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21:10, 27th April 2024 (GMT+0)

1372: The Year of Wild Magic: Day 244-254.

Posted by Big BossFor group 0
Twiggy Flinch
player, 1193 posts
Thu 11 Apr 2024
at 14:53
  • msg #535

Re: 1372: The Year of Wild Magic: Day 244-249

Twiggy lets another fly back as he stores all the food and makes sure everything is secure before heading out to talk to Myarra " Once you feel comfortable with the ship we need to test its limits. While our plan is to use the ship to rescue the slaves we need to know its capabilities if we need to outrun the dragon. Seldom do our plans work out the way we want it to."
Big Boss
GM, 2235 posts
I am looking down upon
you.
Sat 13 Apr 2024
at 22:58
  • msg #536

Re: 1372: The Year of Wild Magic: Day 244-249

The group heads back to Daak. The weather is beautiful, even at 5:30 pm-ish. The food is stored away where it can't be spilt and the party holds on to railings for support. About 5 miles out of Soubar, you see the Dead Man's tree 200 feet below you. There is a horse-sized Green Dragon eating body scraps that quickly moves into the forest once the shadow of the Mariasha flies over.

How do you wish to test the limits of the ship?
Big Boss
GM, 2236 posts
I am looking down upon
you.
Tue 16 Apr 2024
at 16:22
  • msg #537

Re: 1372: The Year of Wild Magic: Day 244-249

Each of you (except Amara and Nolan, who are not present) takes a turn at the wheel. Byron is perhaps the worst, but at least he gets a feel of the controls and knows what things do. He's better off than the average person who hasn't been on board before. You test the controls right and left and realize you go around in big circles. You even do this in reverse. You see how high the ship can levitate up and you stop at 1000 feet. (Or your best guess). The height is pretty frightening and you can see forest tops for a far as you can see and the town of Soubar waaay off in the distance. You go back down and decide to do a speed test. You've already done one outrunning a Green Dragon a couple night before, but you really couldn't see anything. So, you start from Daak, with the farmers and village kids waving to you, and do your test to see how fast the Mariasha can go. You know the town is around 45 miles away. The speed is pretty frightening as you hold on for the ride and count the time. You make it to Soubar again in 24 minutes before slowing down to a more comfortable speed. Aliana does the math based off time and distance and comes up with her calculations.

The Mariasha's top speed is 100 knots or 115 miles per hour.

You do one last test and move towards the river and look for a deep spot. You hover about 10 feet from the water and pull out the rod from the wheel. You expected the ship to quickly fall into the water and prepared for the cushion. It didn't happen. The ship slowly sinks like a Feather Fall and relaxes into the river. You assume the same on land, but then the ship will probably fall off to the side, damaging her. You put the rod back into the wheel and you can steer in the water, but that test will be another day as you levitate up into the air and head back to Daak.

You make it back around 7:30pm-ish and meet up with Amara and Nolan inside the Tower.
Amara
player, 1674 posts
Wed 17 Apr 2024
at 00:47
  • msg #538

Re: 1372: The Year of Wild Magic: Day 244-249

"Welcome back," Amara said. "The good news is that we have finished scrying as much as we believe is safe. The bad news is that there is still the area of the dracolich - which I did not try to scry further - and there is a tunnel that leads to another level, which is protected by both physical guards and a ward against scrying.

How did things go on your side?"

Myarra
player, 1883 posts
Who are we when the only
one watching is ourself?
Wed 17 Apr 2024
at 04:23
  • msg #539

Re: 1372: The Year of Wild Magic: Day 244-249

"The Mariasha is sufficiently prepped for the mission," Myarra replies. "She needs a lot more work in general, but for this task, she's ready to go. All she needs to do is to swoop in, take the prisoners on board, and swoop back to a safe distance. Depending on how we do underground, that will probably need to happen multiple times.  We've got the cargo hold fitted out to hold them all for now. Nothing fancy, just a safe place until we can fly them all away.  Our last test showed we can get from Daak to Soubar in under a half-hour.  Someone able to do the math should figure out how long it will take to get from the mines to Eltural.

I'd like to hire some guards to stay onboard and discourage any attempts by the slavers to interfere.  And, if at all possible, is there any spell or magic item that would allow those of use in the mines to stay in contact? Mystra cursed me with a spell, but it only allows very short messages over very short distances, and only between myself and one other person."

