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Arkvoodle
2013-09-23, 08:42 AM
Ethereal Winds

The voyage had begun peacefully, the waters calm and serene, the wind strong and steady, the sky clear and bright. It was supposed to be a simple voyage, a cargo run across the Midnight Sea with minimal risk and ample reward. The pirates of the Midnight Sea were known to be a cowardly lot, only targeting the most vulnerable vessels. So the Oracle Wind, a heavily manned merchant ship, had little to fear from raiders. The crew was well seasoned and the captain possessed a weathered eye, both had made the journey countless times before with no complications. This time, something had gone wrong.

It began when dark clouds had blown in, covering the sun and turning day into night. Heavy rain pelted the ship like a hail of stones, and the sea became a churning torrent of white capped waves. The dark waters rose and fell, tossing the ship about on massive swells. The winds whipped and tore at the sails, tearing several loose before the crew could manage to stow them safely away. The warning bells clanged, and lifelines were secured. Thunder rolled through the violent storm, and lighting flashed purple streaks across the sky in stunning arks. It seemed the sea itself had come alive in a violent rage, and every wave threatened to overturn the ship and cast it into the depths.

That is when they were sighted. Two strange ships unlike anything anyone aboard the Oracle Wind had ever seen before. Not on the waters of the Midnight Sea, but above, moving through the churning storm clouds. One seemed to be a schooner with bizarre sails and robs extending from its hull, the other seemed to be a terrible warship sporting a large skull on its bow and dozens of curved spikes extending from its hull. The two ships glided overhead as easily as the Oracle Wind would carve through a calm sea, trading flashes of spellfire and volleys of missiles. Clearly in the middle of a battle, neither ship seemed to notice the merchant vessel tumbling through the sea below, when without warning, a flash of blazing lighting streaked from between the embattled ships and struck the mast of the Oracle Wind.

Light and heat rolled across the deck, tossing sailors from their feet and flinging several into the raging sea. The sound and light robbed crew and captain of their senses, and a disturbing feeling of vertigo caused many to wretch and clutch at the rails and lifelines. Prayers and curses were shouted to the gods as chaos erupted all around the merchant vessel. It seemed the universe itself had exploded in a violent barrage of color, light and sound. Then just as suddenly as it had all began, it stopped. The two embattled, flying ships were gone, the storm was gone, and even the familiar waters of the Midnight Sea were gone. Damaged and adrift, the crew of the Oracle Wind found themselves becalmed in the middle of a vast, silvery expanse surrounded by countless unfamiliar stars...


Campaign Summary
Welcome to the Plane Above, the silvery expanse known as the Astral Sea. Here the great dominion ships sail. Here reside the realms of the gods. Here is where myths are born, and the destinies of the planes are decided. The PCs, crew and/or passengers aboard the ill-fated Oracle Wind, will begin the campaign adrift on the astral winds on a ship not built to sail the silvery mists, and too damaged to even try. They will find themselves thrust into a realm of the unfamiliar, with nothing to aid them but their own wits and abilities. Through the course of the campaign they journey to many fantastic locations, meet strange and fascinating creatures, and face-off with astral pirates as they seek a way to return to their own world, or make a place for themselves in the Plane Above.

Character Creation Guidelines
Characters will begin at 7th level
Determine abilities using 22 point buy system
Characters may be any of the following races: Human, Elf, Dwarf, Dragonborn, Eladrin, Halfling, Half-Elf, Half-Orc, Pixie, Satyr, Tiefling
Characters may choose any 4th edition class
Any 4th edition source material is permitted for character creation
Characters begin with 1800gp and one magic item of 8th, 7th and 6th level
Only good or unaligned characters will be considered

Open Character Slots
1. Aldric, Male Dwarf Warden (Played by: Infernally Clay)
2. Prosper, Male Human Wizard (Played by: Shular)
3. Krindash, Male Dragonborn Warlord (Played by: Dreamwolf)
4. Dantes, Male Satyr Assassin (Played by: Leolo)
5. Laughing Eyes, Male Half-Orc (Played by: Iron Penquin)

Dreamwolf
2013-09-23, 08:54 AM
Kridnash
Background Kridnash serves as the Oracle Wind's bosun, and is quite happy pushing the sailors to excel. He is never so happy as when he's shoving some poor new swabbie who hasn't yet got the dirt off his feet, threateningly pointing out the nooks and crannies that the lubber failed to properly swab.

