- Red is those who were on horseback, green is... the giant pile of adventurers... I'm trying a new map style for each one until I find something I really like for the non-overland map... This one is called "shitty drawing on engineering paper," and will likely not see use after folks leave merc town.
Triana
Spoiler (click to show/hide):
GM Roll; Search- 16
GM Roll; Diplomacy- 3 - 1 = 2
The members of the crew seem to ignore you as they go about their work. Calling a wind sprite is easy enough work as you find the sails pushing you closer to the docks that much faster.
You find the captain easily enough and try to reason with him, but he seems to be too busy making preparations for the approaching landing with his crew as he turns to you.
"Look lass, the port's just moments away... Even if there -was- the possibility of a giant monster being under this 'ere ship, and I ain't saying it is, but if there was, we're moments from shore and this ain't even m'ship. I honestly couldn't give a rat's arse... You there! Get those barrels ready fer unloading!"
It seems he isn't in the most listening of moods...
Sidra
Spoiler (click to show/hide):
GM Roll; Lore- 5
The Serenithian quirks a brow. "It's rude to admire fine art?" He asks confusedly, tossing you your crossbow as your Rastanite escort grabs you by the arm, hefting you up onto his horse.
The name Lendetta doesn't sound familiar at all...
Elspeth
Spoiler (click to show/hide):
GM Roll; Ride- Natural 20 (+2 since it's a skill, -2 since you have a Serenithian behind you trying to get frisky). Level of skill/this scene will be left to the player. Serenithian is likely to get a bit touchy-feely on the way into town.
GM Roll; Lore- 2 + 1 = 3
The name Lendetta doesn't ring any bells, which is surprising; You thought you knew most of the Three Chain Clergy in charge that happened to currently be stationed in the Wastelands...
Sidra and Elspeth
Spoiler (click to show/hide):
As you finish preparing, the followers of Serenith wrapping rather large cloaks about themselves, you make the final stretch to merc town in record time, taking note of the various buildings around the town square. At the center of the town square is a small fountain island, with a statue of Rastan at the center. The statue seems... Old. You almost don't recognize it at first.
The depiction of him isn't anything like what you're used to- most of his statues feature reds, blacks, golds, silvers. Typically they're adorned with all sorts of colors, and he's usually featured on a battlefield, or in some other brutal fashion. This statue of him is cracked and old, but judging by the architecture it likely isn't of human make. Perhaps a fine dwarven or dark elven stone cutter from times long since past? His face is haggard with a smirk, a robe around him, a young girl tucked under his arm, his sword sheathed and his hand outstretched towards the sky. By the closeness of it as you pass by, you can read the inscription on the bottom; "A dedication to the father of the stars." It's a beautiful sight, but doesn't seem to be your destination as you approach the port, a number of adventurers already unloading from the ship.
As you're approaching the docks, Ser Ethan turns around, speaking to Elspeth.
"I'd offer you a room, M'lady, but all of them are taken up at the Inn. My chambers are always open to a fellow Rastanite if they need a place to sleep, though I understand that in a place like this, that offer probably sounds uncouth to say the least. Still, it's something to consider if you're having trouble finding a place to rest- I'd rather not see a follower of his greatness out on the streets."
Witches
Spoiler (click to show/hide):
As you approach the island, something feels... Horribly off. Your natural connection to the Arcane seems to be waning exponentially the closer you get to land, while you feel giddy with power, as if your (often less-used by most due to its limitations) sexually-based magics seem to be shining through as if they were natural to you. It's definitely a strange, tingly sensation that you aren't entirely sure leaves you with dread or anticipation.
Kylie and Triana
Spoiler (click to show/hide):
GM Roll; Will Saves- 7 and 1 respectively
Your connection to the Feywild seems to wane for a moment as you approach the island, almost disappearing... And then, as you land and take your first steps onto the island, it hits you like a brick. This place is... Corrupted on a spiritual level. The very air feels thicker than it did from the ship and the spirits seem to almost whisper to you, some telling you to leave immediately, others trying to convince you to come further. It's all too much for your senses to experience so suddenly, and you both find yourselves compulsively staying on the boat, and almost wanting to leave the island right then and there. The thoughts that run through your mind, the sounds... No being, spirit or material, should have to experience those things... It's a dreadful feeling as you watch the others depart, feeling as if you don't want to... Despite your best efforts, even if you wanted to, you find yourselves unable to disembark from the ship.
