SelcSilverhand
First Post
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
[SBLOCK]
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.
[/SBLOCK]
Your Cabin
[SBLOCK]
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.
[/SBLOCK]
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
[SBLOCK]
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#|
|#.......#|
|#.......#|
|#.......#|
|#... ...#|
|#### ####|
|###[COLOR=Red]I I[/COLOR]###|
|#### ####|
|---- ----|
|#### ####|
|###[COLOR=Red]I I[/COLOR]###|
|#### ####|
|----H----|
Stern
Top Deck
.#.
.###.
.#####.
.#######.
####[COLOR=Red]I[/COLOR]####
#.......#
#.......#
#.......#
#...#...#
#H.###.H#
#...#...#
#.......#
#.......#
#.#...#.#
#.#...#.#
#.......#
#..###..#
#.......#
#.......#
#..###..#
##[COLOr=Red]I[/COLOR]###[COLOR=Red]I[/COLOR]##
#########
#########
#########
[/SBLOCK]
Your Cabin
[SBLOCK]
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.
[/SBLOCK]