Nolan
player, 1386 posts
Wed 17 Apr 2024
at 13:15
  • msg #540

Re: 1372: The Year of Wild Magic: Day 244-249

Oona, Khayyim Vedim, Kalur Blackleaf, Rufus and Lorrik are around here somewhere. I trust them over a hired guard. As for a magical item to talk to each other from long distances, I'll have to think about that to see what I can come up with, if I can.
Twiggy Flinch
player, 1194 posts
Thu 18 Apr 2024
at 18:50
  • msg #541

Re: 1372: The Year of Wild Magic: Day 244-249

Twiggy takes his turn at the helm and not only tests the speed of the ship but its ability to turn at high speeds, to dip and gain elevation at high speeds, and mainly to quickly stop. Twiggy isn't just trying to mimic a Dragon's flight but to out perform one. Hopefully to get one mad enough to chase them and the ship out maneuvers it to make the dragon crash and hurt itself.

Getting back to the tower Twiggy feels a bit anxious, they are a out to go take on a dracolich. He isn't good at planning so he waits and listens.
Amara
player, 1675 posts
Thu 18 Apr 2024
at 23:57
  • msg #542

Re: 1372: The Year of Wild Magic: Day 244-249

Amara nods, "Alright, let us find Oona, Khayyim, Kalur, Rufus and Lorrik and finish any other preparations. But for now, back to the tower?"
Byron Rockhead
player, 1652 posts
There is no such thing as
too much firepower
Fri 19 Apr 2024
at 11:30
  • msg #543

Re: 1372: The Year of Wild Magic: Day 244-249

Byron knows his services are going to be required for any underground fights so he spends any time he can practicing with the mace that Lord Dhelt has given us the use of.  He works with Aliana and/or anyone else who is willing to try and use the light hammer of disruption.  He does learn the very basic control of Myarra's ship so that in an extreme emergency he can fly her if needed.  Byron also carefully studies the map made from Amara's scrying, trying to find ways around guards and the like, knowing the less fighting the better, but also knowing that fighting is going to happen regardless.
Sister Aliana Farwalker
player, 1820 posts
Cleric of Oghma.
Wants to learn everything
Fri 19 Apr 2024
at 22:19
  • msg #544

Re: 1372: The Year of Wild Magic: Day 244-249

Aliana would definitely work with Byron using the hammer of disruption. She'll also try to learn the basics of flying the ship, though she suspected she will not be a primary pilot.
Vernon the Ghost
NPC, 339 posts
Fri 19 Apr 2024
at 23:29
  • msg #545

Re: 1372: The Year of Wild Magic: Day 244-249

"If'in ye want me opinion, Byron and Myarra should be usin' the Disrupties. They be trained better than most of ye." Vernon said to Aliana
Sister Aliana Farwalker
player, 1821 posts
Cleric of Oghma.
Wants to learn everything
Fri 19 Apr 2024
at 23:42
  • msg #546

Re: 1372: The Year of Wild Magic: Day 244-249

Aliana nodded in agreement
"I suppose that's not a bad point.  Though it depends upon what she wants"
Twiggy Flinch
player, 1197 posts
Sat 20 Apr 2024
at 00:09
  • msg #547

Re: 1372: The Year of Wild Magic: Day 244-249

Twiggy looks at the ship in the air and is curios "If time is going to be of the essence then how are we quickly going to get the people onto the ship?
Amara
player, 1676 posts
Sat 20 Apr 2024
at 12:57
  • msg #548

Re: 1372: The Year of Wild Magic: Day 244-249

"If needed, I can cast haste on some of them, but short of a teleport, I think we'll mostly have to rely on them," Amara said, glancing at Nolan. He was really the only one who could teleport. "I'm concerned that while I should be useful in charming and enchanting the guards, I will be useless against the dracolich. Undead are usually immune to anything I can do. I can buff others to some extent, but if anyone has any other ideas, please let me know."
Roenthelm
player, 691 posts
Sat 20 Apr 2024
at 17:01
  • msg #549

Re: 1372: The Year of Wild Magic: Day 244-249

"I think we should focus on getting people out and onto the ship. The reduced work force of the mines will force them to get more people and we can be ready for that by telling that Gunther fellow."
Nolan
player, 1390 posts
Mon 22 Apr 2024
at 11:38
  • msg #550

