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Audio 20_-_Voyager.mp3 - (2.05MB , 20 - Voyager.mp3 )
2489 No. 2489 Locked edit hide watch expand quickreply [Reply] [First 100 posts] [Last 50 posts]
Once the party passes through the gates, the boat slowly arcs back north towards the river's mouth, and you have a slightly bumpy ride as your automated magical rivercraft transitions from the open sea to the great Surbin river. The climate is temperate, and the surroundings are fairly open, with scatterings of trees here and there as you continue north without much incident of note.

It takes five days to pass through an unusually sandy passage, with the pseudo-shaman sleeping in the day and keeping watch whenever the ship stops at dusk to make camp, and then begins to glow brightly at dawn when it's ready to head off again. Whenever the boat stops, it moves over to shore and deploys a small platform which folds from the side of the hull, and a chain harpoon-like construction darts out and fixes itself firmly to the ground, to prevent any odd currents from pulling the boat away. The river itself has been calm the whole way, however, and quiet. Gourmert will entertain you with whatever stories he has of his journeys around northwest Faerun, particularly focusing on the different local foods. He will also offer to share a bit of food from his pack if asked, though you all expend at least four trail rations along the way*. You notice the terrain has become steadily more swamp-like and marshy as you leave the somewhat deserted areas, and the trees hang low and droop as if over-saturated with water.

*If you want to avoid spending trail rations, you may take one Nature check per day (so five total). DC15 will find food/water for yourself, DC25 will for up to five people. Each of you may make individual checks. Foraging may include looking around while camped, hunting, fishing, or other reasonable methods. You don't have to worry about water, being on a river and all. Brief pause here for foraging opportunities, then we'll move onto the good stuff.
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>> No. 3207 edit
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>>3206
The orc snarls back at that, "I don't answer to you maggots!"
>> No. 3210 edit
Then Sureiya walk to the boat, and suggest to his comrades to do the same.
>> No. 3211 edit
>>3210
Michael walks to the boat and plants his banner upon it, ready to leave.
>> No. 3218 edit
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The group gathers on the magic raft, and Torinn's steed barely manages to fit on the rear end of it. The next few days of your journey pass without incident, except that the temperature begins to drop sharply, and you start seeing snow here and there as you continue your journey northward. By the time you near your destination, you can see snow-tipped peaks in the distance, and the ground beneath your feet is mostly devoid of plant life, except for the most hardy of trees and shrubbery.

Followup post to follow, in a new thread.


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2481 No. 2481 Locked edit hide watch quickreply [Reply] [First 100 posts] [Last 50 posts]
This thread will be for OOC Chatter and Discussion.

Character Sheets:
George (Myn Nthelsyr) http://www.myth-weavers.com/sheetview.php?sheetid=215664
Hideiling (Michael Silversteel) http://www.myth-weavers.com/sheetview.php?sheetid=217177
Bernkastel ("Bernkastel") http://www.myth-weavers.com/sheetview.php?sheetid=285555
Astaroth (Torinn Tormine) http://www.myth-weavers.com/sheetview.php?sheetid=217138
Liliane (Sariel) http://www.myth-weavers.com/sheetview.php?sheetid=217112
anon-kun (Sureiya) http://www.myth-weavers.com/sheetview.php?sheetid=224099

The Books: http://www.mediafire.com/?7g2v42d2xdy7f

>>415
Everything has been put together here and organized for maximum ease of use:

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>> No. 3436 edit
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>>3435
I think the doubts were that Essentials classes fall behind at the higher levels, not the lower levels. All classes have fewer resources at lower levels. There was a mid-paragon test, but no heroic that I saw.
>> No. 3437 edit
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>>3436
True. And the argument that they get their dailies later is pretty much moot when some of them don't get daily powers in the first place.
>> No. 3442 edit
Thelkra's corpse is being blamed for the assassination attempt. We should look while we're still here so we can investigate the crime scene ne.
>> No. 3444 edit
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New thread!
>>3443


