Anything But Normal, Sailing the Endless Falls...

Lupaz, you remember the Pungent Shrew now. Captain Grass is a vegypygmy, a race of small plant creatures known for their cunning and viciousness. His whole crew is plant creatures, from young treants to the more humanoid voldoni, and their ship, like yours, is living. However, it clearly lacks the power and capabilities of the Khora Aisa. If you intend to cut off the Shrew, however, you must leave immediately if not sooner, and taking the time to gather rumor could see you late to your meeting with the Shrew.

Nissa, in pondering the possibilities of paying in dreams, you consider what you know of them. They are often used to purge the day's tensions, do mental housecleaning, and to collate the mind's contents. And people dream all the time, not just at night. Some scholars say all random thoughts, all "day dreams," all passing fancies are also considered a part of this dreaming. To be deprived of them for any period of time could render one... a little mad.

~~~~~~~~~~~

Upon hearing your quest, Captain Merri's eyebrows shoot into his hair with such vigor you think they may take up permanent residence there. Clearly he's startled with your audacity. But after a moment, he begins to chuckle, then laugh, and then roar.

"By the hair of Chaos' tangled locks, you folks don't think small, do you? The Glass Malestrom? Teeth of the Maw, now there's a sailor's challenge for this ship! And in three days, we're going to have to run right through the thick of it. Well, lads and lass, I hope your swords are sharp, because the Malestrom attracks trouble the way flowers draw butterflies. And I tell you, the trouble is all sharp, ye hear me? Prepare to cast off!" he bellows to the crew, and the captain stomps to the wheel to make ready the ship.

Seeing the immanent departure, Tempest, Ekilu, and Obobooboo hasten to let you know their plans.

"I've gotten solid word of where the Stormdancer is docking. I know Fee would listen to me if I managed to find her, and if I could convince Fee..." Ekilu trails off for a second, caught in a memory. "If I could convince her, we'd have a powerful ship on our side. She knows dozens of other captains. But if I miss her here, I don't know when I'd be able to find her again. I will part company now and try to get us more help," he explains.

Tempest is even more brief, and his eyes blaze with bright fury. Something he learned here had clearly affected him. "I've gotten meself a word on the Sand Skipper. Ye say we need to stop the flow of trinkets t' the Kingdom, right? Well, the Skipper hauls pretties out of the Sunscortch Wastes by the holdful, so I needs t' go have meself a little chat with her captain, eh? Catch up to you lubbers later!" With that bold statement, Tempest takes to the air, arcing to gain altitude over Bluegorge.

"I found a friend!" Oobobooboo declares, his pink body sprouting a pair of arms so he can wave them for emphasis. "He's weird! And he know Glop-In-The-Sewer! So he's gonna show me the fun way in!" Thusly confused, Oobobooboo dives over the side of the ship and is gone.

Trebuchet and Lupaz think they might know what the ooze was babbling about, Trebuchet especially. There's more than one semi-sentient ooze in the bowles of the castle in the Kingdom of Knowledge. The little pink ooze might have just found some brethern to help him find another way in! Or he might have just absorbed some bad whisky. It's hard to say with him.

Ekilu gives a bow to the other members of the party and leaves the ship just before the gangplank is drawn up. With a heave, the Khora Aisa draws away from the Crystalline Falls, and the crew is busy hauling sail, putting up the anchor, and other tasks that keep them busy for long minutes as the sails are unfurled, the wind determined, and a course charted. It's after these long minutes that Anna Cale, the water genasi priestess of the Whale Mother, comes over to the group.

"I have a message from Coron, the tempest twin. He left me this amulet he was wearing, and said you could use it to contact him. He said he and his were going to spend a few days recovering and then head to the Copper Mountain," she recites carefully. "He told me to bid you 'good hunting,' and that 'time would be on your side.' He hopes to find some information to pass on to you."

~~~~~~~~~

You said on through the days and nights, Captain Merri and first mate Zay piloting the Khora Aisa in shifts to make sure you get there in time. The seas swiftly turn from water, to kelp-choked beds, to mud, to sand, and finally...

It's early on the third day, and there's been an odd sound on the horizon. A kind of high-pitched sound, almost like a hundred thousand windchimes singing at once. Captain Merri starts barking out orders at the crew as the sand beneath you picks up speed and begins to turn clear. For a second you think that you're returning to water, but a closer examination reveals something more disturbing. It's glass. Shards of clear and smokey glass running together in a strong current.

