Welcome to The Wandering Isles
Characters
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Meet the Isles
Click an image to meet the inhabitants of the Isles
Maleficum's Arcanum of Magic & Might
OmegaVerse
Languages of the Isles
Breezemark: A light, airy language with soft consonants and lilting vowels, reminiscent of whispers carried by the wind.
Cogchatter: A rapid, technical language with staccato rhythms and precise enunciation, resembling the clicking of gears in motion.
Earthscript: A grounded, solid language with deep, resonant tones, mirroring the strength and stability of the earth.
Emberseal: A crackling, fiery language with sharp consonants and smoky undertones, mirroring the flickering flames of its origin.
Everyday: A straightforward, practical language with clear pronunciation, designed for ease of communication in daily life.
Gloomtongue: A cryptic, hushed language with murmured tones and shadowy undertones, exuding an air of secrecy and enigma.
Grandiloquent: A booming, powerful language with long syllables and deep tones, echoing the presence of its towering speakers.
Gruff: A blunt, grumbling language with rough tones and curt syllables, mirroring the rugged nature of its speakers.
Helltone: A deep, ominous language with guttural growls and snarling consonants, evoking an infernal realm of darkness.
Howlspeak: A rough, growling language punctuated by sharp barks and yips, reflecting the wild nature of its users.
Ironscript: A rugged, solid language with strong consonants and clipped vowels, evoking the clanging of metal and the sturdiness of stone.
Lunus: A soft, melodious language with flowing syllables and poetic intonations, reminiscent of moonlight shimmering through leaves.
Monolithic: A powerful, elemental language with slow, rumbling tones, like tectonic plates shifting deep within the earth.
Netherchant: A guttural, harsh language characterized by deep, resonant tones, evoking a sense of darkness and malevolence.
Quicktalk: A lively, fast-paced language with clipped syllables and light intonations, perfect for quick, lighthearted conversations.
Rattlechatter: A rough, jarring language with harsh sounds and abrupt stops, mirroring the clattering noise of goblins at work.
Runic: A mysterious, symbolic language with arcane symbols and enigmatic intonations, reflecting the hidden depths of its users.
Saurian: A sharp, hissing language with harsh consonants and rolling vowels, mirroring the sounds of ancient reptiles.
Seraphic: A lyrical, ethereal language with delicate intonations, conveying a sense of celestial grace and harmony.
Streamglyph: A fluid, melodic language with a harmonious flow, resembling the soothing sound of water gently rippling.
Tacitalk: A visual, gestural language consisting of signs and motions, allowing for silent communication among its users.
Thicket Tongue: A natural, earthy language with textured tones, akin to the rustling of leaves and the whisper of the forest.
Wildspeak: A melodic, natural language with gentle, flowing tones, reminiscent of birdsong and the rustle of leaves.
From Fail (Nat 1’s) to Grail (Nat 20’s)
Session | Character | Roll | Total | Check |
---|---|---|---|---|
Session 0 | N/A | N/A | N/A | N/A |
Session 1 | Richard/Slate | Nat 1 | 4 | Insight check on whether Luna (Comet) liked her job. |
Session 1 | Ryan/Amaedrianna | Nat 20 | 24 | Acrobatics check to throw a piton at Dash to check his reflexes when he was drinking wine. |
Session 2 | Ryan/Amaedrianna | Nat 20 | 28 | Stealth through the crowd and keep an eye on this person who left the boat. |
Session 2 | Kian/Dash | Nat 20 | 25 | Stealth to sneak into his own room as Chicken is rummaging to grab the feather and invitation. |
Session 2 | Kian/Dash | Nat 1 | 0 | Animal Handling to try and get said items back from Chicken. |
Session 2 | Richard/Slate | Nat 20 | 25 | Persuasion to Alyssa to convince them to let Kian keep the invite. |
Session 3 | Ryan/Amaedrianna | Nat 20 | 28 | Tools Check to unlock her father's safe in her first ever trial. |
Session 3 | Kian/Dash | Nat 20 | 27 | Deception Check to entertain the host so that Alyssa can steal the gem. |
Session 4 | Bizzey/Hatsu | Nat 20 | 25 | Acrobatics Skill check to parkour and run away from his trial competitor. |
Session 5 | Kian/Dash | Nat 20 | 21 | Investigation Skill Check to work out the number of guards and occupants of Simul Decker's Iron Boat. |
Session 5 | Ken/Lysa | Nat 1 | N/A | Acrobatics Skill Check: Missed grappling hook shot to get onto the boat. |
Session 5 | Kian/Dash | Nat 20 | 25 | Stealth Skill Check to stealth away from people on Decker's boat. |
Session 5 | Kian/Dash | Nat 1 | 6 | Acrobatics Skill Check to try and break free from Amaedrianna's grip. |
Session 5 | Bizzey/Hatsu | Nat 20 | 25 | Unarmed Attack: Attack on Eos during their sparring with an elbow uppercut. |
Session 5 | Bizzey/Hatsu | Nat 20 | 25 | Unarmed Attack: Attack on Eos in the very next turn. Double nat 20! |
Session 5 | Kian/Dash | Nat 20 | 25 | Rapier attack on Amaedrianna during a sparring session on the beach. |
Session 5 | John/Weslyn | Nat 20 | 25 | Perception Skill Check: Looking around the woods upon the Crescent Pearl and sees Zephyr. |
Session 6 | N/A | N/A | N/A | N/A |
Session 7 | Ryan/Amaedrianna | Nat 20 | 26 | Rapier Sneak Attack to kill an Assassin sent to retrieve Hatsu's Sword and kill us. |
Session 7 | Ryan/Amaedrianna | Nat 20 | 26 | Shortbow Attack to disable the second Assassin sent to retrieve Hatsu's Sword and kill us. |
Session 8 | Ryan/Amaedrianna | Nat 20 | 26 | Initiative Roll to spar with Slate. |
Session 8 | Richard/Slate | Nat 20 | 21 | Initiative Roll to spar with Amaedrianna (straight after). |
Session 9 | Richard/Slate | Nat 20 | 23 | Non Lethal attack to knock out Boreal |
The latest session of The Wandering Isles unfolded with a flurry of dramatic events that tested the resolve and unity of our adventurers.