Session 1: Loadin’ Up the Icebreaker
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Luskan
Izuhn throws his head back to look at the sky, taking it in for a moment before letting out a sigh. "If the Luskar Deliverers don't toss me before we get there then aye. I'll see the crate to Dunavan's."
Turning to extend his hand in offer of a deal, he spots the scene unfolding nearby. "Hold that thought," he says holding his index finger in a gesture of pause. He then begins moving towards the orc and this, keeping enough distance to react should they turn on him. "Hold there! What seems to be the problem here?"
Luskan thugs
As a side note, this also of goes into what meseszovo suggested: trying to make fight more engaging by having "sub-goals" - first you dodge, then you strike back.
If you think D&D, this is a grapple, so you'd be doing a Strength (Athletics) or Dexterity (Acrobatics). You are trying to get out of the way first and foremost, which feels more like a Acrobatics, with Athletics being more of an action to break the grapple.
Dexterity (Acrobatics) is close enough to the general concept behind Dex saves, so it falls under Reaction.
Rolls
Melee - lv3, SR: 5-8 (f0-c0) - (2d6)
(61) = 7
Rolls
Magical attack - (2d6)
(66) = 12
Rolls
Strength - lv4, SR: 5-9 (f-1-c0) - (2d6)
(53) = 8
Luskan thugs
As notices the arm moving to grab her, she instinctively swings out of the way using her wooden staff. "Whaaa-eere?" Seeing suddenly facing him, the human tries to throw a punch with the other hand. Almost loosing his balance on his own, easily knocks him unconscious.
With the robbery turning violentlighting which strikes at the feet of the remaining thug, forcing him to drop the dagger in panic. Still confused the human looks at and starts to slurredly beg "Plee-don... I run I go-ouh" before being tackled to the ground, leaving him motionless but still mumbling incomprehensibly.
In terms of killing, I'll assume it is not deadly unless otherwise stated or it makes narrative sense (decapitating someone still kills them xD).
Watching the man leave, Izuhn spits in his direction. "Nothing but a thug and probably a thief at that. Nothing worse than a thief." Izuhn dusts himself off and then offers a hand towards Agna. "Name's Izuhn, I'm a trader around these parts, but not from this city."
Emryn Dawe
While the three of you find out that, for one reason or another, you are all joining the Luskar Deliverers sailing north, moves closer to look at the unconscious human. "Are you ok?" she asks Izuhn at first, but then extends the question to the others. "You shouldn't be walking alone in a city like this one" she adds to Agna, mostly out of habit than real worry, having just seen how she easily knocked out one of the two thugs. She grabs the man's arm, exposing his tattoo, and taking a while to inspect it. "Ship Suljack..." she stands up and looks around, her eyes stopping briefly at an armed group just idly standing nearby.
"That tattoo mean something to you, Emryn?" A look of concern grows on his face as Emryn visually sweeps the area.
Emryn Dawe
She turns to Agna as she mentions sailing. "Sailing? You mean the Ships? The Ships of Luskan?"
Emryn Dawe
"Luskar Deliverers can work by land, but as your friend said this is a city of pirates. They would rather prefer the sea. It is also faster if you're looking to save time... or make money faster."
Once the situation is clarified, Emryn shifts between her legs as she looks at Agna. "So you're the guide then?" She lets the question in her mind slip out of her mouth. It looks like rumors spread very fast around here...
Rolls
Insight - lv4, SR: 5-9 (f0-c0) - (2d6)
(15) = 6
Emryn Dawe
Agna's comment about her confusion with "the city folk" brings a smile to Emryn, as she shows some recognition for what it might mean to be a recluse in Icewind Dale.She then turns to Fizel and it looks like she is going to reply to his business proposal...
(OOC she basically hired the luskan deliverers already whom you want to join anyway)
Nothing to see here, move along
Emryn Dawe
Should be fine now, but if it happens again, bowl checked the OOC and it was working, so you can still post elsewhere :D
Emryn Dawe
Luskan
The One-Eyed Jax is indeed an easy landmark easy to find on the other side of the river. As indicated, you turn away from it, in the direction of the harbor, from where a thick black smoke is rising from the sea. It doesn't take too long for you to notice the crowds gathered around the streets near a strange complex. It has no windows, doors or roof, looking more like an open court filled with white stone pillars, arches and soaring white spires. You hear the cheers and laughs as people race around in light blue garments filled with something heavy rattling underneath. "kiss! kiss! kiss!" The crowd starts to chant in unison as you notice one of the participants climbing a white pillar nearby. Suddenly, the person slips at they try to push themselves the top of the pillar and fall flat on the ground. "oooooo" goes the crowd, imagining the pain of the fall as another person runs past the fallen participant.