Audio 01_-_Bustle_of_the_Capital.mp3 - (6.82MB , 01 - Bustle of the Capital.mp3 )
2419 No. 2419 Locked edit hide watch expand quickreply [Reply]
Waterdeep. The City of Splendors sharply contrasts the patchwork-style Baldur's Gate in appearance, though its heart seems similar. Your ship passes through a large sea gate and heads north, towards a busy, bustling port. The mid-morning sun illuminates the dock ward quite thoroughly, and a collection of white-washed wooden, single-story buildings lines the dock streets. The docks themselves are thick, brown timber, and look to be very well-maintained. There are a large scattering of different ships already docked here, and yours pulls towards one of the empty docks. The roads themselves are orange-tinted cobblestone, and quite clean considering the massive bustle of various humanoids clogging them.

As your ship enters the docks, you may notice a walled-off waterway to the northwest, above which peeks a few broken masts and a thick-looking fog. The sailors seem to pay that area no mind, and are much more concerned with getting the ship docked. The merchants emerge from below deck, one by one, over the course of a few minutes, and one of them, the halfling, carries a few bags of coin.

"Thank yas kindly for the escort, adventurers. Who knows what would've happened without yas? Here's yer payment," he thanks you, handing you each a bag containing 300 GP.

With that, the adventurers, Gourmert, and the merchants disembark, and the merchants take their stacks of goods with them as they head out into the bustling city. The first thing you might notice is that unlike the makeshift construction of Baldur's Gate, Waterdeep has a much more ordered, uniform style of construction. Most of the buildings at the dock ward look the same, with the one-story buildings closer to the docks, and the buildings gradually increasing in height as your vision leads further north. To the northwest is the famous Mount Waterdeep, which dominates the western horizon, and the eastern horizon is likewise dominated by a much longer, yet not as high plateau. These two formations encase the city itself along the seaside, and the river lies to the west beyond Mount Waterdeep. It would appear that river boats and sea boats share the same docks of the dock ward city district.

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>> No. 2484 edit
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>>2480
The gnome regards the half-orc with a bit of surprise, "Ah, return? Well, it's not programmed for that. But don't worry, ya'll be at the Mithral Hall! The dwarves'll see to it you get back safe and sound."
>> No. 2485 edit
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"I see, well thank you very much sir, we will try to don't break your little toy"
>> No. 2488 edit
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The gnome doesn't look too appreciative of his finely-crafted boat being referred to as a "toy," but he decides to let it slide as Gourmert and the adventurers board. Once on board, Myn has little trouble activating one of the gemstones, and the runes carved into the boat glow faintly as it begins to move on its own, pulling out of the docks before heading south, out of the sea-gates of the city proper and back out to sea.
>> No. 2491 edit
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>>2489
Next part!


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2219 No. 2219 Locked edit hide watch expand quickreply [Reply] [Last 50 posts]
When mingling with the crew, Torinn finds they are pleasant enough, if a bit gruff and difficult to wrangle much information from. Still, Gourmert is happy to tell him tales of his adventures, when he's not busy stuffing his face with food from his satchel.

It is nearly sundown when the calm sea air is broken by an unnatural-sounding clattering from the base of the ship. This is followed by the sounds of something scuttling very quickly along the sides of the ship, which prompts yelling from the captain, "Adventurers! Brace yourselves, I think we've got an infestation!"

Myn is the first to spot it: three giant lobster-like beasts scuttling up the side of the ship, moving with an unnatural quickness. Each of them is covered by a carapace which is a deep purple which fades to red as it ends its segments, and they move on two sets of legs and use a pair of claws to grasp and pull themselves up the side of the ship. Between these legs and the claws are three sets of smaller, pincer-like appendages. Of the three, two are a bit larger than the last, with one over-sized claw which they favor slightly. The third has smaller claws, but a vicious-looking stinger on its tail.

Michael and Torinn spot four more of the creatures quickly thereafter: two more of the smaller ones, one larger one, and one that is different than the ones Myn saw--it's as big as the crushers, but it doesn't have an oversized claw, and its carapace segments reflect the evening light in strange color patterns.

