As she grew, so too did her curiosity for the world and her desire to know more about it, and so once she came of age she left the caravan to seek out a place where she sate her need for understanding. She would eventually find herself in the employment of a library, where she would further continue her studies when she wasn't busy organizing shelves. Once she heard of the expedition to Paphos however, her mind began to race with possibilities of what knowledge could be contained within it, feeling the same sense of wonder she experienced as a child looking through those first tomes. With a hurry she left the library to try and ensure a spot on the expedition team, eager to discover any and all secrets that the city may hold.
Not all the glitters is Glidbem
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As she grew, so too did her curiosity for the world and her desire to know more about it, and so once she came of age she left the caravan to seek out a place where she sate her need for understanding. She would eventually find herself in the employment of a library, where she would further continue her studies when she wasn't busy organizing shelves. Once she heard of the expedition to Paphos however, her mind began to race with possibilities of what knowledge could be contained within it, feeling the same sense of wonder she experienced as a child looking through those first tomes. With a hurry she left the library to try and ensure a spot on the expedition team, eager to discover any and all secrets that the city may hold.
As you pass through the gate into the town proper the dwarven guard calls after you. Just follow the main road strait through and you will reach the docks quick enough. Ask around for Corwin. He manages the passage and mercenaries for that expedition in this town.
The road is wide and decently clean and the shops are decent enough though you see signs of poverty down the byways and allys. Most shops look to be dwarven owned though a few human, gnomish, or Duende shops exist. Most of the urchins you see are human but regular patrols, a mix of human and dwarf, but always dwarven officers, keep them moving or to the alleyways and off the main thuroughfare.
Guard
The rawkus noise of men shouting, beasts pulling wagons, carts, and street vendor's calling fills the air. Besides the dock hands there are the boat crews and an occasional merchant overseeing his goods. Many of the urchins here seem to alternate between playing and getting chased off or performing minor tasks while a few get chased off immediately by almost any and all who catch sight of them. Nearby you spot what looks to be a guard house, with several guards lounging in the shade it's expansive awning provides, and further down the dock you see many dockhands of various races coming and going from an open air structure with several staff that review paperwork and hand back other papers.
Having nothing but the name "Corwin" to go on you approach the nearby guards, making your way through the crown of dirty youths, clattering wagons, and sweaty and muscled men that all fail to deviate in the slightest as you try to navigate through them. Upon reaching the guards you inquire where to find him the man said to coordinate passage to Paphos.

The grizzled older man peers at you and chuckles. You joining them researchers down river? Don't see many of you on your own. Where's your escort? City streets aint safe for decent folks since the expedition started bringing back tall tales and valuables that draw the less favorable types. Anyhow you can find Corben is a small shack to the east of the dockmasters station, that busy place over there. and he points to the bustling hub you noticed earlier.
Roll me a Save Test or an Observation Test. Your Choice
Rolls
random rolls, nothing to see here. - (Abumpinthecrowd:2d6)
(65) = 11
Rolls
Going with an observation roll here - (2d6)
(44) = 8
Rolls
Preceptive advantage - (1d6)
(6) = 6
Corwin
Upon reaching the station you ask about Corben and are directed to a small office built into one of the nearby offices. the door is open and looking inside you see an old man who looks up at your entrance.

I allow players to choose how they interact with NPC. You can do it all in character word for word or just sumarize intentions and add key words as needd. Remember to add rolls for actions and observations as needed.
Corwin

The old man looks you over then takes you hand If you want passag that is easy enough. We have regular boats taking suplies downriver most days. Passagee is 3 gold with quarters, or 6 silver for space on the deck. The baots will also be taking on guards in the form of adventurer or mercenary. We have one leaving at first light tomorrow if that suits you.
Corwin

Shaking his head Corwin sighs in exasperations and mutters something about foolish scholars before replying Well the expedition is always looking for good research assistants. I assume you can read and write? He pulls out a form and instructs you to fill it out according to the directions. The paper has a variety of questions ranging from history, philosophy, mathematics, and science. It takes you over a quarter of an hour to complete and upon completion he reviews your paper, comparing it with another he pulls from a drawer, then has you read back several of the answers, again comparing what you say against his own sheet.
Give me a test, you can use advantage due to your background, just for performing under pressure to see how well you do
Well, looks good enough that they may want you. You sign this contract and I will get you on the boat in the morning. You'll either have to convince the captain to allow you to sleep onboard or find a place to stay tonight and pay for it yourself.
He hand you a card with a basic employment contract, in both the basic script and a more detailed version in high script. Basically you will work to pay of any debt then make earning based on your skills (test taken) and performance. Once your debt is paid you can continue working for them or quit. He then give directions to find the boat and tells you to ask for the captain who goes by Hank.
Rolls
Test results - (3d6)
(562) = 13

