes open, mind your step, and let's go."
Guys! Guys! I can't keep up. I was doing okay but now I can't see to keep up.
Cualli will stay near Lash and offer an assist if he needs it,
Here you are, he pulls a long branch from the debris of the forest. This'll make a fine walking stick. You and I can keep watch over the back of the group. What d'ya say?
Thanks Cualli.
I accept the walking stick and match pace with Cualli.
You've got a decision to make. Do you trust these people? Are they armed because of the dangers of the jungle, or are they planning to attack? Do you go to speak with them? Do you try to get past them to the gate? Do you try to find another way into the city?
She looks at the group and bites her lip in thought before continuing. "Anybody good with people? Like, reading body language?"
Pulling herself up to her full height -- as unimpressive as that is -- the Teifling strides through the brush and breaks the treeline, headed towards the group gathered before her.
"Good evening, kind people," she begins. "There was an airship that went down towards the coast. I'm here looking for help, and I am hoping you are that help."
The leader of the small group is a elven woman, and she sneers down at Verin. "Aye, we'll help you. Just dump all your valuables out on the ground and then tell us how to get to your friends and we'll make sure you get inside. Won't we boys?"
I hide in the shadows and ready my crossbow.
quietly let's get a head count....
Rolls
Perception (how many robbers we talkin' about?) - (1d20+2)
(2) + 2 = 4
Her eyes sweep across the group of common criminals before her, as she draws her rapier. "All I have on me is this, and if you want it that bad... come take it."
There was little point wondering. He just intended to get at least one prisoner to ask some pointed questions to...
The elven woman draws her sword, a long curved blade, and moves in toward Verin, while the others hold back, readying ranged weapons - or in the case of the robed figures, simply dropping into a readied stance.
A silent fist pump to say I got a hit!
Rolls
xbow - (d20+5)
(14) + 5 = 19
dmg - (d8+3)
(3) + 3 = 6
Rolls
Attack - (1d20+3)
(6) + 3 = 9
Cualli, looking down the sight of his crossbow will scan from the leader to the nearest brigand holding a ranged weapon and take a shot from cover.
Rolls
Light Crossbow to hit - (1d20+4)
(15) + 4 = 19
Light Crossbow damage - (1d8+2)
(7) + 2 = 9
A the same time, Cualli moves forward* and looses a shot at the nearest archer. The action in the open covers Rythorn's secretive movement as he prepares himself to jump out at anyone who comes near. It takes less than a moment for the brigands to respond.
Unfortunately for Verin, the brigand leader's aim is slightly better than hers, and she comes out of the exchange with a nasty gash along her side. The enemy crossbowmen fire back at Cualli. Both hit, and he too is severely hurt. The only good news is that After they fire, the nearer archer moves closer to Verin, maybe to drag her away, or maybe to finish her off. At any rate, he moves close enough to Rythorn for him to be tackled.
The mages still wait, silently.
WIP
All PCs are up!
Rolls
Leader vs Verin (AC) - (d20+3)
(20) + 3 = 23
Arc1 vs Cualli (AC) - (d20+3)
(12) + 3 = 15
Arc2 vs Cualli (AC) - (d20+3)
(12) + 3 = 15
Secret Roll
Secret Roll
Damage to Verin - (2d6+1)
(22) + 1 = 5
Secret Roll
Damage to Cualli - (1d8+1, 1d8+1)
1d8+1 : (4) + 1 = 5
1d8+1 : (1) + 1 = 2
Secret Roll
Rolls
Attack - (1d20+3)
(13) + 3 = 16
Damage (?) - (1d8+3)
(6) + 3 = 9
Cualli exhales a giant cloud of fog into I9 and attempts to do a better job of hiding in the brush on i8.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Rolls
Stealth - (1d20+4)
(4) + 4 = 8
Rolls
Attack - (1d20+6)
(8) + 6 = 14
Damage - (1d8+4)
(3) + 4 = 7
The one brigand Rythorn has ahold of sags as the fight goes out of him. He's been abandoned, and he knows he can't win a five-on-one fight, even if the five are students.
The way to Stormreach is clear.
