It is a quiet and foggy morning in the City of Greyhawk. Ships that should be heading down the Selintan River and off to the lake sit idle waiting for the fog to burn off enough for the river pilots to give the all clear. It gives idle hands time to plan, or get into trouble if you have a mind to. You have agreed to meet up with your companions and break your fast in the common room of the Green Dragon Tavern and plan your next course.
Chapter One: Voyage of the Perch (Team Blue)
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It is a quiet and foggy morning in the City of Greyhawk. Ships that should be heading down the Selintan River and off to the lake sit idle waiting for the fog to burn off enough for the river pilots to give the all clear. It gives idle hands time to plan, or get into trouble if you have a mind to. You have agreed to meet up with your companions and break your fast in the common room of the Green Dragon Tavern and plan your next course.
His breakfast plate was already empty, implying the new hire had been sitting here for a bit. I'm not even sure exactly what I was hired for, beyond helping this crew hunt for wrecks and lost cargo. I assume they don't actually need a captain... here's hoping my reputation doesn't precede me.
She sighs and leans back in her chair. "I'm not sayin' no, mind. Just playimg devi's advocate."
Pulling his gloves back on to cover the scales from view, he adds, "By the way, what exactly was I hired on for? Obviously helping with recovery, but did we have something else in mind? First mate, helmsman, general deckhand? Of course, I'm perfectly fine with just diving over the aide when we get where we're going too, but most ships need all hands busy."
"As I explained before, The Gilded Perch is a fair ship. All hands get one share. Senior staff gets an extra half share. As the captain, that includes me. Then the ship gets one share into its general coffers. Quartermaster, ship healer, Misstress Hilevc here, keeps track of that account. And while i don't make a habit o'hiring folk i dont trust, some blokes get funny ideas about deserving more than their fair cut. So, that's why you are here."
The main problem of the site is that there's no clear lead when it comes to the cause of it... It may be just an unfortunate circumstance or they could as well have gotten too near to a Kuo-tau nest.... What I meant to say is that, the lack of clear signs is definitely not a good thing....but it could hold something new... she stretches the last sentence as she drifts off to her own little world, furiously writing, drawing and crossing out something in her book.
With that, Arres heads out of the tavern and sprints to the docks.
While thinking If not then we should probably ask around or visit a library to at least find the depiction of the metal...
Such is the state of the Golden Perch. From the looks of things your bosun has been successful at rousting the crew out of whatever flophouse they found for the night and make ready for departure. As you approach, the broad figure of your bosun, a burly fellow named Barrel and his name truly suited his build. He snaps you a smart salute, a habit leftover from his navy days. "Greetings, Captain, Officers." Barrel nods to you all. "The crew is aboard though those new boys we took on at Willip have wandered off. Good riddance to them." Barrel dismisses them with a wave of his hand. "We're topped off with water, provisions, and gear, but you can't get a river pilot to sign on for love nor money, and I've tried both." Barrel let's loose a torrent of Dwarvish invective calling into question their parentage and species. "They know a race is on and it seems they want their cut up front. And after picking every pocket on the docks, they have the nerve to say they won't leave until the fog lifts. I mean, what did they think all the bribes were for?"
Risking the river on their own would boost their reputation and get them out of the gate first, giving them a huge advantage. It might also make the river pilots angry, but she'd be sure to use their services on the way back in. Knocking them down a peg now would be better I'm the long run.
"Bloody ticks the lot of them. Draw anchor. Ive been up and down this river 'nuff times. We can do it without the lilly-livered bastards. Everybody man your posts! I meed eyes on the water here."
Rolls
Piloting the boat down the river - (1d20+2, 1d20+2)
1d20+2 : (10) + 2 = 12
1d20+2 : (16) + 2 = 18
The ship is listed as a travel speed of 5 mph.
A 30 ft. walking speed works out to 3.4 mph.
My base speed (walking and swimming) is 40, and I can use my action to sprint (unless you rule that watching for obstacles is an action), boosting it to 80.
At 40', my speed works out to 4.54 mph. I think I can outpace the ship.