The dragonborn warlord has served on the Oracle for over five years, and is known for his hard edge, but his strength in times of crisis. Whatever one might think of his methods, it's impossible to argue with his results. Anyone who has ridden out a storm on the Oracle will gladly tell you how happy they were to have Kridnash taking charge of the crew.
Character Sheet====== Created Using Wizards of the Coast D&D Character Builder ======
Kridnash, level 7
Dragonborn, Warlord (Marshal)
Build: Inspiring Warlord
Warlord Option: Combat Leader
Commanding Presence Option: Inspiring Presence
Dragonborn Racial Power Option: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Poison

FINAL ABILITY SCORES
STR 18, CON 14, DEX 10, INT 14, WIS 10, CHA 16

STARTING ABILITY SCORES
STR 15, CON 14, DEX 10, INT 14, WIS 10, CHA 13


AC: 22 Fort: 21 Ref: 18 Will: 20
HP: 56 Surges: 9 Surge Value: 16

TRAINED SKILLS
Athletics +11, Endurance +9, Heal +8, Intimidate +13

UNTRAINED SKILLS
Acrobatics +2, Arcana +5, Bluff +6, Diplomacy +6, Dungeoneering +3, History +7, Insight +3, Nature +3, Perception +3, Religion +5, Stealth +2, Streetwise +6, Thievery +2

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Dragonborn Racial Power: Dragon Breath
Warlord Feature: Inspiring Word
Warlord Attack 1: Direct the Strike
Warlord Attack 1: Rousing Assault
Warlord Attack 1: Hammer and Anvil
Warlord Attack 1: Orchestrated Offensive
Warlord Utility 2: Aid the Injured
Warlord Attack 3: Inspiring War Cry
Warlord Attack 5: Stand the Fallen
Warlord Utility 6: Stand Tough
Warlord Attack 7: Lion's Roar

FEATS
Level 1: Emboldening Presence
Level 2: Axe Expertise
Level 4: Lend Might
Level 6: Improved Defenses

ITEMS
Dwarven Thrower Greataxe +2 x1
Summoned Chainmail +2 x1
Spidersilk Mantle +2 x1
Shoes of Water Walking x1
====== End ======

Leolo
2013-09-23, 10:00 AM
Dantes the cook:

Dantes looks like an experienced and hardened sailor, shaped by scars and stories. When he was young much like many satyrs he was full of emotions, ever switching between curiosity and ill temper. A Bravo and a Thief, fast and deadly with the blade. In this time of his youth he would have killed a man for not much more as an imaginary insult or some money in his bag. More than one night he had stalked through the shadows of port cities, searching for music and blood on his blade and even found others that teached him how to use such shadows. And used him to kill those they wanted to disappear.

But this is decades and many scars and wounds ago and Dantes has become more aware of the results of his own reckless actions. The most heaviest of his scars is at his left feet from a spell that has nearly crippled him years ago. This wound also had him prevented from climbing into the rigging again, and he lost much of the strenght needed to be a sailor and became a cook instead. Learning how to cook was the best thing he ever did. Dantes startet to learn about patience that tamed his insatiable passion down to a level where he could survive, and from this point on he learned about the power of a low profile and deception. For years after his leg became injured he sailed the sea, hired on merchant ships as well as those with less legal intentions. He still is curious and can't control his fiery mind all the time. But he tries to satisfy it by his passion for brewing and cooking things people doesn't ask for what it is.

About a year ago he hired as a cook on the oracle wind, and fast teached everyone not to touch the brewed things in his kitchen cabin. Although Dantes can be frightening with his fast switching temper and all his scars he is a fine sailor and loves music and the feeling of wind on his old skin.

Rulewise he is an nightstalker assassin with the Occupation(mariner) background and the bravo multiclass feat. He has the alchemist theme as a result of his passion for brewing and cooking. Dantes is charismatic and nimble, but he lacks the power of the other sailors and can't climb anymore that well. Although he once was at best unaligned in his youth now Dantes has a good heart and regrets many things from his past.

Character summary:
====== Created Using Wizards of the Coast D&D Character Builder ======
Dantes, level 7
Satyr, Assassin
Build: Night Stalker Assassin
Guild Training Option: Night Stalker
Occupation - Mariner (Perception class skill)
Theme: Alchemist

FINAL ABILITY SCORES
STR 8, CON 11, DEX 20, INT 10, WIS 12, CHA 18

STARTING ABILITY SCORES
STR 8, CON 11, DEX 17, INT 10, WIS 12, CHA 15


AC: 22 Fort: 14 Ref: 18 Will: 18
HP: 45 Surges: 6 Surge Value: 11

TRAINED SKILLS
Acrobatics +15, Bluff +14, Intimidate +14, Perception +11, Stealth +15, Thievery +17

UNTRAINED SKILLS
Arcana +5, Athletics +4, Diplomacy +9, Dungeoneering +6, Endurance +5, Heal +6, History +5, Insight +6, Nature +8, Religion +5, Streetwise +9