As if that wasn't enough, a shout from the bow directs your attention ahead. Before you is a huge malestrom, miles and miles across, swirling in a huge whirlpool of glass shards, their lethal song singing in the air, the chiming of glass overwhelming everything. Above the pool whirl glimmering birds, shining wings as they dive and pull things from the water, sometimes being pulled under themselves. Occasionally waves and gouts of glass erupt from the surface, fountaining everything with razor-sharp shards.

And you're going to sail through the middle of it.

Welcome to the Glass Malestrom!
 

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"So this is the Glass Maelstrom. I only heard stories of it from Uncle Proteus, and it's just as magnificent as I imagined...Hopefully the Khora Aisa can dance her way through this safely. Is worse comes to worst, she should be able to use pockets of air or water that imbue the ship's composition with their elemental aspects to deflect the shards coming at us, a bit like what Miera does for me...at least I think she might be able to do that. I hope so. Just in case, Anemone and anyone else who might be in danger out here should probably stay belowdecks."
 

Captain Merri mutters to himself, and you can see the glowing carapace that floats upon his skin seems to thicken protectively.

"All right ye bloods! Get the sails set and then drink yer potions! I be needing every hand just to keep the Dancer on course. Nissa! Ye and yours be watching for the flyin' beasties!" he bellows. The crew scurries to obey, downing brownish potions. You see each person's skin begin to thicken and harden, like stone or bark or ice, according to the nature of the individual. The priestess Anna also throws potions to you to drink as well.

"The Dancer is just strong enough to take the beating of the glass, but we be needin' all the hands just t' keep the Malestrom from sucking her under. Watch yourselves!" he roars, as the sails unfurls in magnificent sheets of flame. Fearlessly the Khora Aisa begins to plunge through the middle of the Malestrom. The sound is deafening, and gouts of glass erupt from the currents around you, showering everyone with shards.

Even with the thickening of people's skin, some of the glass still cuts, and soon not a single person is left without some minor injury. In the hailstorm of blood and shards, you almost, almost fail to see the danger coming upon you. Down from the sky, drawn by the scent of blood, are huge, razor-winged birds, their wings spanning almost a dozen feet. Screaming to be heard above the grinding glass, they are plummeting in from all sides!

OOC: The potions Anna passed around were barkskin potions. Everyone roll me 2d6 for themselves, and that's how much slashing damage you've taken for traveling this far through the Malestrom. The saberwings are approximately 60 ft. from the vessel, three on one side and three on the other, and closing fast! You have one round to act before they're upon you.

Initiative:
Brightstar - 22
Lupaz - 18
Saberwings - 17 (though they're still 60 ft. away)
Nissa - 16
Trebuchet - 6
 

(OOC - Who's Anemone?)

Damage taken: 8 http://invisiblecastle.com/roller/view/1547887
HP 49/57
AC 23 (assuming Barkskin potion is +2)

Trebuchet pauses for a moment on seeing the incoming hostiles. When he speaks it becomes clear the hesitation wasn't fear though...it was more like what a hungry person might do just before starting in on a big steak dinner. Take a deep breath and enjoy the anticipation.

"Hostiles detected, releasing safeties."

Despite the matter of fact words, there is unmistakable satisfaction in his tone. All across his body, small bolts ratchet back, tiny vents open and belch puffs of steam, and sounds like low tones that quickly scale up in pitch to shrill squawks before cutting out can be heard.

His left hand twists in a way that would snap the wrist of a human being, then retracts back into his oversized forearm, creating a large aparture that doesn't seal over. From deep within, a dim orange glow can be seen in that hole.

"Finally; a problem that can be solved through unrestrained mayhem," the warforged says with unconcealed glee as he lifts his now handless arm and points it at the oncoming birds things.

(none of this is an action per se...just flavor. I'll post his action when his turn comes up if that's all right. I don't want to narrate a fireball, only to find the birds got too close for me to use it. :))
 

OOC: Barkskin potions are all at +2. And basically everyone will get one action before the saberwings go, so Trebuchet can fire at will, if he's so inclined. I just wanted to get the initiative sorted out first. Basically the Saberwings will be at 60 ft. at the end of their turn this round, and they'll be at approximately 180 ft. away until then.
 
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*Nissa shakes her head.*

"The sash that the locathah provided me will keep me safe just as Barkskin would. Let us save the potion for a time when it is needed later," she holds onto the potion.

