Who wants to be a Wayfinder? Part 1





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  1. #1
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    Who wants to be a Wayfinder? Part 1

    The original game thread can be found here

    The battle in the sewers is short but vicious. Most of the rats flee out the open doorway but some stop to attack Plonk, smelling the meat sauce from the trap. Kala and Plonk have their hands full dealing with the threat while Ferrix and Jaron race across the room and scale the chains hanging from the ceiling to the third floor. They move carefully into the fog cloud following the sound of chanting until they corner the cloaked figure they spotted earlier. The moment they located the figure, it finished its chant and an eagle appears. Despite the eagle flapping about their heads and the figure's masterful handling of the dagger, Jaron and Teivel manage to slay the cloaked figure. The fog cloud dissipates and the eagle vanishes as the spells fade. Unwrapping the figure reveals a human man in leather armor. His entire body is covered with tattoos depicting trees whose branches and roots form complex knots. Interwoven among the knots are runes that Kala recognizes as druidic in origin and symbolize various animal spirits. Unfortunately he carried no documents or notes indicating why he had the young thief rob the inn or what he hoped to accomplish.

    It takes the rest of the evening to move the bodies to the surface and contact the authorities. They question the group several times to ensure they're telling the entire story. The innkeeper is incredibly grateful for his returned lockbox. He offers them free lodging anytime they're in town. The rest of the evening is spent in celebration as the innkeeper generously agrees to pay for their tab.

    Kala and Plonk, after a long night discussing their recent experiences, decide that after their near brush with death they weren't quite as eager to head into more danger. The next day they contact Noble Qui at House Tharask and bow out of the contract. Glaw and Patruk are both gone when you return to the tavern and are nowhere to be found. Noble Qui is irritated but says that he will find replacements as soon as possible.

    Two days pass quickly by as Jaron and Teivel collect their gear, say their goodbyes, and ready themselves for their next adventure. A letter from House Tharask arrived over night indicating that the replacements had been recruited and would be joining them aboard the airship.




    Dawn finds you just outside of the eastern gate of Fairhaven staring up at the sky for the first glimpse of one of House Lyrandar's awe-inspiring airships. Several other travelers gather around the airship port, keeping to themselves or in tight groups.

    Time seems to crawl by before the first glimpse of bright color in the sky is spotted by an observent traveler. The call goes out and shortly everyone is watching as a massive wooden ship descends out of the sky. Shaped like a sailing ship, this airship lacks a mast and sails. Instead its hull seems to be shrouded in a permanent cloud that roils like a thunderhead. It slows as it approaches the ground and several moments go by until it finally stops nearly a dozen feet off the ground. Ground crews secure ropes and move ladders into place to offload passangers. After a hour of work the ship begins boarding passangers.

    You are conducted up a ramp to a lower platform. A man standing at the top of the ramp takes your tickets and examines them closely. Looking up at you and begins an obviously often repeated speech. "Welcome aboard House Lyrandar's airship, "Sun over the Water". Your room is below decks, stern section. You are free to move about the ship however any door painted in red is for crew only and is offlimits. For passanger safety, no weapons are allowed on board. You will relenquish all weapons including daggers to the Master-at-Arms. Anyone found carrying a weapon onboard will be confined and be disembarked at the next port. The Master-at-Arms is just inside this entranceway, you may proceed." He waves you past and inspects the next group boarding. You see at least ten people boarding in addition to your group.

    The lower hallways are narrow and feel cramped. A large human stands at the end of the hall with two assistants. He wears a bright blue and silver shirt decorated with the House crest; a shield wreathed in waves with a mass of writhing tentacles in the center. Beside him is a large, iron bound chest and a pile of cloth. "I am Grud'al", he says, "the Master-at-Arms. All weapons must be turned in here where they will be kept safe. You may claim them when disembarking. If you are suspected of carrying any weapons past this point you will be searched. The crew on board are well trained and will keep you safe, so there is no need for weapons past this point."
    He accepts any weapons offered him and his assistants carefully wrap them in cloth before placing them in the chest. He marks the weapon and your name down on a sheet of paper before allowing you past.

    The Ship
    Spoiler:

    The ship is approximately 180' long and 50' wide on the top deck. There is a close-slotted rail around the entire upper deck chest-high for a human. There are 3 decks available to you. 3rd deck consists of 8 cabins including yours. 2nd deck has 4 more cabins for the richer passengers and also houses the kitchen and mess hall. Almost all of the upper deck is available to you, other than the very front section where the lookouts are housed.