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Satyr Utility: Lure of Enchantment
Assassin Feature: Assassin's Shroud
Assassin Utility: Black Flame Form
Assassin Feature: Shadow Step
Assassin Attack 1: Shadow Storm
Assassin Attack 1: Executioner's Noose
Assassin Attack 1: Gloom Thief
Assassin Attack 1: Targeted for Death
Assassin Utility 2: Distracting Illusion
Assassin Attack 3: Army of the Night
Assassin Attack 5: Twilight Assassin
Assassin Utility 6: Darkness
Assassin Attack 7: Shadow Jack

FEATS
Alchemist
Level 1: Shadow Reservoir
Level 2: Lethal Shroud
Level 4: Cruel Shroud
Level 6: Bravo

ITEMS
Clearwater Solution
Goodnight Tincture
Shadow Master Ki Focus +2 x1
Adventurer's Kit
Longsword x1
Iron Armbands of Power (heroic tier) x1
Hero's Leather Armor +2 x1
Bloodstinger Poison
Syllable of Grace x3
Ioun's Revelation (level 3)
Gloves of Piercing x1
Potion of Water Walking
Nail of Sealing
Elixir of Invisibility (heroic tier)
Potion of Healing
====== End ======

Shular
2013-09-23, 10:40 AM
Prosper

Background
Prosper leans against the railing of the Oracle Wind, staring out at the vast expanse of the ocean. His mind wanders, a rare thing for him nowadays, as he thinks about how he came to be in this place.

A son of a well-off, but definitely middle-class family, he had demonstrated a quick and inquisitive mind at a young age. His father had wanted him to join the family business, but his mother had envisioned more for him. He might never be a great warrior, given his rather frail build, but in a world of magic, physical strength was only one path to greatness. She enrolled him in fine schools, and apprenticed him to several respected mages, but though he quickly learned the theory, he had challenges with even the simplest cantrips.

When the call came out that the Blackstaff Tower had issued an open call for apprentices, he was torn. The Blackstaff had an ominous reputation, and the few wizards who trained there were heard to be fearsome. But Propser was desperate, and with nothing to lose, applied. Everyone, not the least he himself, was shocked when he was selected. And his apprenticeship began.

His mentor was "Old Merik", a rather odd character. (Prosper can't help but smile, even now, as he remembers the man.) Merik liked to play at being a doddering old man, but for some reason Prosper could see through the charade almost immediately. The man wasn't nearly as old, nor absent minded, as he let on. But Prosper kept his secret, and the two became close, in a way that he had never been with his own father.

Merik trained Prosper to use his whole being, not just his mind, in his approach to magic. "A healthy body and disciplined mind," Merik would say, half to himself, "that's the key." Whatever the mystery behind Merik's thoughts, the method worked for Prosper. While his small frame would not seem to hold much muscle, it became much tougher, and through meditation he trained his mind to focus.

Now he quickly started picking up the simple cantrips, could focus on rituals, and even began to learn the spells that would allow him to survive in the real world, combat magic. He maintained his regular studies as well, of course, researching the arcane, history, religion, and, a specialty of Merik's, dungeoneering. Of particular interest we the Elan, a mysterious race sworn to battle and destroy the aberrant wherever it was found. Merik was obsessed with them, though there was little enough information available.

The morning that Merik left was unremarkable, and Prosper did not expect anything out of the ordinary when he went to his friend and mentor's room. The door was locked, which WAS a little strange, but Prosper had a key and so entered the room. Merik wasn't there, but Prosper found an open book with a note beside it. The note simply read "Prosper, I've found them! I will return when I can. M"

Other than that, there were some scribbles and place names on the back of the note, and the pages of the book described a mysterious race, and their legendary location. It was on another continent! At first, Prosper stayed at the tower, missing the man, but not sure what he should do.

Finally his worry grew too much. Merik was a very capable wizard, and would surely have found a way to contact him, even from another part of the world, had he been okay. Prosper studied his master's notes, packed up, and set out from the tower to find his old friend.

Coming back to himself on the boat, Prosper lets out a sigh. That had been years ago, and his journeys had taken him far and wide. He had eventually found the Elan, but Merik had been and went, having been rejected by the strange people as unsuitable for initiation. Prosper, on the other hand, HAD interested them, and he'd stayed for several weeks. They had triggered a transformation in him, reawakening a part of his bloodline he hadn't known existed. In the end, he was transformed into a part Elan. His skin grew paler, despite regular time in the sun. His eyes turned completely white, the iris and pupils disappearing, though he could still see perfectly. His mind and body, already trained and disciplined, became like steel, and he could communicate with others minds directly. They told him that he would no longer age, and might live forever, though he could still die from injury or deprivation.

Finally, a changed man, Prosper left the Elan, with a promise to combat the aberrant wherever he might find it. He still, however, wanted to find his old master, and so resumed the hunt. That had brought him to a port city, where he learned that Merik had taken ship across the Midnight Sea, several months before. Finding the Oracle Wind making ready to set out, he purchased passage and began this most recent leg of his quest.