Rolls
advantage She-Ma Perception Check, check, Sliven check - (1d20+4, 1d20+4, 1d20+0)
1d20+4 : (9) + 4 = 13
1d20+4 : (5) + 4 = 9
1d20+0 : (13) = 13
Edit: That's a lot of 9s and 13s... what are the odds? Lol
Rolls
Perception (WIS) - (1d20+7)
(2) + 7 = 9
Perception (WIS) - (1d20+7)
(6) + 7 = 13
Several hours into your journey, a large squarish shape emerges out the fog. The silhouette is unmistakable; its a Rhennee barge running without the lights or bells that should warn of its approach in the mists and the Perch is about to plow right into it.
Or if you all have other plans, let me know what you want to do instead.
Rolls
Perception (WIS) - (1d20+10)
(4) + 10 = 14
Rolls
Navigation (advantage) (DC15) - (2d20H1+7)
(613) + 7 = 20
She-Ma: 1/1 HP, AC 11, Using 'Keen Hearing & Sight'
Rolls
Sheo-Ma Perception check advantage, Slivens - (1d20+4, 1d20+4, 1d20+0)
1d20+4 : (20) + 4 = 24
1d20+4 : (3) + 4 = 7
1d20+0 : (2) = 2
Grimfeather's outburst is met with raucous laughter from the barge. "If this was an attack, fledgling, you'd be bleeding. You're skulking too so let's each be about our business, eh?"
Though She-Ma's eyes, Sliven can see a little more detail. The men are clearly Rhennee and about a third of the crew is still near silently polling the barge along the river. The speaker is about a head taller than his crewman and wears a tricorn hat. She-Ma's eyes keep being drawn to a faint red glow at the man's waist. The way it moves, it is likely a gem on the hilt of a sword.
The fog finally lifts at midday and rest of your journey down the Selintan River is uneventful. By dusk, the Perch is finally free of the river and you find yourself in the free water of the Midbay. There is a halfling town called Elmshire a little way down the coast. It is a common stop for ships heading to Greyhawk that don't want to travel the river at night and for ships heading out that want one more night ashore before hitting the lake proper. You could make it there by nightfall or continue on your course to The Dangereuse's last known position through the night.
Rolls
Medicine - (1d20+4)
(12) + 4 = 16
Survival - (1d20+1)
(9) + 1 = 10
The Perch stays steady on their course as dusk deepens into night. They pass by a pair of ships heading toward Elmshire and in the last light of the day they see their flags fly the crest of the Duchy of Urnst. The large, silver moon of Luna rises near full, followed by the slim blue crescent of Celene. The lake is choppy but helmsman keeps the Perch steady on its course though it is hard to tell for sure without seeing the reference points on shore.
By dawn, the Perch is in the general area of where the research indicates La Dangereuse went down. As you arrive, there is another ship in the area. It is a small vessel made of a dark wood. It appears to be anchored and circling a small area. It is flying an unfamiliar flag but a the research and magic inclined among you recognize it. It is the symbol of the Archmage Tenser.
Finn takes a peek through his familiars keen eyes trying to get a closer look at the ship and its crew.
Owl Familiar
The question, directed at the Captain, is as simple and straightforward as possible. Considering Arres is standing by the railing, it is quite clear he isn't talking about later.
Taking the helm, Grimfeather barks some orders to cut their speed and bring her ship safely alongside the new vessel.
Your owl launches itself into the air to get a closer look at the ship. About halfway there, you spot a hawk heading from the ship towards the Perch. You feel a mental nod of recognition as two familiars acknowledge each other as they pass by. The ship is much like yours but a little wider and shorter than your vessel. You see no signs of heavy armament. Where you would expect to find a catapult or ballista mounted there are stout winches with heavy chains that plunge into the water below. There are four such winches, one fore, one aft, and one on either side about the middle of the ship. The crew appears to be mostly human with a scattering of nimble halflings in the rigging. By the railing facing your ship is female elf in a blue robe cinched in the middle with a wide leather belt. Finn recognizes the focused stare of someone looking through a familiar's eyes. She looks curious more than anything else.