Everyone:
A Rastanite and his soldiers approach the large gathered group of adventurers, a man that some of you recognize as Ser Ethan speaking up. You've notably arrived a little bit ahead of schedule as the crew helps lead you off the ramp. Murky waters are underneath you, and you see a mountain range just north of the town, likely acting as protection from the rest of the wastelands... Still, why are one of the Three Chains greeting you rather than the Church? What's going on?
"Greetings, my friends. Unfortunately church officials are currently busy dealing with the very problems they hired you for... A shame. Truly... Instead they've left us in their place to fill you all in.""Bah! Go suck a Dwarven chode, yeh bugger!"Ser Ethan draws his sword, a symbol of The Unnamed One on its pommel as he looks about.
"Truly now. Resulting to insults in a crowd? If you're not a coward you'll come out and fight me. Otherwise, keep that mouth of yours shut while your betters are speaking."As no one responds, he sighs, continuing.
"The church has reason to believe there were stowaways on board that ship of yours, and they've brought certain friends of theirs unusually close to the port-"THUNK! An adventurer who had broken into a sprint falls over with an arrow embedded into his knee. He lets out a scream in pain as Ethan continues to talk calmly.
"Take him in for questioning. He was either scared out of his mind or knew something, and I'm leaning towards knowing something... I'll give all of you fair warning; Should you Devil Worshipers still be around, you're all in possibly the worst situation you could ever be in. Welcome to your homelands; you aren't leaving any time soon, and we WILL find you."He sighs, shaking his head.
"As for the rest of you... The mercenary guild will be registering those who wish to participate in the hunts, and Radamis' scribe Geoffrey within town hall will register any potential map makers. I myself have other things to take care of before the sun finishes setting. The first Twenty of you to get to the guild halls will have free room and board. As for the rest of you... Well... The town outskirts aren't too bad at night when in groups. And there's always the 'economy' inn and tavern near the docks... Captain!""Yes, commander?" The captain calls back from the ship as some of you notice something surfacing behind it...
"Get the remaining mercenaries off that ship and set anchor. We aren't setting sail again for at least three we-"A giant lurch rocks the ship as translucent tentacles shoot through the hull of the vessel, crewmen trying to cut at them as a squid-like being begins to lift the ship out of the water... There are people still on board that ship- sailors, passengers... With a mighty crack, the ship begins to split into splinters! Those with keener eyes take note that the tentacles seem to be sizzling... That was a church-blessed vessel, leading to only a handful of assumptions of what this beast might be- A devil if there ever was one... And now your only ride back to the mainlands is destroyed. Lovely...
Kylie, Triana, and any characters who wouldn't have disembarked the ship with everyone else (whether to talk with the two of them/find out why they weren't disembarking, or for your own reasons)
Spoiler (click to show/hide):
Blackness... A yellow eye staring at you as you emerge from the water. This... Really isn't a good situation. There's no telling what this thing might do! A mercenary from the port begins to yell...
"Swim to shore, damnit! Swim to shore while it's distracted with the ship!!!"
Another mercenary more calmly exclaims "No! Don't move! There's no telling what it might do if it sees a mass of people moving!"
It seems you're left with a choice here. The docks are only a solid five, ten feet away. The crew further out... There's no telling what might happen, but you're all rather close to the docks- surely with enough speed (and some luck) you could make it there in time? If that one mercenary is right though, then perhaps simple light kicks and letting the waves carry you to shore is a better idea...
((I realize these posts have been very jumpy from part to part at times. It should calm down more than a bit with the future posts. Consider it just being "sequential" with each set of actions happening a bit after the previous giving yah time to respond- gotta love openers taking longer than expected, heh. For all intents and purposes, consider this post and the previous one to be interconnected rather than really two seperate posts.))