Prosper sighs again. Will he ever see his master again? Suddenly, it grows dark, and a great storm begins. Buffetted by the wind, and not being a strong swimmer, Prosper goes back inside the cabin, to let the crew do their work.

When the yells of the crew turn to cries of fear, Prosper can't help but go to the entry-way to see what is happening. He follows their stares upwards and sees them, two ships battling in the sky...


Character Summary
Also, link to Prosper is in my sig.
====== Created Using Wizards of the Coast D&D Character Builder ======
Prosper, level 7
Human, Wizard (Arcanist)
Arcane Implement Mastery Option: Staff of Defense
Human Power Selection Option: Bonus At-Will Power
Missing Master (Missing Master Benefit)
Theme: Blackstaff Apprentice

FINAL ABILITY SCORES
STR 8, CON 17, DEX 10, INT 19, WIS 13, CHA 11

STARTING ABILITY SCORES
STR 8, CON 16, DEX 10, INT 16, WIS 13, CHA 11


AC: 22 Fort: 21 Ref: 23 Will: 21
HP: 51 Surges: 9 Surge Value: 12

TRAINED SKILLS
Arcana +12, Dungeoneering +9, History +12, Perception +10, Religion +12

UNTRAINED SKILLS
Acrobatics +3, Athletics +2, Bluff +3, Diplomacy +3, Endurance +6, Heal +4, Insight +5, Intimidate +3, Nature +4, Stealth +3, Streetwise +3, Thievery +3

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Wizard Utility: Suggestion
Wizard Utility: Ghost Sound
Wizard Utility: Water Stride
Staff of Defense Power: Staff of Defense
Wizard Utility: Light
Wizard Utility: Mage Hand
Wizard Utility: Prestidigitation
Wizard Utility: Chameleon's Mask
Feat Utility: Elan Resilience
Wizard Attack 1: Magic Missile
Wizard Attack 1: Hypnotism
Wizard Attack 1: Arcane Whirlwind
Wizard Attack 1: Beguiling Strands
Wizard Attack 1: Scorching Burst
Wizard Attack 1: Icy Terrain
Wizard Attack 1: Sleep
Wizard Utility 2: Protection from Missiles
Wizard Utility 2: Shield
Wizard Attack 3: Hypnotic Pattern
Wizard Attack 5: Fireball
Wizard Attack 5: Stinking Cloud
Wizard Utility 6: Wizard's Escape
Wizard Utility 6: Invisibility
Wizard Attack 7: Fire Sea Travel

FEATS
Level 1: Hafted Defense
Level 1: Ritual Caster
Level 1: Staff Expertise
Level 2: Improved Defenses
Level 4: Superior Implement Training (Accurate staff)
Level 6: Elan Heritage

ITEMS
Spellbook
Comprehend Language
Tenser's Floating Disk
Purify Water
Portend Weather
Enchant Magic Item
Transfer Enchantment
Defensive Accurate staff +2 x1
Safewing Amulet +2 x1
Magic Cloth Armor (Basic Clothing) +2 x1
Disenchant Magic Item
Ironwood
Knock
Endure Elements
Dowsing Rod
Adventurer's Kit
Residuum (Any)
Flotation bladder
Writing case
====== End ======

Infernally Clay
2013-09-23, 12:28 PM
Aldric, Dwarven Warden

Summary:
Aldric, Level 7
Dwarf, Earthstrength Warden
Gladiator Theme

Str 20, Con 18, Dex 8, Int 10, Wis 12, Cha 11

HP 77, 13 Surges, Surge Value 19
AC 22, Fort 21, Ref 15, Will 17

Trained Skills:
Endurance +13, Athletics +12, Dungeoneering +11, Intimidate +8

Untrained Skills:
Heal +4, Insight +4, Nature +4, Perception +4, Arcana +3, Bluff +3, Diplomacy +3, History +3, Religion +3, Streetwise +3, Acrobatics +1, Stealth +1, Thievery +1

Powers:
At-Will: Melee Basic Attack [+12, 2d6+11]
At-Will: Ranged Basic Attack [None]
At-Will: Thorn Strike [+12, 2d6+11]
At-Will: Weight of Earth [+12, 2d6+15]
Encounter: Disruptive Advance [+12, 4d6+15]
Encounter: Roots of Stone [+12, 2d6+11]
Encounter: Rough Strike [+12, 4d6+19]
Encounter: Mountain's Hammer [+12, 4d6+11]
Daily: Form of Winter's Herald
Daily: Boiling Cloud
Utility: Endure Pain
Utility: Bear's Endurance

Feats:
Lv1: Crushing Earthstrength
Lv2: Crippling Crush
Lv4: Vicious Advantage
Lv6: Dwarven Weapon Training

Items:
Defensive Mordenkrad +2
Elven Battle Hide Armour +2
Amulet of Protection +2
Iron Armbands of Power +2

Background:
Aldric grew up in the arenas and battle pits of the world and became a free man in his twenties when his "master" was killed. After that, Aldric spent the next twenty-something years travelling the world, experiencing as much of it as he could. Of course, Dwarves age slower than the likes of humans and so Aldric often saw his companions leave the adventuring life behind to start a family or because their age was catching up to them.