    Code:
    H = Stairs
    I = Doors
    
    3rd Deck
        Bow
    -----------
    |#### ####|
    |###I I###|
    |#### ####|
    |---- ----|
    |#### ####|
    |###I I###|
    |#### ####|
    |---- ----|
    |#### ####|
    |###I I###|
    |#### ####|
    |---- ----|
    |#### ####|
    |###I I###|
    |#### ####|
    |----H----|
       Stern
    
    2nd Deck
       Bow
    |#########|
    |#.......#|
    |#.......#|
    |#H.....H#|
    |#.......#|
    |#.......#|
    |#.......#|
    |#... ...#|
    |#### ####|
    |###I I###|
    |#### ####|
    |---- ----|
    |#### ####|
    |###I I###|
    |#### ####|
    |----H----|
       Stern
    
    Top Deck
       .#.
      .###.
     .#####.
    .#######.
    ####I####
    #.......#
    #.......#
    #.......#
    #...#...#
    #H.###.H#
    #...#...#
    #.......#
    #.......#
    #.#...#.#
    #.#...#.#
    #.......#
    #..###..#
    #.......#
    #.......#
    #..###..#
    ##I###I##
    #########
    #########
    #########


    Your Cabin
    Spoiler:

    Your cabins are 20'x15'. It is quite spartan, no chairs or tables, just a small cabinet fixed to the wall to stow your gear. There are 4 bunks per room. You have been given the keys to the last two cabins in the stern section next to the stairway. You can feel a low vibration below your feet whenever the ship is in motion probably due to your proximity to the bottom hull.



 

  • #2
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    Midian Rightson, human druid

    Midian, remembering his last time on an airship, winces at the thought of foregoing his weapons, but submits both shortspear and shortbow to the man-at-arms.

    "This is all I have. Now, besides the crew quarters, I need to know how to access the cargo area. My companion is stabled there, and I'll want to check on him during the voyage."

    Midian also grimaces inside to think how much grief Talbot's likely to give him for yet another high-altitude ride.

  • #3
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    Johan d'Deneith, Paladin of Romance and Music (AKA Sex and Rock and Roll)

    Johan steps onto the ship and smiles at the man-at-arms.

    "Grud'al, I can assure you as a member of the House Deneith it's guilds that I shall only bear my weapons in defense of those on the ship. I am Johan d'Deneith." He offers his hand to the Man-at-arms.

    "Oh, and where do you want my horse?"

    OOC: I must direct your attention to this, not only for entertainment value, but it is possable he has heard of my parents (Who are quite well know for their Xen'drake exploits). Diplomacy +5 if needed, and note he does have favor in his house.

  • #4
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    Seria ir'Taynath

    Seeing Johan talking with the Master-at-Arms, Seria can only imagine what he is trying to talk him into allowing. After approaching closer, and hearing that all weapons must be handed over, Seria gets a better idea of what Johan is trying to use his pretty smile for.

    "Here are my only weapons, and don't let this charmer here get away with anything," Seria says with a smile as she hands over her crossbow and dagger and gives Johan a nudge. "I'll see you on board."

    Seria boards and settles herself on the top deck up against a railing so that she can watch everyone boarding down below.

  • #5
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    A tall, narrowly built woman ascends the ramp to the ship at a sedate pace. She is wrapped in a dark charcoal grey cloak, with its hood up, and her face is obscured by a featureless onyx mask. Grey eyes peer through the slits in it, though her expression is impossible to judge. Under the cloak she wears a dark blue gown with silver highlights that clings to her figure rather flatteringly, but doesn't expose so much as a square inch of skin. Her gloved hand dips into the pouch at her side as she reaches the ship itself, and presents a thin sheaf of papers to the man checking in passengers.

    He eyes her, a little dubiously. "An odd name. You work for House Thrashk?"

    She replies in a slightly siblant, soft tone that carries despite the mask. "You would accept my word over a signed and sealed document? So be it. Yes, I do. And Whisper may be an odd name, but it has suited me well thus far. May I board, or not?"

    The sailor grunts and hands the papers back. "My apologies. Welcome aboard."

    "Thank you." Whisper takes her things back and steps onto the deck.

    "I'll have to keep your weapons for you while you're on board," the deckhand warns as she passes. "The red doors are for crew only. And here's your cabin key."

    Whisper produces a dagger and crossbow without comment, handing them over without complaint or apparent dismay. She takes her key with a nod, and slips it away. For a little while she watches the sailors and passengers mill about, then goes below decks to explore and find her cabin. Once inside, she lays her pouch and pack down on the first bed that seems unclaimed and sits down for a moment to collect her thoughts.

    (Pretty much anyone who wants to speak with her can...either while she's puttering around on deck, or while she's in the cabin)

  • #6

    Jaron Dain - Paragon/Wizard

    Stepping aboard the airship Jaron takes a moment to look around his surroundings. Then once the introduction is made he quickly bringing himself back to the task at hand by relinguishing his ticket when able, then moves to the indicated passageway to the cabin lost deep in his own thoughts.