Re: 1372: The Year of Wild Magic: Day 244-249

I will be in the tower making a magical item so we can talk to each other, but by my figures, it's going to take about 5 days to complete. This will give you time to locate Gunther, inform him of the plan, maybe talk to the Dwarves and do the same, build a ramp to get the refugees on board, and figure out a way to get inside the mines without informing everyone in the area.
Myarra
player, 1885 posts
Who are we when the only
one watching is ourself?
Mon 22 Apr 2024
at 15:49
  • msg #551

Re: 1372: The Year of Wild Magic: Day 244-249

"Timber offered to make a gangway for us.  If we're waiting a few more days it would be best to head back to Soubar and let his crew do a professional fitting.  We don't want something we rigged up falling off the ship at the worst possible time.

I'm not much of a planner, I'm more the scream and leap kind of warrior, so it makes sense for me to concentrate on the ship until the smart folks are ready to tell me what to do.

And if anyone needs to go and talk to folks, we can now add the Mariasha to our ways of getting there and back again."

This message was last edited by the player at 02:19, Tue 23 Apr.
Amara
player, 1677 posts
Tue 23 Apr 2024
at 00:41
  • msg #552

Re: 1372: The Year of Wild Magic: Day 244-249

"I was thinking I would try to do more scrying. If I go around the compound, if there is another entrance, such as to a different level, I might find it - and be able to then even better understand what we are getting into." Amara said.
Roenthelm
player, 692 posts
Tue 23 Apr 2024
at 15:45
  • msg #553

Re: 1372: The Year of Wild Magic: Day 244-249

"I'll go with you, Myarra, to learn how to use the gangway properly."
Nolan
player, 1391 posts
Wed 24 Apr 2024
at 11:46
  • msg #554

Re: 1372: The Year of Wild Magic: Day 244-249

I'll assist you when I can, Amara. This project won't be that difficult, but you still have to get things precise.
Twiggy Flinch
player, 1198 posts
Wed 24 Apr 2024
at 22:46
  • msg #555

Re: 1372: The Year of Wild Magic: Day 244-249

Twiggy looks at the ship "I will go with Myarra. Talk to the builders to see how much it would cost to add weapons. If nothing else buy alot of crossbows in case the slaves have to fight."
Myarra
player, 1887 posts
Who are we when the only
one watching is ourself?
Thu 25 Apr 2024
at 18:42
  • msg #556

Re: 1372: The Year of Wild Magic: Day 244-249

"I think it's a bad idea to arm the prisoners. Most of them will be in no condition to fight, and we can't trust the ones who can. They may turn on each other, they may turn on us. It's not worth the risk. We're making arrangements to have guards on board to protect them while we deal with the slavers."
Nolan
player, 1393 posts
Fri 26 Apr 2024
at 16:25
  • msg #557

Re: 1372: The Year of Wild Magic: Day 244-249

Agreed. Arming them will cause a mutiny. Taking them to Elturel won't take that long. They'll have provisions while we're traveling and then they will be taken care of once they arrive. So, while you're doing preparations for the Mariasha, Myarra, I'll be inside making the magical item and helping Amara do her scrying.
Big Boss
GM, 2242 posts
I am looking down upon
you.
Fri 26 Apr 2024
at 22:18
  • msg #558

Re: 1372: The Year of Wild Magic: Day 244-254

Over the next several days, you all go about your chores to get the ship fixed up and to make plans on the assault of the Trielta Mine. The gangplank for the Mariasha is built and it's easy to use and will support the weight of a heavy warhorse. Having to deal with Dwight for a couple days was difficult, as the man is a total Ass****, but you have to admit that he gets his work done and you all find it uncanny that animals like him.

Timber has some ideas on how to build the Cargo Crane, but he admits that you might be better off getting one outfitted at a port where they use them frequently. Perhaps Scornubel or Elturel. He does install a couple dozen wooden shields you bought in town to help further the defenses of the ship. As for a landing platform for the Mariasha, Timber says he can build it, but you will need permission to have it placed in town.

Nolan completes the Farspeaker Amulet.
Roenthelm
player, 693 posts
Sat 27 Apr 2024
at 14:26
  • msg #559

Re: 1372: The Year of Wild Magic: Day 244-254

"OK, I think we're about as ready as we can be. Let's go back to the tower and talk with Amara and Nolan."
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