When he was in his late 40's, Aldric finally found somewhere to settle down. It was a small village that had been attacked many times by nearby bandits and, with Aldric's help, the bandits were defeated. Aldric never left the village for 80 years, seeing children grow old, have families and pass of old age. It was both wonderful and sad at the same time and, to this day, Aldric fears growing old and dying more than anything else. Except water. Don't get him started on water. Why he even took this job is beyond him but one of the people in the village was meant to sail the Oracle Wind and, well, something came up so Aldric was asked to go in his stead. Why didn't he say no? He hates water so much. He can't swim, it makes his beard all soggy and his nose ends up looking like a prune.

Aldric is simply a passenger on the ship. He's transporting cargo that a member of his village was meant to and he was kinda dragged into it, so he's far from quiet. He's very vocal about his dislike of water, you see, but he's also immensely strong and he's the sort of person that can't stand to see other people fail at doing something. So if, say, the rigging fell loose and people were scrambling to keep hold, he'd help out. He's also really old by the standards of other races, so he'd have some pretty amazing stories to tell the sailors at night.

I wrote the character summary in a format similar to the DDI Character Builder, just to make it easier. I also added in all the attack and damage rolls of Aldric's powers for easy reference.

Iron Penguin
2013-09-24, 02:23 AM
Laughing Eyes
Half-Orc Monk (Stone Fist Tradition)
Character Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=655488)

Background, Appearance and Personality:Laughing Eyes has been many things in his life - a savage, a reaver, a captive, a thug, a wanted criminal... and now a monk. Through strict, ascetic training, he has learned to channel the fury and savagery of his orcish blood into a fast, explosive, strictly disciplined fighting style.

Laughing Eyes is tall, even for a half-orc, broad-shouldered and leanly muscled, with the typical greyish skin and protuberant lower canines of his kind. His black hair is usually bound in a long queue that reaches halfway down his back, and he wears loose, simple robes.

His birth name, Szjaghan Rruq, is almost unpronounceable to many beings of other races - Laughing Eyes is a rough translation of that name into Common. It is surprisingly apt, for although in battle Laughing Eyes is a whirlwind of cold fury, out of combat he is calm, if a little intense, with a wry sense of humour. However, he rarely actually smiles, and almost never laughs - only his eyes laugh.

Laughing Eyes believes that Kord calls his followers to perfect themselves through battle. By seeking out worthy opponents and proving himself in combat, Laughing Eyes seeks to hone his abilities and honour his god by becoming the perfect fighter. Though his travels as a passenger aboard the Oracle Wind have been interrupted, he looks forward to the challenges ahead with fierce anticipation.

Arkvoodle
2013-09-27, 12:43 AM
Chapter One: Adrift on Astral Currents

The silence that follows the chaos of the storm is almost as deafening as the wind, thunder and rain. The sudden stillness of the ship is shocking. For a moment it seems like all sense has gone, no sound, no touch of the wind, no smell of the sea, and the only sight is a strange silvery, mist-like expanse in all directions. As things calm down, the confused and fearful mutterings of the crew penetrate the silence. The silvery mist above thins, and beyond countless stars twinkle and shine in strange, unfamiliar patterns.

The Oracle Wind bobs up and down gently on what seems to be the surface of a sea of silvery vapor. Below the ship the mist grows too dense to see through. No wind stirs what remains of the sails, but the battered hull creaks and groans just as if it were sitting in the waters of the Midnight Sea.

Confused members of the crew wander the deck as if in a daze, staring out at the vast, empty expanse or taking stock of the damage to the Oracle Wind's rigging, mast, and hull. A dozen sailors lie dead on the deck, and another half dozen seem to be missing, possibly tossed overboard before the jarring transition to this new location. The ship lists a bit to port, as if there is a hole somewhere below decks letting water in, even though there doesn't seem to be any water.

Okay, feel free to post IC now. I would like to see speech in blue, thoughts in Itallics and any OOC posted in this thread should be either gray or put in spoiler blocks. The official OOC thread is located here (http://www.giantitp.com/forums/showthread.php?p=16107485#post16107485).

Shular
2013-09-27, 01:08 AM
Prosper

In the dead calm of the terrifying event's aftermath, Prosper can't help but be dazed. For a brief moment his arcane senses had been overwhelmed, and he had fallen to his knees in the doorway he'd retreated to.

