((Okay here goes the wreck group))<br/><br/><span style="font-size: 150%; line-height: 116%;"><span style="font-weight: bold">Day One: Midday</span></span><br/>- - - - -<br/><span style="font-weight: bold">Tieh</span><br/>You carefully move over to the box. As you are moving you notice how slippery the surface is. Given that it is leaning downwards a bit means that one bad step and you could potentially slip and start sliding long downwards it's surface. A surface that looks full of all kinds of sharp portusions. Given the close proximity of the box you made it without too much problem. As you inspect the box you notice that the top which was the side speared by the obsidian has an etching on it. Someone had etched in the word "Garlic" in in what was assumably the lid of the box. It seems you have found the ship's garlic supply.<br/><br/><table border="0" cellpadding="0" cellspacing="0"><tbody><tr><td style="margin: 0;padding: 0;border: 0;"><div style=" background-color: #FFEBD5;color: #000000; -moz-border-radius: 16px; -webkit-border-radius: 16px; border: 1px solid #FFFFFF; padding: 4px;font-size: 1em;">  Inside the box is your starting item, the Wreath of Garlic. Then there is of course the box itself. It's not a huge box, so carrying it with you would be possible (Imagine about 1 by 1 feet and half a feet high), There is however a 2 inch diameter hole in the top. And the sharp tip of the obsidian spike is also snapped as it hit the bottom of the crate and clutters inside the box. It's about 2 inches long and 1 inch thick at the base, gradually thinning towards the top.<br/><br/>Also due to the slippery nature of the obsidian glass any further movement on it will be an accrobatics DC 10. Failure will result in you slipping and start sliding down along the side and land in the shallow water (towards the beach) With a potential to get hit by those nasty looking spikes on the way down. Let me tell you already, they will hurt almost as nasty as they look. If you want to slide down intentionally you get a bonus to avoid the spikes.  </div><img src="./images/think.gif"/></td></tr></tbody></table><br/><br/>- - - - -<br/><span style="font-weight: bold">Miles King</span><br/>You manage to slide your way down the small amount of mast down to the nest. The whole thing is angled to the side but it's still sturdy enoug hold you. As you get a moment to think you can feel the fwmiliar feeling of your holy symbol in your pocket. At least you had not missplaced that, despite missplacing what little else you might have had. As a lawyer of the innocent and the just you had a bad run in with the now currupted royal house and had been forced to flee. The resistance had offered you a trip on this ship to a more safe location to protect the innocent in court. Well, this place probably was safe from the government of Sharitha... But there is not a single courthouse in sight.<br/><br/>What was in sight was however the thing you spotted in the nest before coming down here. Just as missplaced as you was there was a single roll of some sort of cloth here. Judging by the coloration and type you suspect this roll came from the ship store's and was meant to be use to patch rips and holes in the sail of the ship. It was not the biggest of rolls but it almost seemed comically small when one compared it to the ships sails... Or at least the sails that had use to be there. Now all that remained aas a few scraps of white cloth fettered to one side of the mast. But a full roll of cloth wouldn't be a bad thing at all. Even if it was quite heavy.<br/><br/><table border="0" cellpadding="0" cellspacing="0"><tbody><tr><td style="margin: 0;padding: 0;border: 0;"><div style=" background-color: #FFEBD5;color: #000000; -moz-border-radius: 16px; -webkit-border-radius: 16px; border: 1px solid #FFFFFF; padding: 4px;font-size: 1em;">  There you go Kirby. The roll of canvas by the way have a weight of 40lb (approximately 18kg). Just putting that out there. As for getting down there is two things you can do. One is you could carefully slide yourself down the mast. A DC climb check of 10 would suffice to do it without hurting yourself. Failure by 4 or less (6-9 on the check) will result in sliding just a little too fast and you will take 1d3 damage. Failure by 5 or more will result in going quite a bit too fast and will double that damage 2d3. The other option would be to dive of the mast into the clear waters below... Though does do look quite shallow, something Miles can see from up here. Then there is of course the option of just numping down from here onto the deck... But that would mean 8d6 of fall damage if done intentionally and 10d6 if not. You are quite high up. Not the most survivable of jumps.<br/><br/>One final thing, I saw your god as being Helgerenn, but I must tell you that Helgerenn is considered a dead god. As such she is unable to give out spells and other powers to anyone who still worship her. I noticed this when I looked her up to find out what her holy symbol was. If you want to shift diety after hearing this given your occupation and such I would reccomend Abadar. A lawyer (Justicar) is Abadar's second most honored proffession (after tax collectors...). Abadar Strive to bring civilization to the wilds and with it the benefits of a just and lawful system, where those who commit crimes are punished acordingly and those that are innocent be protected behind the system. Despite being a Lawful-Neutral god Abadar actually employ Paladins. His holy symbol is a golden key with the depiction of a shining city inside the ring. If you still want to have Helgerenn I might have to pull something out of my arse to make it work.  </div><img src="./images/think.gif"/></td></tr></tbody></table><br/><br/>- - - - -<br/><span style="font-weight: bold">Mara T’siiryn</span><br/>As you move to the hole you get blinded by the huge shift in light for a moment. Once your eyes have adjusted to the shift in light condition you can see a huge beach. the top part of the ship's mast seems to be standing in the sand. The blue and white flag mostly now tattered rags hung down the side once occasionally moving a little as the almost non existant breese hit it. On the beach itself was so many people, you can easily tell there is at least several dozen of them. Though far from all of them seemed to be moving. Less than half seemed to be able to stand up. Some others was moving but was still either sitting or laying in the sands.