The crowd stretches all the way past the Seven Sails inn, and the begging of the next bridge, where another white pillar is found, so finding your way to Luskar Deliverers' warehouse is not complicated. There, the building is easily identifiable by the amount of goods and crates being moved out towards the harbor.
Buildings/areas
Roads/bridges
Your location/goals
Rolls
Search - lv4, SR: 5-9 (f-1-c0) - (2d6)
(34) = 7
Luskan
Parcelmaster
"What is the nonsense with all this paper?" she demands. "It is a simple thing I offer, to shepherd your caravan across the Spine. No more, no less. You need a guide, I need supplies. What else needs to be said?"
Rolls
Intimidation - lv6, SR: 5-11 (f0-c0) - (2d6)
(55) = 10
Parcelmaster
Parcelmaster
There is short silence as the man waits for their reply. Maybe because of the way it went last time, he decides to break the silence and add some extra enticement to the deal. "We are a bit late on loading the ship, and it would be grand if you could help us collect the last packages. The clients should pay in advance and you get to keep that part for yourselves"
Parcelmaster
Once he's finally done "reading" through the contract, he signs in a scrawl roughly equivalent to traditional dwarvish.
Rolls
History - lv2, SR: 5-7 (f-1-c0) - (2d6)
(64) = 10
Parcelmaster Lennart Bassk
Izuhn simply shakes his head at Fizel's ominous threat. Moon's light guide us, this is certainly a motley crew, he thinks to himself.
Parcelmaster Lennart Bassk
Of course you guys can go on and do your own thing. There's no "party" to split yet I guess
Luskan
Parcelmaster Lennart Bassk
* Each time you go somewhere, I'm going to roll a timer, increasing the "timer level" by one.
* Succeeding mean you are running out of time. So this roll is basically to check if you're taking too long for a specific package.
* This means you can take your time discussing where to go in character and so on as it's an overall measure of time passing not a "post counter".
You can split the party to cover more ground if you want, and whoever is "driving" can give me Nature roll to interact with the mule. If you succeed, I remove one level from the "timer" as you manage to move faster. Look at the map and tell me, at least in OOC, where you want to go, and more or less though which road/bridge as some paths may be blocked and force you to loose time. You may have to search, ask or recall (roll) information to find some of the clients.
Buildings/areas
Roads/bridges
Your location
"Okay crew, I know where the One-Eyed Jax is as well as the Ruins of Illusk. I'd wager that the Mage might be up in that tower too. Izuhn points to the Hosttower of the Arcane. Otherwise I'm not quite sure where we're heading. Any of these clients that you all prefer?"
* Maccath the Crimson of the Arcane Brotherhood.
* Fel’rekt Lafeen, a local swashbuckler on the ship called the Heartbreaker.
* Dragonbait who has been frequenting the One-Eyed Jax.
* Rool, a shady figure who hangs around the Cutlass.
* Vanifer, who has been seen sulking in the Ruins of Illusk.
* Nezznar the Black Spider, who is often found at the top of a lighthouse on the Open Shore
The marked spots on the map are those you have been to already, not necessarily where you have to go
Rolls
History - lv2, SR: 5-7 (f-1-c0) - (2d6)
(33) = 6
Luskan
Izuhn gains an experience recalling Luskan lore.
Dragonbait
You enter the tavern through the heavily used wooden door, and you're welcomed by a pleasant atmosphere. The place is packed, loud voices discussing nothing and everything over one (or three) pints of the local brew. The bartender is engaged in a conversation, but still manages to welcome you with a smile. Looking around, you all notice a person that can only be your client: he is short, stubby, dressed in fine armor, and has green scaly skin. Yet this creature looks like no dragonborn you’ve ever seen.
Rolls
timer lv0 SR: 5-5 - (2d6)
(34) = 7
Dragonbait
He points at himself, then places his hand on his chest. The scent of lemon is replaced by that of wood smoke as he continues by moving two fingers on the table as if walking. He shivers and makes a circle around one of his fingers, finishing by bringing the two hands together in some sort of triangular shape as the scent of honeysuckle takes over. He shivers again and points outside towards the sea, slowly tracing the way north with his finger. He then bows and points at the box.
Dragonbait
Dragonbait
Remember you can always try to roll something as I narrate on the assumption that you fail
Thinking he may be on a roll Izuhn concentrates on Dragonbait, he doesn't respond to the bartender, Agna's got him covered.