He stands up and walks onto the eerily quiet deck, trying to look in every direction at once. While awed by what he's seeing, the analytic part of his mind is already trying to figure out what just happened.

Arcana to see if Prosper can figure out what happened an where they are: [roll0]
History to see if he's ever heard of anything like this happening before: [roll1]

Arkvoodle
2013-09-27, 07:19 AM
Prosper has no idea what happened, but his studies give him some insight as to the ships current location. It fairly clear to him that the Oracle Wind is adrift on the astral sea. He has never heard of an entire ship being transported to the astral sea as the Oracle Wind has.

Iron Penguin
2013-09-27, 08:43 AM
Laughing Eyes stands at the starboard rail, looking out at the strange mist where the sea once was, and the alien stars wheeling overhead in a terrible, beautiful sky. A fierce joy rises in his breast, and a light kindles in his eyes; he speaks, half to himself:

"I don't know where we are... but I see interesting times ahead."

He gazes down, into the wind-wracked silver, his sharp eyes studying the contours of this new, unearthly sea, seeking out anything that stands out against the gleaming mist.

Laughing Eyes makes a perception check to see if there's anything 'floating' in the 'water', particuarly anything living (either sailors thrown from the ship or strange lifeforms native to the silver sea).

Perception check: [roll0]

Leolo
2013-09-27, 08:50 AM
By the ugly lord of the waves and all beautiful maidens in the foam of the sea what happened now? Have we sunk to the ground or why has this floatsam of a ship stopped swaying? My vials and bottles are cracked and you ruined the soup, so why stop you gods of the storm?

an angry voice is shouting from below the deck where Dantes the cook has his kitchen cabin. Obviously the storm has broken many things in his sanctum and now that the meal is ruined he is searching for someone to cool his mood. But when the satyr shows up on deck his eyes widen and he stops swearing and takes out a small black figurine and kisses her fast.

That's not what i expected to see.

Dreamwolf
2013-09-27, 10:28 AM
Kridnash shacks the strange silence from his head and looks around the deck. Ignoring the strangeness of their location for now, he is horrified to see the crew stumbling around in a daze. He immediately launches into action, standing as tall and broad as he can, and bellows at the sailors.

You think this is a pleasure cruise? You think you're paying passengers? he yells at a few sailors who are peering over the port gunwale. Don't you feel the Oracle listing, you fools. Get about your business before I knock your senses loose for good! You, Herrin, get below deck and see if we're taking on water. Garvey, find the captain and the first mate. Make sure they're still with us, and ask for orders. Ishmael, start removing the bodies from the deck. We don't need to be tripping over them while we work. Finished with that lot, he turns and starts making his way to the bow, where he sees more dazed crewmen.

Intimidate to get the crew out of their stupor: 25 (http://invisiblecastle.com/roller/view/4235343/)

Shular
2013-09-27, 05:14 PM
Prosper

Hearing Kridnash brings Prosper back to himself. He looks around for the captain.

Leolo
2013-09-28, 05:41 AM
Dantes is no longer capable of bringing the ship back in good condition by himself but he knows that Kridnash is right. Whereever they are this is a place to strange to be confused to long.

He helps the sailors back on their feet and looks arround carefully to see what dangers this place might hold for them.


[roll0] Perception
[roll1] Arcana check to know something about this
[roll2] Nature check to know something about this

Arkvoodle
2013-09-30, 06:32 AM
Laughing Eyes scans the horizon and sees nothing but mist at first. It is only when he focuses that he can make out a speck of black on the edge of his vision. Though it is too far away to know exactly what it is, he suspects it might be a ship.

The crew responds to their orders slowly, but after a few minutes of getting acclimated to the new surroundings they move about trying to put things in order. Herrin soon reports to Krindash that there is indeed a hole in the hull, but there is no water leaking in, only some of the mist. Garvey returns with worse news however, "Sir, Captain Gunnal is dead. In his cabin sir, he's been impaled by a broken board. We can't find First Mate Reese anywhere aboard."

Shular
2013-09-30, 06:46 AM
Prosper

Overhearing the crewman inform Kridnash of the dead captain and missing first mate, Prosper quickly steps over to speak with the dragonborn. "Looks like you're in charge, at least for now. Don't ask me how, but we're in the Astral Sea. We can discuss the details later, but right now it's critical that the crew go VERY sparingly on supplies. We don't know when we'll get a chance to take on food, water, lamp oil, etcetera."

Dreamwolf
2013-09-30, 09:01 AM
Kridnash's disquiet increases with each new piece of information he receives. The largest impact comes from the news of Captain Gunnal's demise. Not ready for this level of command, yet unwilling to just collapse, Kridnash begins to try to set things right.