Verin quickly checks on the teacher, and begins making her way to Stormreach. "Besides," she adds as she looks back, with a forced smile that looks more like a grimace, "saving your teacher's life has to be worth some extra credit, right?"
"Perhaps we can find out why the ship fell out of the sky in the first place, and why this bunch was waiting for us..."
Rythorn keeps his grip tight on his captive.
Where I come from they use poison to deal with vermin, not ropes
If nobody has anything better, use his bowstring to tie his hands. But be quick. We need to get to the city, echoing Rythorn.
Lash is quick with suggestions but doesn't really offer to help bind the archer. Instead he looks the two bandits over. Are there any insignia or markings to identify a company or a gang?
For years, Lash has wondered about and read about the elves of Xendrick as his own heritage. Now he has killed the first one he met! I've killed my own...
Lash is distraught. He turns and runs toward the city.
"Out with it. Why did you lot attack us. How did you know about the airship?"
And those reassurances will have to be given quickly, because as you round the next corner, you're in visual range of the gate, and the guards manning it. If they see you dragging a prisoner, at the very least they'll come and take him off your hands.
"I don't know if you noticed, but I'm very angry right now, and making sure you can't victimize anyone ever again would be a public service. So... give us a reason to make sure you even make it to the magistrates," she growls through clenched teeth. "Magistrates, or a patrol finds your body in the bushes. Pick."
Waiting, the image of the slain elf stays in his head. Lash seems to see a tattoo in that memory. What is it?
Rolls
Damage (Non-lethal) - (1d8+3)
(2) + 3 = 5
Intimidation (+3 if we use my Attack Stat) - (1d20)
(19) = 19
She turns on her heel again, powering through her injuries as she heads to catch up with Lash and reach the city. "Although I'm a bit disappointed, I really wanted to leave your body in the bushes for animals to chew on. You're lucky I'm a woman of my word. At least you'll be alive to rot in jail."
Cualli starts a laugh that turns into a coughing fit and spits out a mouthful of blood.
But that's as far as he gets, because now the gate guards are upon you, and demanding to know what is going on. They pause in their demands when they see the tattoo on the man's bicep. "Oh, it's one of you! Looks like you guys got pretty lucky just now. These guys aren't really sophisticated, but it doesn't take sophistication to cause damage. You'd better come with us and give your story to the Harbormaster. He'll decide whether you can stay inside tonight."
They grab the surviving bandit and yank him to his feet, half-dragging him along behind them.
As you reach the gate and pass through, you're greeted with your first sight of the City of Stormreach. Stormreach's many buildings and monuments are a mishmash of new buildings amid, and atop, the ancient. Stormreach is full of broken pillars of various degrees of antiquity, though few remain standing. Those that do are significant landmarks. These snapped-off columns once supported the roofs of giants' dwellings or decorated the outsides of their temples. Now they serve other purposes. Some have been turned into watchtowers, helpful in spotting fires and directing firefighting efforts. Most, however, have suffered the fate of being quarried for stone to pave roads, patch city walls, and build new dwellings.
Above you, too, the legendary magic of Xen’drik is visible, and the faded glory of the past can still be seen. Ancient floating fortresses, mansions, and towers of past centuries. have been broken by time, war, and disaster, but remnants float in place or drift in patterns above the city, and sometimes beyond. Some of the ruins remain serviceable, albeit ramshackle, and a few wealthy citizens have claimed them for their own, patching and rebuilding them. Most, though, these floating chunks of masonry are abandoned islands until they are built upon by enterprising people. Under a few of the larger chunks, wooden homes hang perilously and are reachable by knotted ropes and ladders. The more colorful ones are due to seabird guano piling up until a stray, windblown seed germinated, creating islands of tangled plants.
Away from the chaos and business of the harbor, the city rises uphill and in from the shore. From down here it looks as if toy soldiers have come to life and settled in a ruined city, and above it all stands a great statue, staring out to sea, a beam of light shining up from its outstretched hands.
On the ground, the buildings in Stormreach look temporary: tents, huts, and overturned ships that seem as if they were thrown together on a whim. They are piled together almost haphazardly in the midst of giant-sized stairs and ruins with more normally-sized steps carved into them or linked together with rigging that would more normally be found on ships - water or air.