Rolls
History - lv3, SR: 5-8 (f-1-c0) - (2d6)
(32) = 5
Dragonbait
Dragonbait
Dragonbait nods as Fizel summarizes what he is trying to communicate, whistling happily as the citric scent is replaced by that of tar, followed by wood smoke and then by a hint of roses. He gestures the mountain sign when asked for the map, and again points at the finger on his left hand to answer the name. He pushes the box across the table, and then lays 15 golden pieces on the table next to it.
The reptile smiles, grabs his brew and smells it, taking a moment to enjoy the warm steam. He stops before sipping, putting the mug down as a strong perfume of violets slowly floods the tavern. Dragonbait takes what looks like a holy symbol showing balanced scales upon a warhammer. His mood changes as he gravely looks at it. He puts on hand on his chest and another one on the symbol, and then looks back at each one of you.
Illusk
You leave the One-Eyed Jax and turn to cross the river, passing by the place where the three of you met.
Rolls
Timer lv1 SR: 5-6 - (2d6)
(16) = 7
As the trio draws nearer to the ruins, Izuhn begins to try and decipher some signs of direction and as they venture in, he makes mental notes of landmarks and obvious features that will help to navigate them in and out....... It seems that everything is a little too interesting though and rather than keeping a route, Izuhn finds himself lost in thought in addition to being lost physically.
Rolls
Tracking - lv3, SR: 5-8 (f-1-c0) - (2d6)
(63) = 9
Illusk
It looks like Fizel has been to the dale before :D
Skeleton
Rolls
Magic - lv6, SR: 5-11 (f-1-c0) - (2d6)
(22) = 4
Vanifer
Skeleton
Rolls
Magic - lv6, SR: 5-11 (f-1-c0) - (2d6)
(46) = 10
Well now, that was interesting
Rolls
Magic - lv4, SR: 5-9 (f0-c0) - (2d6)
(34) = 7
Rolls
Melee - lv3, SR: 5-8 (f0-c0) - (2d6)
(46) = 10
Rolls
Magic - lv4, SR: 5-9 (f0-c0) - (2d6)
(16) = 7
Skeleton
I'd say the inspiration is probably the most suitable to use here, leaving Izuhn with he necromantic and local lore experiences
All of you see one last skeleton coming your way...
Rolls
Magic - lv6, SR: 5-11 (f-1-c0) - (2d6)
(14) = 5
Rolls
Endurance - lv3, SR: 5-8 (f0-c0) - (2d6)
(32) = 5
Rolls
Search - lv4, SR: 5-8 (f-1-c0) - (2d6)
(43) = 7
Rolls
Search - lv5, SR: 5-9 (f1-c0) - (2d6)
(42) = 6
Shadow
"You again?" Vanifer says, annoyed as a thread of fire hits the wall.
The fight is not over yet! This thing has a few resistances, so I may ask for you to raise some rolls (roll again) to hit.
Rolls
Magic - lv6, SR: 5-11 (f-1-c0) - (2d6)
(52) = 7
Shadow
Vanifer
She turns to Agna, who she assumes it's the leader of the group, having called her out first. "So you were sent by the Luskar Deliverers I assume?"
Vanifer
Before she speaks, she looks once more at each one of you, unsure if she can trust you. "I have a special request for you..." She starts as she gives the wrapped item to Agna. "I can only find peace when I throw this into the depths of the frozen wastes of the Reghed Glacier, but... I fear I won't be able to take it north myself" she stops for a moment, eyeing the object as Agna takes it from her.
Taking a deep breath, she continues "I want... I need you to deliver this to myself. I will travel alone and meet you in Icewind Dale when I find a good place to bury this cursed thing forever." Her expression changes and she looks Agna in the eyes, almost pleading "Will you help me?"
Vanifer
"Tinderstrike" She says as she looks transfixed by the blade. She stops for a moment as if briefly fighting with herself. Suddenly, she jerks and looks away from the weapon. "This is origin of Cult of the Eternal Flame. I... I once was the Prophet of Fire and with this dagger, I nearly summoned an elemental prince who could have reduced the Sword Coast to ash. I can’t undo the pain I’ve caused, but with your help, I can make sure this evil weapon is never used again."
Vanifer pauses to wrap Tinderstrike in the heavy cloth again, keeping it out of her sight. "As you say, the Dale is dangerous... but it is precisely in such desolate cold that the spark of Imix is the strongest. I am afraid I may be tempted by the artifact's power again if I carry it with me during the long travel north." Once she finishes, she holds the weapons and waits for Agna's reaction.
Vanifer
and if not, then ask for what you think is fair to you. You're carrying it."
Vanifer
As you discuss where to go next, she turns back. "You're going to the Host Tower of the Arcane?" Vanifer takes an empty parchment and starts verbalizing something in a strange language. You see small fires ignite on its surface, leaving burned letters on its surface. "You may need this to walk past Close Guard Island, Ship Kurth's stronghold" She handles you the parchment adding "The spell can only be contained until Dusk. The license will burn as soon as the moonlight reaches it."