The smell of rotten seafood is in the air as the battle is joined.

Okay, so, you all can take ONE ACTION to prepare yourselves (standard or move or minor), I suggest you equip your weapons, shields, or implements, as the case may be. Go ahead and roll initiative in the post as well.

Nature check for information on the Crauds.


Players
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>> No. 2407 edit
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>>2403
>>2404
"Well, I believe I could always do similar things, but some evocations have been manifesting differently... I wonder if it's the gloves."
She looks down to her gloves, and conjures a small cube into the floating mage hand.
>> No. 2408 edit
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>>2407
Torinn scratches his head in confusion. Maybe it was that simple, since they'd both taken new equipment.

"Maybe that's all it is, then."
>> No. 2409 edit
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>>2408
The shaman nods in response... though it is a little strange that an item of arcane magic could affect a primal evocation. She looks to said companion again, but finds no answers.

Oh well, it's probably nothing.

>> No. 2412 edit
>>2392
The Warlord wasn't expecting to reach Waterdeep so fast, but that fighting the other day must have ruined his sense of time or something. The meal that the sailors treated them to was a lot better than the stuff that the inn had, even if it was seafood, something he didn't normally liked. He gives his regards to them if him and the party are to depart from the ship soon.


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1874 No. 1874 Locked edit hide watch expand quickreply [Reply] [First 100 posts] [Last 50 posts]
When the adventurers awaken the next morning, they busy themselves preparing for their next quest. Many uncertainties lie ahead, and the adventurers hone and refine their own skills before getting ready to set out.

When they gather downstairs, they notice one of their number is missing: Sariel is not with them. Asking the halfling manager of the inn about her reveals that she left a few hours ago, saying she was headed for the Arcanimus, and that she'd be in touch.

Knowing they were to meet with Thalwynn, the party sets out from the inn, and takes the main road, through the merchant district. The sky today is clear and the streets are busy, a complete change from yesterday's gloomy atmosphere. Every stall set up in front of the tall, stone and wooden buildings lining the street is fully attended and surrounded by city-folk of all races, including rarities such as muls and dragonborn.

Torinn takes the lead, with Michael and Sureiya behind him, and the shaman and warlock bringing up the rear, trying to find a clear path through the crowded streets to the Flaming Fist headquarters, which is some distance away. Sureiya is the first to spot it, but the shaman and dragonborn notice it quickly as well: in the distance, a familiar-looking tiefling is darting this way and that, tapping people on the shoulder and speaking with them briefly. Near the tiefling are four heavily-armored guards, which stand out quite a bit in the crowd of townspeople, especially since each is wearing a tabard decorated with the coat of arms of Baldur's Gate. Each of them carries large, two-handed pole-axe and is decked out in full steel scale armor, with visored helmets. It appears they're on a hunt.

Decision Time:
Attempt to evade the tiefling and his attendants, or confront him directly? Need a party consensus, go!
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>> No. 2202 edit
Sureiya feels a bit nervous about this travel, so he go and search for the diplomat. Maybe asking him some things will help to relax.
>> No. 2207 edit
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2207
Torinn hadn't been on a boat before, or even traveled near the seas during his lifetime. So naturally he spent a lot of the time on deck asking anybody who didn't look busy about the vessel, the route they were taking, what do they usually eat, how do they know where they're going, could he help, and what they usually do to kill time. Stories and cautionary tales, such as The Rime of the Ancient Mariner, were exchanged, and sea shanties were sung.

Presently, Torinn is listening to Gourmert recounting a particularly tricky negotiation in a place with some fine local cuisine. He keeps his focus on the horizon "portside", as he was told it was called, occasionally nodding along.


Take 10 on diplomacy to mingle with the crew
Reposition at O-12

Replace all references to the albatross and other such details with setting-specific references

>> No. 2209 edit
Myn walks over to the starboard edge of the deck and looks out into the water idly.
>> No. 2220 edit
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2220
New thread~
>>2219


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