Grimfeather and those on the Perch
The crew snaps into action. Sails are furled and the white flag is hoisted. A similar flag is raised on the other vessel and the Perch smoothly approaches to hailing distance. The elven woman in the blue robe waves as you approach and her amplified voice calls out across the water. "Ahoy, the Perch! I am Magus Shaal, Captain of the Dyv Treader. Have you by chance seen any unusual aquatic life on your journey here?"
Sliven and Arres
You both hit the water with a quiet splash and take a moment to acclimate to the shock of the cold water. You swim downward at an angle heading for underneath the ship. A few minutes later you can see five large chains hanging down from the ship. Another couple of minutes and the bottom of the lake comes into view. The other ship appears to be directly over a point where the lake bed drops away sharply. The chains are attached to large metal cages. They remind you of crab or lobster traps but these are easily five times as large as your typical trap. They rest on the swallower part of the lake bed about 300 ft down. The lake bed then drops away into deeper water further on. Scanning the lake bed, you note a mound of dirt that is a little too regular in shape between two of the giant traps. Its too small to be the ship you are looking for, but it is about the right size and shape for a longboat.
Shaal sighs. "Well, it was worth an ask." She comments at Grim's reply. Her face brightens at Renya's questions. Even dampened, a scholar recognizes a fellow scholar. "There actually haven't been any strange sightings and we really should have expected some by now.
Even with their propensity for the lake bed, we would have expected some surface sightings. They may have migrated farther than predicted but their imprinting at birth should have kept them relatively local." Shaal catches herself. "I'm sorry. None of that made sense did it?" It sounded like a question but Shaal forges on. "We're trying to track down a set of animals that we released here early last year. They should have completed their first maturation cycle by now so we want to see how they've grown and otherwise changed." Shaal pauses again and turns more to face Grimfeather. "Salvage did you say? So your group is prepared to go below water?"
Sliven, Arres
This style of longboat comes to a point at both ends so it is hard to say which would be bow or aft. It has landed pointing towards and away from the area of deeper water. As Arres gets closer something about the lake bed by the side of the longboat catches his attention. It looks different from the rest, like it has recently been disturbed.
Shaal smiles at Grimfeather's offer. "I do like a captain that smells an opportunity." She chuckles. "I don't have people in the water, as it happens. You see my master has a agreement with the merfolk that live in the area. We are not to enter their waters until they respond to our request and allow us entry. Normally this is merely a formality, but we've been here three days with no answer." Shaal shakes her head. "Not sure what's going on down there but I can't wait forever. If you find any unusual sea life marked with my master's emblem, I will pay for the location. If you can capture them for me, well," she pauses, "having a mage trained by Tenser owing you one has got to be worth some time and effort."
Arres:
As Arres approaches the disturbed area of the lakebed, his vision is suddenly obscured by mud and silt as a giant crab lunges up snapping at him with his claws. Emblazoned on the back of the crab's shell is the same symbol the flies on the other's ships flag. As the crab approaches, Arres feels the water around him grow painfully cold.
Rolls
Arres Init - (1d20+2)
(15) + 2 = 17
Monster Init - (1d20+3)
(4) + 3 = 7
Activating the arms also takes 1 ki point, which allows me to use Ki Fueled Attack for a single bonus action attack, either with a monk weapon or unarmed.
Because of the mark on its shell, the intent is to do subdual damage and knock it out rather than kill it.
Rolls
Astral Arms damage - (2d6)
(16) = 7
Bonus Attack - (1d20+7)
(12) + 7 = 19
Damage (Force) - (1d6+4)
(5) + 4 = 9
"A reliable method to keep contact with those below would be eminently useful in our line of work for sure. Please, go on. What kind of animals are these and how many? It would be helpful to at least know what we are keeping an eye out for."
"Well, we released a dozen specimens, all various types of crustaceans: crabs, lobsters and a few more exotic types. Shaal explains. "To do their experimental nature, I don't imagine they would have all survived between the latent energies within them and the usual risks of predation.