<br/><br/>There is a stretch of water between you and the beach, though it looks shallow enough to wade through.  The depth could easily be judged through the clear water as somewhere between your abdomen and your shoulders. And logically getting shallower when getting closer to the beach. Judging by the salt marks in the ship it would easily get three to four times this deep during a high tide. In the wqter and on the beach is a lot of broken wood. A couple of smaller crates could be seen that have gotten away without being damaged too much but most larger ones was just debris. You however did notice a smaller intact barrel floating in the water not too far from where you are currently at.<br/><br/><table border="0" cellpadding="0" cellspacing="0"><tbody><tr><td style="margin: 0;padding: 0;border: 0;"><div style=" background-color: #FFEBD5;color: #000000; -moz-border-radius: 16px; -webkit-border-radius: 16px; border: 1px solid #FFFFFF; padding: 4px;font-size: 1em;">  If you took the rope with you that is two peices of rope, one 10ft piece and one 15ft piece. They weigh a total of 5lb (I think its 10lb for the standard 50ft hemp rope) They can be tied together to make a 23ft rope or a 20ft knotted rope. Also most of the people on the beach are either faceless character slots or corpses.  </div><img src="./images/think.gif"/></td></tr></tbody></table><br/><br/>- - - - -<br/><span style="font-weight: bold">Kara Foundling</span><br/>Armed with your tent you head up off the beach to find a tree to climb in. You get sorely dissapointed when you see that the beach opens up in large and open grassy plains. There was a few trees spread out on the plains but they where fairly small trees at about ten to twelve feet tall. Now past the crest of the beach you however do notice the huge volcano at the horizon.<br/><br/><table border="0" cellpadding="0" cellspacing="0"><tbody><tr><td style="margin: 0;padding: 0;border: 0;"><div style=" background-color: #FFEBD5;color: #000000; -moz-border-radius: 16px; -webkit-border-radius: 16px; border: 1px solid #FFFFFF; padding: 4px;font-size: 1em;">  Normally most skills except for knowledge skills allow you to take 10 on the check if you are not in immediate danger (combat, or other similar situations). Climb however is IMO one of the few skills where you if climbing anything sufficiently tall is in danger, the danger of falling. Anything ~15 feet or less I will allow take 10's seeing as a 10 feet fall will not hurt you. But a 15ft fall canotates 1d6 fall damage. But seeing as you have picked the Climber alternative Race trait you don't even have to roll climb checks for climbing. <br/><br/>But because you have a climb speed of 20ft that means you can indeed take 10 on climb, even in combat. It would be nice if you actually mentioned what alternative race traits you have chosen somewhere so I don't have to guess. This time it had already been present since the game start (+10 climb skill) but you know, I hate assuming things for my players as they tend to get a bit... Annoyed when I get it wrong. Not that they can complain when I never get enough info to go off so I have to assume things, or when they retroactively give the details I needed to know beforehand. *squints my eyes at the players of my saturday games*  </div><img src="./images/think.gif"/></td></tr></tbody></table><br/><br/>- - - - -<br/><span style="font-weight: bold">Coco Pendragon</span><br/>You try to pull the axe free but it's firmly stuck. This is a job for a brutish peasant but sadly there appears to be no one of those around. Instead just just muster yourself try to pull it free once more.<br/><br/><table border="0" cellpadding="0" cellspacing="0"><tbody><tr><td style="margin: 0;padding: 0;border: 0;"><div style=" background-color: #FFEBD5;color: #000000; -moz-border-radius: 16px; -webkit-border-radius: 16px; border: 1px solid #FFFFFF; padding: 4px;font-size: 1em;">  I was not sure if one could take 20 on ability checks so I had to do some research. Turns out you can take both 10 and 20. Do note that the time for doing it is increased by 20 thus you will be busy for a whole minute pulling it out, this is if I'm judging each post lengh about right should be about an entire post, but time is a very subjective thing here and depends on everyone's actions. But that will at least lead to you succeding, giving you the axe and the tattered silken blanket.  </div><img src="./images/think.gif"/></td></tr></tbody></table><br/>- - - - -<br/><br/>((These posts all seem to take so long to write. I mean, writing on my computer rather than my cellphone would speed things up a bit but then I'd get distracted by... computery things. So in reality It would just mean not writing at all. I do however use the computer to store notes about the world and your surroundings so ocassionally I have to peek at it to see if there is something important to tell you.<br/><br/>Also, for any of you that may not have realized it yet this game will feature a quite heavy exploration aspect to it. To incorperate this I have a hex grid overworld map as part of my notes, Each hex is aproximately 12 miles corner to corner (if it really is an island who said anything about it being small xD). There is a lot to explore and find available. Technically the hex you are on is a water hex. As a couple of you already know in character, the closest hex would be a plains hex. Exploring each hex takes time. Aproximately 1 day for you guys as all of you have a 30ft standard speed (well cept the lamia who is a special snowflake at 40ft). Traveling to a different hex is based on terrain but normally you can make about 12 miles in a day's travel (8 hours, any longer than that will incur forced march rules) at 30ft speed.))