Adventure:Land Ho! FWBTHW (DM:H.M.Gimlord,Judge:Ozymandias79)

[sblock=OOC]I'm not sure of the right onomatopoeia to use here. When I used Hpmh, it was not like a rebuff or reflecting any hurt/disappointment/disagreement. Rather, I was going for a sound my father makes when I talk to him. Just a monotone almost grunt of acceptance; his form of "uh-huh". A way of saying, "I heard you, and I don't feel like saying anything in response. But, just so you know, I heard you."

Any ideas on a better word to use? Hmm carries to much "I'm thinking about it", but I think the Hmph I used also carried a connotation not intended. [/sblock]
[sblock=OOC]Funny you should say that, because I've heard a similar sound, and the vernacular, "Hmm" doesn't quite capture the gist of it. Though, "Hmm" communicates, fairly accurately, your intended meaning, it doesn't capture the actual sound made.[/sblock]
 

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Though land was sighted in the morning, it is mid-afternoon by the time The Gail rounds the lighthouse cliffs, and nigh on evening by time she pulls into port. The whole time, Fargo was a complete blur, bounding from rigging, to foredeck, to rail, shouting orders and rebuffing complaints.

The harbor is surprisingly large, considering the surrounding topography. Once rounding the northern cliff, past the lighthouse, it becomes evident that the cliff is nothing more than a large, hooking peninsula stretching northward into a giant gulf. The interior of the 'hook' guards calmer waters from the tides of the outer ocean, and it is in the pit of this hook that the harbor of Rioc Alair lies. The city itself is atop the cliffs, which have been hewed back to form a man-made 'beach' of sorts out of the sandstone rock, three or four hundred yards wide and about fifty yards deep. to the center is a pass in the cliffs that ramps its way up to a walled gate that forms the city's main entrance. To the left of the harbor is a shallow, hair-pinning road that winds its way up the cliff face to a large, friendly-looking fachwerk structure, obviously an inn that caters to sea-going merchants. Streetlamp-like lanterns line the winding road, burning with a welcoming light, having just been lit to ward off the twilight shadows that settle quickly inside this fjord.

As the ship drops anchor in the harbor, the dwarf approaches the group of five (six if you count Dayna), "'Ere's 'here aye wishye luck goin' 'shore. Me crew an' aye 'ave bisness otherwheres 'bout town." He points to the inn on the cliff, "Tha' thar's th' Crystal Mog. If ye fin' this'ere 'Ankel, ye jus' bring 'im abard, an' we'll all parlay th' starry t'im." He winks at you, "I 'magine ye won' be jumpin' ship on me iffin'ye wan' tah get 'ome." He turns to get back to work on the ship, and stops quickly swivelling back to face the group, "Oh. An' if'ye wan' ta go intah th'city, be warned ye'll be asked tah leave ye're weapons 'ahind. Iffin'ye don' like those tarms, ye may leave'm with me." He hefts a small box on his shoulders, looks sidelong to make sure no one else is overhearing, and says, "If'ye decide tah do tha' I'll give'ye me dock's tax as c'lateral." He opens the box to reveal that it is filled with platinum coins (about fifty by Fenwick's quick count), "Iff'n Aye leaves withou'ye, ye'll not have retarn this. Iffin ye don' pay the tax the m'litia'll seize an sink th'boat an' ye'r weapons. Then they throws'ye in th' dungeon. Aye seen i' dun 'afahre. 'Sa big deal. Th'ole town comes out tah 'elp!" He chuckles, "I'll jus' 'old on tah th'box an' ye hol' ontah ye'r weapons till ye decides if'ye wants tah go intah town."

