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Island Empire Part 1, to Mermaid's Rest

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Breakfast at the Cresting Wave

As everyone is getting ready to leave Captain Marin pulls Radoon aside for a quick private conversation.

For Radoon only [sblock]Captain Marin hands over a tightly wrapped bundle, he raises one corner and you can see than inside is a cloth disk painted with arcane runes like the one Terry put on the floor to facilitate the Captain's magical arrival earlier. "Radoon my old friend I want to be there at the end of this thing. When you find my ship and my son I want to watch justice done. I know I can't make this journey with you. Will you help me? Just lay this down on the deck and I'll see the matching disk in my office change color. I'll step through then. Can I count on you? You know what it is like to get older, surely you understand my frustration?" He looks Radoon in the eye with great intensity.[/sblock]
 

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Michael Storm (warlock)

MIchael will stand with the toast and when Mariann has finished will raise his and state "May they soon curse they day they decided to tempt the wraith of Captain Honagar Marin" Michale will then drain his glass, reverse it and set it back down on the table next to his plate.
 

Breakfast at the Cresting Wave

In response to Michael's toast Marin, Terry and Marienna all raise their glasses then drink and the Captain in particular looks pleased.
 

Michael Storm (warlock)

For the DM only[sblock]In referecne to the earlier insturctions for Nicholas, the letters of credit will be drawn upon "Hairfoot Trust" :D while Michael will deal with Captial Bank and First Empire. Grond will deal with the Wheeland Bank. I will also increase the coinage for Nicholas to close to 1000gp. I am hoping he will be able to ferret out some really good buys as Amabar of Kotu in Mermaids Rest as well as developing a potiential lead to the pirates. I mean what better mark than a Merchannt buying your stolen goods and you stealing them back when he sets sail ? Anyway, once the breakfeast is over, Michael will go to the ship and retire to his cabin an perhaps practice his forgery skill...More to come[/sblock]
 

Breakfast at the Cresting Wave

OOC: Assuming there are no more toasts, last minute purchases or questions I'll advance to the launching of the 'Rumpled Bedsheet' after lunch.
 

Michael Storm (warlock)

Michael has not other questions.

For the DM only[sblock]Scott, I will consult with Grond and NIcholas and see where they prefer to have their base of operations. A ship allows us mobility but at an increased cost and lessens our security as we will have to have seamen etc.....or we could buy and construct a small house/fortress and furish it as we go. The only cost here would be for magical transportation but that could be done for less than 20,000gp still leaving the cost way less than the ship. The house also affords us more space and eventual storage but does give them a fixed point to attack etc.....What are their thoughts?[/sblock]
 

Leaving Cambre

The toasts completed Captain Marin shakes everyone's hand and you depart for the 'Rumpled Bedsheet' which is scheduled to sail in about an hour. A few of you stop to pick up purchases, or run errands, but everyone is aboard by the appointed time. Captain Marin goes to the Marin and Son office on Pier Seven and is on the dock as you set sail. A grizzled Dwarven harbor pilot takes her out looking with distain at the odd vessel. The winds and tides are as predicted and you are greeted by a beautiful sunrise as you leave the pier. The 'Rumpled Bedsheet' is away along with more than a dozen other ships this morning. Only one event mars the launch. A mornful bell tolls five times just as you clear the harbor. Some of the crew shout to men on other vessels and quickly learn that two small fishing vessels collided in the night and five men were lost. The crew take this as a bad omen coming just as you are away. It sours the otherwise happy mood on the ship. This is soon forgotten as everyone struggles to learn the new ship. She is quite different from the Rubinex that most of the crew were familiar with. Normally, a new ship would have several sea trials before attempting a voyage like this, so nerves are taunt and everyone works hard to get familiar with new rigging and layout of the vessel. She not a particularly agile ship, but the calm waters of the inner sea are very forgiving. Her course has already been plotted to take advantage of known winds and currents.

OCC: I need to know what sort of activities you'll be engaged in (for Rook, Michael and company) as well as when you plan to stand watch (for Morwyn, Radoon and Marienna--at least one on at a time. Morwyn can assign Marienna's times.) You have a crew of 21 plus officers, which usually puts in at least 12 hour days. The arms master is available for training of the crew as ordered by the Captain and any of the party members who might like a little extra practice. The voyage should see you arrive in the waters off Mermaid's Rest in the late afternoon of the 5th day. The weather on the inner sea is controlled by the Druids so their will be no unexpected inclimate weather. The almanac only calls for a rain squall on the third night out and a couple of afternoon showers. The first day should be uneventful. Once I have an idea of your plans we'll advance to the captain's dinner party. I suggest you discuss plans for your approach to Mermaid's Rest.
 

For Michael Storm only [sblock]Nicolas is in favor of a ship, prefering maximum mobility, while Grond favor's a ship as well he can certainly see the defensive advantages of an isolated tower with underground complex.[/sblock]
 

Morwyn

Does the count of 21 include Jack and Thomas?

I definitely want Radoon's input (from a military perspective) on watches, and Marienna's is welcome, as is Michael's and Rook's. Unless they've got a better idea, then we'll adopt the military schedule and set watches at 4 hours each. Presuming 7 men can handle the ship in ordinary conditions, then we'll divide into three watches of 7, with an officer.

The rotation will be two on, one off, one on, two off. During the day, at least at first, two watches will be on duty at a time. One watch will be manning the ship, and the other will be training with the arms master and attending to miscellaneous maintenance. Meals will be served around the watch change. Over night, there will only be one watch on duty, with the other two off.

If we need to switch to two watches at night, then we'll cancel the arms training and shift the schedule left one. That would most likely occur if we expect that nights are more hazardous. I'll take the first watch, since that will be on duty from 10p to 6a in hazard conditions and dawn on regular. I'd prefer if Radoon takes the second watch so that he'll be on duty at dawn in hazard conditions.

OOC: I've attached a spreadsheet with the various watches listed.
 

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