Renya knows that tritons and sea elves have communities in the lake though no one knows precisely where. Shaal is either using the term merfolk loosely to mean dwellers beneath the water, or there is a community of half-human, half-fish people in the Nyr Dyv formerly unknown to you.
Below
Arres's astral arms spring forth from his body and the water ripples with the force given off. The crab clearly feels it and it spurs it on to take down this unexpectedly dangerous prey. Arres catches one of the few weak spots on his shell and gets in a solid hit but the crab is undeterred. Its claws lash out and clutch Arres on both shoulders crushing deeply into his torso. He also feels the waves of cold radiating off this creature sink deep into his bones. (22 damage total and you are now grappled.)
Sliven, take your round one actions and Arres can take his round 2. Sliven is close enough that he can close to melee with the crab.
Rolls
Crab Dex Save - (1d20+3)
(1) + 3 = 4
Crab Attack Claw 1 - (1d20+6)
(19) + 6 = 25
Crab Attack Claw 2 - (1d20+6)
(20) + 6 = 26
Claw Damage 1 - (1d8+4)
(4) + 4 = 8
Claw damage 2 Crit - (2d8+4)
(36) + 4 = 13
Cold Aura - (1d4)
(1) = 1
Rolls
Battleaxe, Damage - (1d20+5, 1d8+2)
1d20+5 : (8) + 5 = 13
1d8+2 : (6) + 2 = 8
Shaal chuckles and runs a hand through her hair. "Well you caught me speaking loosely there. It is the Triton city-state of Natrios below us. Mostly fisherfolk and hunters with a specialty of preserving things underwater." She pauses for moment. "I think I've told you all I can about the project but I can say it is not a reintroduction. We wanted them to grow in a competitive environment and we wish to see how they've matured and how many survived.
Below
Sliven's battleaxe scrapes along the outside of the crab's shell to little effect. Sliven too begins to feel the cold radiating off this creature sap his energy.
Still going for subdual/non-lethal.
Rolls
Attack 1 (Astral Arms) - (1d20+7)
(3) + 7 = 10
Damage 1 (Force) - (1d6+4)
(3) + 4 = 7
Attack 2 (Astral Arms) - (1d20+7)
(14) + 7 = 21
Damage 2 (Force) - (1d6+4)
(4) + 4 = 8
Furry of Blows 1 (Astral Arms) - (1d20+7)
(13) + 7 = 20
Damage FoB 1 (Force) - (1d6+4)
(4) + 4 = 8
Flurry of Blows 2 (Astral Arms) - (1d20+7)
(13) + 7 = 20
Damage FoB 2 (Force) - (1d6+4)
(5) + 4 = 9
Rolls
Quickened Healing - (1d6+4)
(1) + 4 = 5
He sends telepathically in Common to Arres, "Lets get this done and get back up. Others will be wondering about us and the ship is out of my telepathic range. I can do nothing for your wounds."
Sliven thought about trying to communicate with Arres in draconic due to his oddness, but that really that isn't any odder than himself. Arres is just more noticeably scaled than Sliven. Both share this draconic likeness. Although it appears Arres can breathe water where Sliven require his helm that he has with him all the time.
Shaal turns back around and notices the state of Arres for the first time. "Did the crab do that to you?" She asks, clearly impressed.
He says to Renya in his thick foreign accent, "I see your out of your cabin?". Sha-Ma is on his shoulder already.
"I need to make some adjustment so I will be topside for at least an hour before I can be ready to dive. I can also easilly prep the crew to dive. Never know when we might need an extra hand below."
After she's done with the questions, she nods to Finn and Sliven. Yes, Ofcourse. I'm ready to descent whenever you are...
and studying the caught crab
Rolls
Nature - (1d20+6)
(18) + 6 = 24
Renya Shaal is at first reluctant to let you have more than a cursory look but you keep asking good questions and Shaal cannot resist an interested and intelligent audience. You do have to examine it from a distance though. Within five feet the cold goes from uncomfortable to life threatening. Shaal does not seem to be affected though and is happy to show off bits of anatomy. The stock crab is originally from White Fang Bay far to the north in the Icy Sea. The locals simply call it a red claw crab. They adapted it to the waters of the Nyr Dyv and then performed their experiment. She is cagey about the details but it is clear that they somehow enhanced the crab with elemental energies. The process is also unpredictable which is why Shaal is taking as many notes as Renya is to record the results.