And then the stench hits you.
It stinks here. All harbors stink, but this—this is something special. All of Stormreach’s great sewers, pipes, and drains lead, ultimately, to the harbor. And you're right in the middle of all of it. It's a long few minutes as you're led up and away from the water.
Harbormaster Zin
Everything that is beneath the notice of the Harbor Lord is run through Zin, a middle-aged and overworked halfling. He's sitting out on the fence that runs along the cliff next to his house which if it were sentient would be bemoaning its uselessness as he ignores the safety it provides by swinging his legs out over nothingness. "It's a little late for a social visit, isn't it, gentlemen? What can I do for you?"
Pausing, glancing at the others, she continues. "Some of as are injured as well, mostly from the brigands lying in wait. We killed one, and captured another who was a bit chatty once my blade loosened his lips... which is where information regarding the plans about taking over the harbor came from. Guards took him though. Either way, something brought our airship down at the coast. There were other survivors, some stayed back -- they'll need help, too. As for this moment... what can we do for our Professor?"
Verin is obviously a bundle of nervous energy at this point, her off hand never leaving the hilt of her blade as she shifts, grimacing with each change in posture.
Harbormaster Zin
You're still being led away as he bellows down at the docks below. "Gretchen! Get your anchor up! We've got a downed airship, west along the coast! Take at least two clerics with you. Shouldn't be too far out, the survivors walked here through the jungle in less than a day. Send up a flare when you find them and another if you need more ships."
Down at the shoreline, a heavily mascaraed dwarf leaps up from where she'd been lounging and starts shouting additional orders at her crew. The sounds echo back and forth until they're lost in the monotone hum of background noise from the rest of the city. Things are in hand now, you'll be able to rest soon.
Professor Alacandra
Professor Alacandra smiles at you from where she's sitting up in bed. Even recovering her strength she somehow manages to seem formidable. "I woke up a bit earlier; it's not my first scrape with death. Your bodies will get used to the magical healing as well if you keep running into trouble. You should know that you got everyone out from the wreck - everyone that survived the wreck at any rate - and they're all here. That means your semester is starting off better than it could have.
"However, all the gear that the university supplied for us was on that airship and only a fraction of it survived. I can reacquire it, but I don't have quite enough gold to do so, so I've made arrangements with the Harbormaster to have us help out with a few small things for a while until we can move out. He's given me a list and said we can choose which tasks we take on. I'd like to focus on the more archaeological options since that's what we're here for.
"Still, there's some room to choose. You tell me which we should look into. First, there have been disturbances in one of the crypts beneath the city. We've been asked to find out why. Second, strange sounds have been coming from beneath one of the dockside taverns. I bet there's a cave system down there. We can check it out. And third, they've just unearthed the opening to an old underground complex. They want someone to explore it. There might be traps in there.
"Which one sounds the most interesting to you?"
"I agree. The underground complex seems most fitting for our goals, however the crypts may reveal some secrets as well."
disturbances at the crypt? What kind of crypts are they? Are they giant crypts or like, "people crypts?" either way, that sounds too spooky for me.
I might be interested in checking out what's happening beneath the tavern. Wouldn't hurt to get to know the people who live here and get into their good graces. But I'm most interested in exploring the underground complex before anyone else does. I want to see what's in there.
She stretches, a few joints audibly popping as she yawns. "I agree that whatever this underground complex is, is probably the best choice. That said... being on the good side of a tavern owner is never a bad thing. Free food is always important."
Professor Alacandra
The professor smiles sadly in answer to Verin's. It is always sad when souls are lost. It is usually the nature of such expeditions, but even worse in this case because they died of greed - the same thing the giants ultimately died from. Whether it is for money or power, greed serves no one, least of all the one affected by it.
The crypts are giant crypts, but Cualli is right to be wary. Dealing with the dead sometimes also means dealing with the undead or those who prey on the dead. And making friends is never a bad idea, but such friendship is usually useful in the city alone, and we will not always be in the city. However, regardless of which we choose, we are probably going to be running into one of two things. After the giants fells, two groups took control of various ruins and both still live under Stormreach today. Kobolds came from the jungle and the sahuagin took up dwelling in many shoreline ruins.