"I am sorry for putting this burden on you. I wish you good luck and hope to meet you soon. Now, if you don't need anything else, I'll to continue my preparations" Without looking back, she sits by the fire, grabbing a book from the old cracked floor
Rolls
timer lv1 SR: 5-6 (not leveling due to help) - (2d6)
(22) = 4
Luskan
As soon as you step onto the island, you immediately notice what Vanifer meant. Rough types stop to look at you, measuring you up, before continuing what they were doing. There is not a moment on the island you don't feel eyes on you. These are probably Ship Kurth's pirates and you are on their turf.
Kurth's pirate
Kurth's pirate
Rolls
Magic - lv3, SR: 5-8 (f1-c0) - (2d6)
(51) = 6
Kurth's pirate
Hosttower of the Arcane
On the other side you see the Hosttower of the Arcane, a tower that seems to grow out of the ground like a crooked, skeletal tree. It looks just as organic as it does artificial. Standing at the entrance is a brutish-looking guard with an athlete’s build and wearing a leather skullcap. He glowers at you as you approach.
Guard
Guard
Rolls
Magic - lv3, SR: 5-8 (f1-c0) - (2d6)
(42) = 6
Earnest Geld
As he opens the door, he turns to you with a mischievous smile while gesturing some strange arcane sign "Hey, and don't forget to tell Maccath that Earnest did his job"
Also @CESN, you're right, I did start feeling that Talk Sense was a bit redundant with Persuasion and Intimidation skills, hah. Would you mind if I dropped it and come up with something else?
Maccath the Crimson
As you try to figure out where to go, you hear steps echoing from all around you. You turn to see a tiefling with extremely red skin, wearing a blazing red cloak. You can't tell where she came from, but, as you notice her, it becomes very clear the entire pace is filled with magic tricks and illusions. "I got the message you were here!" She greets you with a wide smile. "Sorry for having to make you come here, but you see, I've just found the lair of Arauthator." She starts explaining,
with wildly overeager excitement. Not seeing you share her fascination, she continues "Arauthator, the white dragon who attacked Host Tower? It's such an opportunity! You see, there is some knowleadge that only..."
Maccath will go on forever sharing her most obscure knowledge about dragons...
Rolls
History - lv2, SR: 5-7 (f0-c0) - (2d6, RA)
(41) = 5
Rolls
History - lv2, SR: 5-7 (f1-c0) - (2d6)
(14) = 5
Rolls
History - lv3, SR: 5-8 (f-1-c0) - (2d6)
(66) = 12
Maccath the Crimson
Maccath the Crimson
EDIT: Added question.
Rolls
History - lv2, SR: 5-7 (f1-c0) - (2d6)
(54) = 9
Maccath the Crimson
Krebbyg Masq'il'yr
Krebbyg Masq'il'yr
Krebbyg Masq'il'yr
Luskan
Rolls
Persuasion - lv2, SR: 5-7 (f1-c0) - (2d6)
(62) = 8
Fizel says mockingly as he pretends to fumble over his own feet, then rights himself and starts to chuckle.
"I am sooo ready to be on the road and away from this town!"
Rolls
Magic - lv6, SR: 5-11 (f-1-c0) - (2d6)
(44) = 8
Luskan
Luskan
Rolls
Sleight of hand - lv3, SR: 5-8 (f0-c0) - (2d6)
(21) = 3
Luskan
On their way back to the Deliverers, Izuhn will question Fizel. "You know, if you need coin badly enough to take it from a dead man then we can always try and get some more from the Deliverers or pick up the rest of what they offered us."
Luskan
Rolls
History - lv4, SR: 5-9 (f-1-c0) - (2d6)
(53) = 8
Luskan
The crew is expecting you, the new recruits, and you are quickly shown to the plank leading up to the deck. Before you step into the wooden bridge, you notice a dark elf looking wistfully out at the sea as the north wind whips his white hair around him. He holds an ebon staff tipped with an effigy of a spider atop it, and clutches a parcel underneath his arm. He turns and looks at you for a moment.
Icebreaker
Rolls
Reaction - lv3, SR: 5-8 (f0-c0) - (2d6)
(36) = 9
Rolls
Reaction - lv2, SR: 5-7 (f1-c0) - (2d6)
(12) = 3
Rolls
Reaction - lv3, SR: 5-8 (f-1-c0) - (2d6)
(21) = 3
Icebreaker
Rolls
Magic - lv6, SR: 5-11 (f-1-c0) - (2d6)
(26) = 8
Icebreaker