First, he turns to Prosper, I don't know the Astral Sea, as we've never voyaged on that stretch, but I understand the need to stretch supplies. Would you go pass that on to Dantes? He's probably cursing the gods in his galley about now, angry that his favorite teapot got smashed.

Garvey, keep rousing the crew and get some men aloft. We need eyes to see if we can find land. The half-orc might be willing to help with that, he says, indicating Laughing Eyes, he seems built for the rigging. Herrin, you're with me. We need to find a way to patch that hole or we won't be afloat long enough to reach any land we find.

Shular
2013-09-30, 09:29 AM
Prosper

"No no, you don't understand! We're in another plane of existance! Many of the rules of our world don't apply here. Look!" With a mental exertion the wizard moves upward a few feet, then settled back to the deck. "I used no magic to do that! Be warned, everything has just changed."

With that, he walks over to Dantes and explains what he knows, as well as his concerns about supplies.

Iron Penguin
2013-09-30, 11:23 AM
One of the crew - Garvey - comes over to where Laughing Eyes is scanning the distance. He looks pale, strained, nervous.

"Bo's'n says we need all eyes aloft," he tells the half-orc. "To look for land." Laughing Eyes nods.

"There's something out there." He points towards the dark speck on the horizon. "Not land, though." And with that, he springs up onto the nearest of the shrouds. He climbs, surely and swiftly, to the 'top' - the platform at the top of the mainmast. Holding on with one hand, he leans out a little way and tries to pick out the dark shape again, to see if he can identify it.

Another perception check - with greater height, Laughing Eyes might be able to see what the dark speck is.

Perception: [roll0]

Infernally Clay
2013-09-30, 06:55 PM
"Another plane of existence?!" a Dwarf shouted from below deck, "What the 'eck are you rambling on about?"

Once he Dwarf reached the deck, his expression of annoyance had turned to one of shock. This was precisely why he didn't like to travel by boat - you head off on a simple journey from point A to point B, then BAM! Before you know it you're in another plane of existence. A bloody inconvenience, this was. Yet Aldric wasn't one to complain endlessly when there were actual problems to be dealt with - he'd have plenty of time to whine later.

"What can I do to help?" he said shortly.

Dreamwolf
2013-09-30, 09:02 PM
Kridnash almost bumps into the dwarf as he moves to go below deck at the same time the dwarf is emerging onto the deck. Hmph, the dragonborn grunts at Aldric. Do you know anything about patching holes? If so, follow me. We must save the ship before we worry about where we are.

Leolo
2013-10-01, 01:50 AM
Dantes listens to Prosper attentivly, and tries to get as much information about this plane as the wizard can give.

Do we have to secure loose things below deck? Will they fly away? What about the stars out there? Do you know them, and can we use them to navigate? Are they stady, or moving?

Of course he knows about the existence of the planes, coming from a different reality himself, but Dantes does not know much about the astral plane for sure. While he asks the Satyr is moving under deck, checking the remaining supplies and what can still be used and is still secured with ropes.

Shular
2013-10-01, 04:37 AM
Prosper

Prosper tries his best to weather the storm of questions Dantes is throwing at him. "I doubt it," he responds to the easiest to answer. "If things were going to fly away I'd think they'd have started by now. Planar studies are advanced courses, and I'd only just started on them when my...responsibilities...took me away from the tower. I don't know that it's safe to navigate by the stars, but I think our priority is to just figure out how to SAIL in-"

He cuts off as he notices the half-orc, Laughing Eyes (what an odd name), climbing the rigging to peer more clearly into the distance and suddenly feels a chill that has nothing to do with the temperature. He moves to the edge of the deck to stare in the same direction. Not wanting to start a panic, he sends a telepathic message to the half-orc, <What is it? What do you see?>.

Perception check to spot what Laughing Eyes is looking at: [roll0]

Leolo
2013-10-01, 09:35 AM
Most of the time Dantes is quite attentively, and so he follows the wizards gaze.


Is something out there?


He scans the horizon,trying to see the reason for his companions alertness.


[roll0] perception

Arkvoodle
2013-10-03, 06:16 AM
Garvey snaps off a salute before heading off to do his job. In a matter of minutes there are crewmen in the rigging working to untangle lines and fix the sails, as well as keeping an eye on the mists around the ship.

Herrin follows Kridnash into the hold to where the hole is. They find that it is not terrible, and will only take a bit of work to fix. However, regardless of what they do, the hold is still a third of the way filled with mist, and unlike water, there is no easy way to bail it out.

Laughing Eyes finds a spy glass dangling from a length of rope at the top of the rigging, left there by the unfortunate lookout who was tossed overboard during the storm. With it's aid he can make out that the object on the horizon is an unusual looking ship, similar to the Oracle Wind but with large, round, multi-pane windows in the sides of the hull like great insect eyes, and a pair of small turrets on the back corners of the stern. Even from a distance the half-orc can tell the strange ship is not in much better shape than the Oracle Wind.