    Though weighed down with his packages Jaron moves to the hall with all the grace he can muster till he is face to face with the Master-at-Arms. And after hearing his presentation Jaron with a simple inclination of his head locks eyes with Grud'al, "Very well. My name is Jaron Dain. I don't have to store him do I?" The last said with a with a smile on his face as Torg stands up in a boxing stance on his shoulder. Then Jaron quickly hands over his weapons and takes his claim ticket, before heading toward the cabins.

    Once there and his bags have been stored on his bunk Jaron makes his way back toward the main deck.

    I thought I saw Seria and Whisper. If they are aboard for this job then things are looking up.

  • #7
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    Grud'al gives Johan a hard look and frowns as he considers the request. After a moment he says, "I've heard of your family but you I am not familiar with. The captain has been known to relax the rules for those of noble birth so perhaps the courtesy can be extended to you. You may keep your dagger but the rest must be stowed. I have to keep the safety of the other passengers in mind."
    As you start to pass he reaches out and siezes your arm in a strong grip. Leaning close he speaks quietly to you. "Should a weapon be used in any altercations while on board the captain will deal harshly with those involved." He purses his lips and whistles a long note that lowers in pitch until he smacks his lips loudly. With that he releases you to be on your way.

    The animals and other cargo are loaded seperately using larger ramps leading into the cargo area. The crew stable them in small stalls barely wide enough to admit the animals. When asked about their care, the crew try to convince you that they will be well cared for but under your constant requests they relent. They agree to escort you down to look in on them whenever the need arises.

    As the last of the supplies are loaded and all passengers are onboard the captain steps out onto the deck to address the crew and passangers. He looks to be a middle aged man whose tidy dark brown hair and beard are starting to show streaks of grey. He wears a fine silk uniform the same yellow and blue colors that the crew wears, though his is by far the most elaborate. Standing at the sterncastle before a post with a polished stone top, he addresses those assembled. "I am Captain Aust of the House Lyrandar Airship "Dawn over the Water", welcome aboard the finest airship in the fleet. My crew is the best trained sailors in the skies and will do everything in their power to make this the most enjoyable trip you've ever taken. We have finished taking on supplies and passengers and are ready to depart. Pilot Sven," he turns to a young man standing next to him. "Take us out." The man steps forward and places both hands on the stone on the pillar. The entire ship hums as the air elemental comes to life. From the railing looking down you can see that the elemental cloud has once more enveloped the hull and is gently lifting the ship into the air. The few people left on the landing platform wave farewell, slowly growing smaller and smaller.

  • #8
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    Midian Rightson, human druid

    Once satisfied that Talbot is settled (and that he can return to keep his companion company when he wishes) Midian settles down a bit. He's still nervous about the lack of weapons. But really, he thinks, what are the chances of another airship I ride on being attacked by undead pirates? He tries to laugh it off, but decides maybe it's better not to think about it.

    "Jaron!" the young druid calls out when he sees his old classmate. He smiles and reaches out to shake his hand. "I never got a chance to congratulate you on your graduate honors. Seeing as I barely managed to finish, well, I'm quite jealous."

    Midian fumbles in his cloak and brings out his official papers. "And now it looks like we're working together, eh?"

  • #9

    Jaron Dain - Paragon/Wizard

    Quote Originally Posted by jkason
    "Jaron!" the young druid calls out when he sees his old classmate. He smiles and reaches out to shake his hand.
    Turning at the mention of his name, Jaron is happily surprised by whom he finds. "Midian, How are you?" Returning the smile and handshake with one of his own.
    Quote Originally Posted by jkason
    "I never got a chance to congratulate you on your graduate honors. Seeing as I barely managed to finish, well, I'm quite jealous."
    "Well I appreciate that, though I remember someone needing a young druids help to pass some of his more "nature" oriented classes. But I figured you would be far from here by now." And with that the two quickly bring each other up to speed on their adventures since graduation. Both having a chuckle at various points in their re-tellings.
    Quote Originally Posted by jkason
    Midian fumbles in his cloak and brings out his official papers. "And now it looks like we're working together, eh?"
    "Excellent! We had been told that new members had been found for our journey. Do you know who else will be joining us?"

  • #10
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    Midian Rightson, human druid

    Quote Originally Posted by Prof Yeti
    "Excellent! We had been told that new members had been found for our journey. Do you know who else will be joining us?"
    "Both Johan d'Deneith and Whisper got the same orders, so I'm sure they're around somewhere. I'm pretty sure I saw Johan's horse in the hold when I was checking on Talbot."

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