With everyone aboard, the ship
Illest Omen set sail under a clear blue sky. Ten minutes later, the ship is under full sail, heading north along the coast to smell of salt, the cool mist of sea-spray on the skin, and nothing but the regular crash of the waves and the occasional calls from the crew to break the morning's quiet. Looks to be clear sailing.
Captain Boundling informs you that if the weather holds out, you'll be arriving at the tower sometime early the next day. Until then...
GM: | You have several options on what to do for the day while you sail. You may open the sblocks to read what they are, but don't open the Mechanical Effects sblock until you have posted which action you are taking.
All Mechanical Effects go into effect after your extended rest on the ship(I.E. the first day).
Each of you may only select one action. Multiple people may select the same action for their days if the action does not have a * | |
[sblock=Rest]You spend the day resting up for what is to come,. You relax, watch the shore go by or lay in a hammock, watching the clouds drift by in the sunlight.[sblock=Mechanical Benefit]You gain 5 Temporary Hit Points per level that last until your next extended rest.[/sblock][/sblock]
[sblock=Train]You spend the day training for what is to come. This might mean practicing with weapons, meditating, studying, or whatever it is you do to prepare for combat.[sblock=Mechanical Benefit]You gain an additional Action Point.[/sblock][/sblock]
[sblock=Train the Militia]You spend the day whipping the militia into fighting shape, making sure they know how to use their shields and spears and javelins, at the very least which point goes into the enemy.[sblock=Mechanical Benefit]The militia gain +1 level.[/sblock][/sblock]
[sblock=Prepare the Militia*]You spend the day impressing on the militia what they are up against, the rerising dead, like something from the horror stories they were told as kids, but real.[sblock]The militia will be able to act the first time they face the rerisen dead.[/sblock][/sblock]
[sblock=Read the Journal*]Kaz has the journal from one of the members of the militia's ill-fated first foray to the tower. As the others go about their tasks, you spend the day reading it aloud to them to help prepare everyone for what they will face. [sblock=Mechanical Benefit]I will post the journal entries.[/sblock][/sblock]
[sblock=Help Sail the Ship]You spend the day doing what you can to help the energetic Captain Boundling and his small crew, pulling in lines, manning the rudder, cleaning the deck, trimming the sails, etc.[sblock=Mechanical Benefit]The ship arrives earlier in the day than it would have otherwise. You will have more hours before nightfall the first day...[/sblock][/sblock]
[sblock=Keep a Lookout Along the Shore]You spend the day keeping an eye out on the shore, looking for the dead or anything else that might threaten the ship.[sblock=Mechanical Benefit]You spot a small sea-cave from which you spot a glint of golden light in the cliff wall as you near the tower. Convincing Boundling to let you take a small boat to examine it, you find a small shrine bearing a tiny gold statue of some long-forgotten goddess surrounded by natural crystals and vials full of golden liquid. The statue is worth about 50gp if you wish to take it and there are also 1d4 vials of Holy Water(level 1) or 1 vial of Holy Water(level 6).[/sblock][/sblock]
[sblock=Get to Know Your Companions]You spend the day getting to know the strange little company that is setting out to the tower, perhaps regaling them with tales of your previous adventures or listening to theirs, speaking of home, telling jokes, and otherwise bonding with your companions.[sblock=Mechanical Benefit]While you are adjacent to an ally, you both gain a +2 teamwork bonus to saving throws. While you are flanking with an ally, you both gain a +2 teamwork bonus damage.[/sblock][/sblock]