As you approach the man turns to look at you and notices the contract card in your hand before standing to greet you.
Welcome miss, are you looking for passage to new Paphos? We don't sail till the morning.
Hank

The man ponders a moment before replying Well, you're small enough and the men sleep on board anyhow. How about you spend the rest of the day going over some lessons with my boy and we call it even?
As the lessons finish and the sun begins to set, Glidbem retires to her corner of the boat before making sure to hide her belongings away somewhere they'll hopefully be safe while she sleeps. Assuming all is peaceful for the night, she'll curl up in her bed and do her very best to fall asleep while her mind races with thoughts of the journey that awaits her.
Nel

You pass the time continuing your lessons with Nelwho chats about life on the river and you learn that though he is a recent addition to the crew he previously worked on his dad's ship several months. He is now working with Hank to see how other captains run their boats. He tells that in that time they have encountered not only pirates but also had several run ins with the large beasts he refers to as "dinosaurs", large reptilian creatures that are common in the area around Paphos. He has picked up many tales of the place and informs you that though it is a research expeditions there are other groups interested in the area and clashes with goblins, kobolds, hobgoblins, bugbear, and orcs are an increasing concern. Fortunately that is not a concern until the last day.
By mid-day you are getting a bit nervous about all the stories Nel has been spinning of the area and as you chat with Hank and Nel he suggest you spar with the boy, as you are both much smaller than the guard and crew. Nel is excited at the prospect and runs to get his club before you can even reply. He returns with s short polished rod about as long as his arm with a handle and guard. A bit dejected he looks at his weapon and comments Once I prove I know what I am doing they will let me start using an axe, then later when I am bigger I can start using a spear. Don't worry we won't be hitting hard. Please will you spar with me and he looks at your, glancing at your stave, with a mix of pleading and excitement.
+ attack (1 damage per success unless stated otherwise)
+ evade (Until you can act again Test at disadvantage any time you are hit to avoid damage)
+ move (move to a new room/field)
+ focus (improve the odds on you next roll)
+ other test
As she spars her movements are slow and very easy to read, due to a mix of inexperience and making every effort to avoid accidentally hurting Nel in any way. Anyone watching them train might think she was just trying to let the boy win rather than actually being this bad at fighting. Her attempts at dodging are a bit more believable however, as she really does want to avoid being hit at all.
Rolls
Attack Roll - (2d6)
(63) = 9
Evade Roll - (1d6)
(5) = 5
Nel

The youth tries to dodge and strike back at you. Though he is more skilled in moving around on the bobbing boat his youth makes hits strategies all too easy for you to see and anticipate.
Rolls
Nel's Combat - (Evade:1d6, Attack:2d6)
Evade:1d6 : (6) = 6
Attack:2d6 : (63) = 9
Nel

You both manage to avoid any serious contact for the first round and the boy becomes bolder and shifts to a more aggressive attack.
Rolls
Nel's combat - (Attack:2d6, Attack:2d6)
Attack:2d6 : (56) = 11
Attack:2d6 : (54) = 9
Rolls
Evade Roll - (1d6)
(1) = 1
Evade Roll - (1d6)
(4) = 4
Attack roll - (2d6)
(15) = 6
Attack roll - (2d6)
(52) = 7
Heritage: Agile : You automatically dodge when attacked without needing to use an action
Nel's offensive strategy proves to be a bit much for the gnomish scholar who back up and tries to evade the blows but fails and receives a couple good knocks before she can retaliate to push the youth back. Afterward you continue only for a couple more minutes, this time slower and softer to avoid any more bruises