As the group descends the gangplank, Fenwick, Riardon, Talon, and Rujah immediately feel out of place for some reason. [sblock=Perception DC 15]The demographics of the area are uniquely human. The only non-humans within sight are yourselves and several domesticated pack animals (as well as some dogs, cats, and vermin).[sblock=Perception DC 20]If the dwarves descending the plank notice this, they don't seem to be thinking it anything out of the ordinary, though they're not exactly rushing down the gangplank with excitemet.[/sblock][/sblock][sblock=Translation]"' Here's where I wish you luck going ashore. My crew and I have business other places about town." He points to the inn on the cliff, "That there is the Crystal Mug. If you find this here Hankel, just bring him aboard and we'll all tell him the story," He winks at you, "I imagine you won't be jumping ship on me if you want to get home." He turns to get back to work on the ship, and stops quickly swivelling back to face the group, "Oh. And if you want to go into the city, be warned that you'll be asked to leave your weapons behind. If you don't like those terms, you can leave them with me." He hefts a small box on his shoulders, looks sidelong to make sure no one else is overhearing, and says, "If you decide to do that, I'll give you my dock tax as collateral." He opens the box to reveal that it is filled with platinum coins (about fifty by Fenwick's quick count), "If I leave without you, you'll not have to return this. If you don't pay the tax, the militia will seize and sink the boat, and your weapons. Then they'll throw you in the dungeon. I've seen it done before. It's a big deal. The whole town comes out to help!" He chuckles, "I'll just hold on to the box and you hold onto your weapons until you decide if you want to go into town."[/sblock]
 

Fenwick wobbles a bit trying to get his land legs back. "Fenwick enjoying feeling of land again." He looks around a bit trying to figure out what's different about this place. "Something here not like Daunton. Difficult for Fenwick to put finger on, though."

[sblock=roll] Perception roll upon stepping on shore. (1d20+1=10)[/sblock]
[sblock=HM]
To the left of the harbor is a shallow, hair-pinning road that winds its way up the cliff face to a large, friendly-looking fachwerk structure, obviously an inn that caters to sea-going merchants.

I think the term you're looking for is half-timbered
[/sblock]
 



[sblock=OOC]Perception = 26[/sblock]

Jin surveys the harbor. "Hmm. Only humans. I think we're going to stick out."

[sblock=HMG]So, we've got to give up our weapons to the Crystal Mug? Just want to be clear.[/sblock]
 
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[sblock=OOC]The Crystal Mug is not in the city proper. It's on a bluff outside the city wall, and, therefore, will not require you to check your weapons. If you want to go into the city, you'll have to do so by way of the gate (or perhaps by some other nefarious means). There is a road that leads to a second gate, where the guard will also require you to check your weapons.[/sblock][sblock=Map]This is a really poor and unfinished map of the harbor as I envisioned it. I hope it doesn't spoil your imagination too much, but I figured I'd give you the gist of what it's like. Picture the docks busy with harbor life, trading, fishing, the like, and the Crystal Mug a little more lively and surrounded by smaller village-like buildings outside the wall.
RiocAlairHarbor.png
[/sblock]
 
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Riardon

"You are right! Are we sure we have to enter the city proper? I don't like giving up my weapons in potentially enemy territory. What about shields?" Riardon responds to Jin in particular.

[sblock=OOC]
Perception (1d20+8=16) lower than my passive.

BTW: Thanks for the map, I think it is always better than having two radically different locations in mind. And it is rough enough to leave room for imagination.

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not approved.
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Everyone in 20 sq around Riardon gets a +2 to initiative.
When you spend an AP, you get a +1 on attacks.

[sblock=Mini stat block]
Riardon
Perception: 18 Insight: 13 Low-light Vision
AC 20 Fortitude 18 Reflex 17 Will 16
Initiative: +4
Hit Points: 44 / 44 Bloodied: 22
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 1
Healing Surge:11 Surges per day: 8 / 8
At-Will Powers: Directing Strike, Opening Shove
Encounter Powers: Inspiring Word 2/2, Aid the Injured, Chilling Cloud, Warlords Favor, Steel Monsoon, Feystep
Daily Powers: Calculated Assault, Sunblade Burst

Condition:

[/sblock][/sblock]
 

Perception Check (1d20+9=27)

"Yes, only humans here except for us and dwarves from ship. Maybe make easier to find dwarf Hankel though." Talon says, looking on the bright side. "We not have to give up weapons to go to Crystal Mug. I say we go there and see what we find first. I also like to get look in Crystal Mug basement to see if that where we were. Maybe owner know name or location of bad guy who got away. If we need to go in city after that, we make our choice then where to leave weapons."
 
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