Ignore the first roll, the plus sign didn't take when I was typing. My HDs are not d84s. Lol
Rolls
Short Rest - HPs. - (2d84)
(4858) = 106
Shirt Rest - HPs. - (2d8+4)
(53) + 4 = 12
If we don’t find what we are looking for on this shelf we either expand our search on this shelf or go deeper. Just a suggestion. If you prefer we can just go deep immediatly.
One thing that concerns me. The cold is going to reduce reduce our effective downtime. I can extend that and give us a safe dry place to shelter on the lake bottom, but it comes with a minor a disadvantage. If I leave the shelter it collapses. For the most part I will be relegated to desk duty unless something worth investigating comes up.
So who’s going down?
On another...
1. Is Renya done with pestering the elf for some zoology knowledge. If so she would like to join the two and descent into the depths.
2. Marry Christmas everyone!!
"If you can hold off on explorations for about 10 minutes I can erect a shelter down here. It will give us a safe dry place to work from. Only those present when I cast the spell will be able to use it so I'll need you close by until I'm done."
As for the spiral search, are you all going in one group?
She takes time to note the type of ecosystem the ship is starting to become, the creatures that now reside in its walls and the damage dont to the lifeless bodies, the reborn wonders - Tritons are native to these parts... interesting, how did they die? What was the reason behind their doom?
Not much has taken root in the hull of the longboat. After a brief exanimation of the bodies, you think the ice crab has been feeding on them when better prey was unavailable. If it was using the longboat as a home and hunting base, its aura would have kept scavengers away and kept the meat fresh.
The search
The group sets out in the spiral pattern suggested. The portion of the lakebed that is shallower has very little in the way of interesting features and aside from a few schools of fish, your group encounters nothing. The spiral pattern then brings you to where the lakebed dips down deeper. The lake bed down here is more jagged than the smooth bed above. Looking back towards the rise, the group notices a cave opening at the base. As they are taking that in, a bright flash of yellow light comes from the opposite direction. The direction of the flash is easy to pinpoint and it is roughly in the same direction you were going to travel next in your spiral. Whatever caused it though is not yet visible from here.
She makes a mental note to question the corpses once they're done with the search.
Rolls
Attack (Astral Arms) - (1d20+6)
(12) + 6 = 18
Damage (Force) - (1d6+4)
(3) + 4 = 7
She follows after arres, trying to stay behind him if possible and casts a healing spell on the triton.
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Rolls
Cure wounds triton in the pincher - (1d8+6)
(4) + 6 = 10
Sacred flame damage - (2d8)
(15) = 6
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Rolls
Magic Missiles - (3d4+3)
(342) + 3 = 12
Renya is able to slip over to the released triton and she jerks back to the land of the living with a gasp. Two of the triton guards move to flank Renya and their revived companion while the third moves to the crab's flank. All three jab out with their spears. The one by Arres manages a hit on the opposite claw and the crab looks between them both in anger and indecision. The fourth Triton figure just bobs in the water.
Rolls
Crab attacks on Arres - (1d20+6, 1d20+6)
1d20+6 : (5) + 6 = 11
1d20+6 : (3) + 6 = 9
Triton attacks on crab - (1d20+3, 1d20+3, 1d20+3)
1d20+3 : (14) + 3 = 17
1d20+3 : (1) + 3 = 4
1d20+3 : (9) + 3 = 12
Spear damage - (1d8+1)
(8) + 1 = 9
Rolls
magic missile - (3d4+3)
(234) + 3 = 12
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Rolls
Sacred flame damage - (2d8)
(38) = 11
Healing word. - (1d8+6)
(5) + 6 = 11