(OOC: Does she recognise these razorwings with her Knowledge Arcana +10? She's most interested in knowing their creature type, whether they are inherently evil, whether she can talk to them with her inherent Speak With Animals power, and whether they tend to attack from range or in melee

Nissa's AC is 33, and she has a constant 50% miss chance. Assuming the miss chance and the deflective Miera are of no use against the glass shards, she rolled unfortunately high, for a punishing 10 damage from the shards)
 
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Dmg from Glass (2d6=8)

Vaukriel grabs Beacon of Dawn, the horrible tangled mass of sharp steel wrapped around a thick wooden pole, it's unwelcome cold touch weighs on his mind. He unfurls his black wings grateful once again for the gold sigils inscribed upon them. Largely ignoring the thin lines of blood being drawn across his angelic features, Vaukriel channels electricity into his weapon and stands ready to recieve the Saberwings.

ooc: draw weapon and cast shocking grasp. He'll try to move into flanking position before attacking anything if possible.
 

With a loud *POOM* noise, an orange comet roars from Trebuchet's unhanded arm and trails a thin line of acrid smoke as it burns towards the creatures approaching from starboard. Just before it hits the center one it explodes with violent force, engulfing them in fire!

Trebuchet watches eagerly as tendrils of black smoke ooze out and upwards from his firing cavity.

(8d6 damage, DC 17 for half...can't roll from here. :))
 

33/41 Hp

Lupaz spots the saberwings approaching, and moves up behind Vaukriel, conjuring a black panther-like shadow with a thought as he does so. The bleak creature prowls around on the edge of the Khora Aisa, radiating a palpable chill that unnerves even the most aggressive of predators.

As the hound approaches behind Vaurkriel and Nissa, his form shifts and blurs as he drops into the silent spaces between the planes, moving quickly amongst the materials on the deck of the Khora Aisa.

OOC: Lupaz activates his blinking and hides (result: 32). Then he'll study the saberwings, and try to pick out an obvious leader, if there is one, to target with Daunting Presence. Otherwise, he'll simply ready an action to use Daunting Presence once a saberwing commits itself to melee (preferably against Vaukriel) and try to keep his presence concealed from the other ones while he does it. The dark companion gives -2 to AC and saves and the shaken condition can be resisted by a DC 18 Will save (not counting the dark companion penalty) and inflicts -2 to attacks, saves, and checks. I'll move to flank if possible on my first turn, hopefully by dimension door.

More OOC: Isida, I rolled an odd result for my lucky bones - "You can predict the natural weather patterns for the next 10 days in a 100-mile radius from where you are." Would this have helped me mitigate the slashing damage to the party or help the crew in any way? Likewise, if we knew going in that the Glass Maelstrom has slashing damage aplenty, I would probably be blinking the whole time we're here, which presumably reduces the damage by half? Hey, I only have 41 hp here, I gotta try! :D Otherwise, I'm sporting 8 slashing damage. Also, do I get the barkskin bonus? No opposable thumbs, you know.

Actually, I made a mistake - dark companions can't flank, and they're automatically recognized as illusions. Oopsie. I've edited the post to reflect this.
 
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And doing a little retroactive correction due to the new information given...

Lupaz's bones give him a nose for the weather that day. Though they cannot predict the random glass spouts, they do help him read the wind and Captain Merry is able to steer with the worst gusts rather than go through him. The blink dog's natural ability to phase himself partially out of reality gives him an extra edge in avoiding the worst of the spray.

Vakuriel prepares himself to unleash shocking fury when the saberwings draw near, and Lupaz hides himself in the shadows of the mast, his Dark Companion lurking near to scour the confidence and competence of any saberwing that nears him. The saberwings begin to close with terrifying swiftness, their sharp-edge wings glittering cruelly in the light.

Nissa readies herself as the saberwings near... and Trebuchet unleashes fiery arcane fury! The saberwing writhes in mid-air, doing a spectacular twirl that manages to miss the worst of the fire, but it still comes out streaked with soot as continues its path towards the Khora Aisa!

[sblock=OOC]: Everyone, due to Lupaz's luck this day, you all take half of the damage you rolled. Lupaz takes half of that due to his blinking. Also Lupaz, someone would have been willing to pour your potion in a bowl or something for you to drink. Nissa, the 50% miss chance did not come up in your favor. You don't know much about these creatures, but while not precisely intelligent, they are not animals. Most of their damage is done by their wings themselves, hence the name "saberwings."

Trebuchet, your saberwing victim got a 26 for his Reflex save and you rolled 28 for your damage, so he only takes 14.

Saberwings are now, seriously, 60 ft. away and will be in melee range on their turn next round.[/sblock]
 

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