Hank does not include you in the watch rotation designting it mostly to the 4 guards but supplementing them with a couple of his eight boatmen for half shifts each. Nel is assigned to stay close by to you and keep and eye out for your as despite his younger age the boy has been involved in several skirmishes already and Hank seems to think it unlikely that you will reach the base without something happening. He relates stories of the pirates, hobgoblins ambushes on shore at night, some of the large beasts, called dinosaurs, being intentionally wounded to cause trouble for river traffic, and more.
Let me know if you have any questions for me/Hank/Nel Anything you want to do in specific, stay up on watch, rest early, etc . . . Winds of fate will be shifting Glidbem's course to intersect the other players soon, hopefully .
Juggling stories with multiple other individuals makes predictions a bit iffy
Glidbem reaches for something tucked away under her shirt before pulling out a small red jewel attached to a chain that hangs around her neck. I do have this amulet that glows in the presence of magic. It could warn us if any of our attackers have brought something magical with them. Though given this is pirates we're speaking of, by the time we know such a thing it would most likely be too late to help. Perhaps we should just hope that this trip is one of the more peaceful ones. She gives a nervous smile as she says this, recalling all the stories she's heard of the dangers present on the river thus far. Though she hates to think about it, part of her expects that such hopes will be very short lived.
As she listens to the boy speak further her worries only increase as she begins to shift about anxiously while he talks, giving hurried glances at the land surrounding them for potential threats. Much as she would like rest before they arrive, sleep seems unlikely with the thought of inevitable conflict weighing on her mind.
The night passes and fortunately it is quiet and uneventful. Unfortunately this actually make the crew and captain even more certain that something will happen before you can make it to the expeditions base, now calling itself New Paphos as it has grown into a seed of a town. You break your fast with the rest and the crew uses their poles to push the boat along the shallow river to speed your way. They all begin to relax a bit as you draw nearer to your destination.
It is at this point that the river around you suddenly erupts into multiple waterspouts. The crew reacts immediate to try and maneuver the boat away from the torrents of water spraying up into the sky. Only when you hear Hank call out do you look ahead and your heart it filled with dread. A swirling vortex over 30' across and growing is ahead of you and pulling the boat towards it. The crew struggles but all is vain as the boat is drawn ever closer to the whirlpool. Amidst all this the guards begins shouting something and several are looking and pointing in your direction. Then, with no further warning two rush strait at you grab your arms and move to toss you overboard. One screams as if to convince himself and apologies to you Women are bad luck on boats! We need to offer a sacrifice to the river spirits if we want to live
Rolls
crazed guards attacks - (2d6, 2d6)
2d6 : (52) = 7
2d6 : (54) = 9
Rolls
Agile Evade Roll - (1d6)
(6) = 6
Attack Roll - (2d6)
(23) = 5
Attack Roll - (2d6)
(52) = 7
It is at this point that several crewment shout in increased alarm and a quick glance it all you have before the world turns topsy turvy. The whirlpool has expanded enormously and the boat tips as it rushes around its perimeter. The two guards fall from the boat, distracted as they are by their foolish attempts but the rest drop to the boat grabbing for rope, the boats gunnels, or anything solid. You catch a flash of Hanks anxious face and the boat heaves and you are thrown up into the air. A small cry alerts you as you see Nel jumping at you, rope in hand.
Rolls
Grab the Boat - (2d6)
(43) = 7
Grab Nel - (2d6)
(62) = 8
Around you is a whiling darkness that begins closing in on the boat, spinning you faster and faster but you barely register this as you are pulled roughly down into the dark depths of the river. You are about to give up hope when suddenly you realize that the suction is no longer down but instead it is pulling you sideways. Just as you realize this there is a fierce collapse of the vortex tunnel and though you and Nell manage to hold onto each other as you are slammed about this doesn't save you from the rocky walls that now surround you. The force of the collapsed vortex pushes you along and up and with a splash you find yourselves in a dark caverns with an air pocket.
At first all is dim until a trickle of light seeps out from your robes and reaching in you pull out your amulet that is emitting a dim light not. Possibly it has been glowing for a while but you were otherwise preoccupied and did not notice. As you sputter and breath in the stale air you realize the boat is not to be seen. Nel pulls the cord and a frayed end is all the sign you have that you were once tethered to the boat. A faint breeze tickles your cheek and you conclude the cavern mush have an outlet, somewhere. . . .

The boy seems a bit out of breath but otherwise ok as he responds This isn't your fault. I've been on this river bunches of times and that wass not natural. Someone did this to us, or more likely to the ship. Let's head to shore first
You both move to the shore and climb out. Though the river never felt exceptionally cold before, you never went for a swim fully clothed either, and the waters in the cave were definitely cooler than those on the surface. Nel proceeds to remove and wring out his slightly baggy and tattered shirt before coiling what is left of the rope. As he does this you note that the amulet is a bit brighter, still barely the light of a single candle, and the cave wall is rough and curves left and right out of sight of your meager light.
Story continues in the River Deep thread