Iron Penguin
2013-10-03, 07:36 AM
Laughing Eyes hears the voice of the human wizard in his head. Strange. Didn't know he could do that. Not waiting to work out if he is able to respond in kind, the half-orc studies the strange vessel for a moment through the glass, then calls down:

"Strange ship on the horizon." He holds out his arm, indicating the direction. "Looks damaged."

Shular
2013-10-03, 09:51 AM
Prosper

Prosper curses under his breath. That's JUST what we we missing. "I'll find Kridnash, the crew seems to be following his orders. Be carefull. If they prove to be hostile, they'll likely be much more dangerous than pirates we'd find on our world. They may have powerful ranged attacks, and you're looking vulnerable up there."

Prosper goes below-deck to find Kridnash, Herrin, and Aldric (?) examining the hole and mist. "Another ship's been spotted in the distance, apparently in similar condition to ours. We don't know if they're hostile or as confused as we are. If they've been here long, they could be very dangerous, the astral sea is no place for the weak or timid. On the other hand, we might be able to exchange information and assistance. Either way, I recommend the crew be prepared. I'm not predisposed to becoming a slave to the githyanki, or worse."

Noticing the mist in the air, Huren creates a small gust of wind to see whether it can be moved.

Prestidigitation: create a small gust of wind to see if it affects the mist in the hold, with Religion* check [roll0] to determine its nature.

*I used Arcana before, but it's actually religion. Fortunately both skills have the same modifier.

"The Religion skill encompasses knowledge about gods, sacred writings, religious ceremonies, holy symbols, and theology. This knowledge extends to information about the undead and about the Astral Sea, including the creatures of that plane."

Arkvoodle
2013-10-08, 01:19 AM
Prosper's gust of wind stirs the mist as one might expect, but does little else.

Dreamwolf
2013-10-08, 09:23 AM
Kridnash exhorts Herrin and Aldric to repair the damage to the hull, then emerges on deck to look at the speck of ship on the horizon. Helmsman, he shouts at whoever is manning the wheel (or he forces the likeliest crew member in that direction if nobody is currently there), how is she responding? He knew the last thing they needed was to be stranded in this sea of mist.

Regardless of the answer, he looks to Prosper, Aldric, and Dantes as the most likely to be of help, and asks, What do you think we should do about the ship? If they're hostile, we put ourselves in danger by approaching. If we run, we could be leaving behind our only chance to get help here.

Shular
2013-10-08, 01:07 PM
Prosper

Prosper turns to follow Kridnash, but before climbing the steps says to Herrin "don't worry about the mist, I believe it's harmless. Once you fix that hole it should dissipate."

He makes it on deck in time to hear Kridnash's question. "You've summed it up pretty well. The fact is, I don't know what our chances of survival are here, but if we are to make contact with anyone, we should give a posture of strength. To look vulnerable would be to invite attack. They probably know we're here, so maybe it's best to let them come to us. Moving towards them might seem agressive. I could generate a bright light, that would not only help the crew to see better, but would indicate we're not trying to hide."

Leolo
2013-10-08, 07:13 PM
The real question is: Can we sail in this mist? If not this other vessel could be our chance to survive. Maybe the only chance before our supplies run out.

If they approach here we should be prepared.

Dantes looks grim and seems to focus on the chances this strange ship provides.

One way to prepare could be a trap. Only if you do not think asking them would be the better idea.

Only in rare moments Dantes looks more like a pirate than like a cook, but this certainly is one of them.

Arkvoodle
2013-10-12, 11:52 PM
The helmsman, a one-eyed sailor by the name of Kijan, spins the wheel, "I've got no control sir. We're drifting free," the worry is clear on his face.

Another sailor shouts from the rigging, having taken up a lookout position, "Sir! She's moving toward us, slow but steady. Looks like she's limping on half sail. She'll close with us in under an hour at the rate she's moving."

The Oracle Wind continues to list dangerously to port. though the hole was repaired with the few repair supplies on board, the ship shows no sign of improvement.

Shular
2013-10-13, 02:25 AM
Prosper

Prosper tries one more time to jog his memory on anything he might have learned about the Astral Sea, particularly with regards to sailing/navigating through it. He believes it's tied to will-power, but...

Religion [roll0]
Arcana [roll1]

Leolo
2013-10-15, 10:16 AM
Dantes had feared the answer of the helmsman, and he has not that much confidence in the wizard to control the ship fast enough. Maybe there is a way to get the ship ready for this strange sea of mist, but most likely not within an hour.

If we are drifting, get down below. Whoever is on this strange planeship will be able to see us clear soon enough, and i don't want to show them how few have survived.

Maybe i can distract our visitors if they really try to board, or we can surprise them if they want to attack us.