I assumed that I would get sneak attack damage for the attack, if not just remove the extra 3 points. Also I believe these are humans?? So I have added his +2 enemies bonus :-)
OK, to avoid the delay that goes with a lot of back-and-forth, here's Drummer's plan: If I can see the guy steering the pirate boat and he's in range, I'm going to drop a sleep spell on him to try to screw up the boarding process. If I can't, then I'll begin some inspiring drumming by beating on Anton's propped-up shield.
I wish we were continuing. It was a great game and the DM was good too... don't know what happened. He had only setup for the one game, but when we finished he decided to go on...
Mostly life has been busy, and the posting feedback cycle really slowed. I'll try to post daily this week and kickstart us back up again. When you get to town there will be a good spot to introduce new characters and drop off any we may have lost.
Everyone wakes up from the commotion. The mate hooks the other vessels and pulls it alongside the ship.
"We should search it for valuables and then scuttle it," the captain says gruffly.
Drummer quickly ties up the sleeping pirates. "Scuttle it?" he says to the captain in surprise. "A little boat like that could mean a livelihood for a fisherman. Isn't there a way to tow it in? We could share the profits from its sale."
Each of the three pirates is armed with: a cyan potion, a longsword, a light crossbow with 20 bolts, a leather armor, and a heavy steel shield.
The hold of the ship contains little of interest, but the variety of junk indicates they've stolen from other ships in the past. You do find a small metal lockbox under one of the bunks.
Anyone want to roll profession sailor to see how seaworthy the vessel is?
I do computer monitoring systems for luxury yachts. I usually travel for tech support or final installations. The Fort Lauderdale Internatoinal Boat Show last month was the deadline for a ton of projects.
That sounds real cool!! Bet you have seen some truly spectacular yachts in your time!
Yarroth gathers the weapons and armor from the bandits and piles it up on the ship's deck. He then turns his interest to the potions, carefully stowing them, for the time being, in his pack. Finally he looks over the locked box, attempting to unlock it, but first, checking it for any traps.
Perception: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
if there is a trap, then this will be to remove it, otherwise it can be applied to opening the lock (just remove the extra +1 if just picking the lock)
I see. Then Il call you when I get a new yacht ;)
Can you please add this alias instead of Maraxon to the list DM Deinol?
That is if im going to be included offcource.
(P.S il be quit until we reach the town from now on)
We can work Haldor in, no problem. The aliases get added automatically by the system, but I can move them to 'inactive'.
Craft Alchemy or Knowledge Arcana can help ID potions. Detect magic can get you the school of magic used if it is magical.
The box isn't trapped and you pick the lock with ease. Inside is bag containing 13 pp, 28 gp, and 16 sp, the privateers’ charter, signed by the Molthuni governor, and a small anchor token.
Yarroth shows the others the items from the small box, then puts it all back inside and stows it in his pack for division later.
"Well I do not know much about boats. Do any of you have any idea about this one's worth?"
Captain Walren says "It's not in very good condition, but it may be worth a few hundred gold. It'd take at least two to sail her to port, although it's meant for a crew of three."
Drummer looks at the captain and his mate thoughtfully. "I know some spells that would let me understand your mate for about an hour. I'm largely incompetent at sailing, but I'm good with my hands and can follow directions. Do you suppose that would be enough to bring her to port? I'm willing to be slightly foolish, but I wouldn't risk two lives for a few hundred gold, as appealing as the money would be."
After the conversation with the captain wraps up, Drummer says to Yarroth, "Those potions look like they're for healing, though I wouldn't swear to it."
"Well let us each take one, and maybe in the city we can get them identified."
Yarroth turns to the captain and asks, "Can we not just tow this one in, or do we need to send a crew on board?"
Tarric can be awake now if you want, I think I mentioned above that there was enough commotion to wake everyone up.
The city is about two hours away, but the barge isn't really big enough to tow the other boat. The mate could go on the new ship with someone if another is willing to help the captain out.
"Good morning Tarric. The new boat was a gift from the Molthuni governor. It came with three pirates, although one of them had a terrible tendency to die when shot with arrows."
Drummer turns to Yarroth, "Perhaps I should assist the mate. I know a song that will help me understand his language. I'm prepared to bow to your judgement, though."
Yarroth shrugs. "If you want. I have no real knowledge with boats, so if you can help out, all the better."
He turns to the still sleepy scholar and smiles. "Tarric! Glad to see you awake and alert. We should be making the pier in a few hours. Are you packed and ready to go? Take a look at this potion. Can you tell what it does? Drummer thinks it is some sort of healing potion."
"Pirates? Intriguing! Did they have cutlasses and peglegs? I wonder if there is there a significant difference between ocean going pirates and river pirates?" he prattles, not expecting an answer.
"A potion eh?" he asks, taking the small bottle. He swishes it around a bit, watching the colors, then he uncorks it and smells it before resealing it.
You don't recognize the item, but it glows strongly of conjuration magic.
You split up into two groups and sail the two ships toward town. It takes about two hours to sail to town.
In the dark, Tamran glitters with hundreds of tiny lights, emanating from the windows and lamps that dot the city. It has the look of a new town, built primarily of wood, though some older buildings linger here and there, many showing signs of damage from the war with Molthune to the south. Cracked walls and burnt remnants can be seen even from this distance, fresh scars from the long conflict.
After the ships are docked, Captain Walren says "Thanks for all your help. You should probably spend the night at Gar’s Last Meal. it's a good, safe establishment close by the docks. You can work out the sale of your ship on the morn."
"Many thanks to you as well. And the boat is partly yours as well, for without you and your man it would have languished on the lake. An inn sounds delightful after such a night as this."
Drummer finds a local constable to hand over the surviving pirates and their privateer's charter, then stumbles off to Gar's Last Meal for some much-needed rest.
Tarric stretches enormously as they walk down the docks, looking for the mentioned inn.
"I wonder if they will have any good fish here? I think a nice baked trout would hit the spot marvelously. Oh and a bit of wine too..." Tarric laughs and slaps his belly as it growls.
Gar’s Last Meal is a fine inn if you can get past the smell of fish. Rooms at the Gar’s Last Meal cost 2 gp per night, and meals (choice of fried fish, fish stew, or fish heads on sticks) cost 3 sp apiece. The owner of the establishment, Puglas, looks to be a gruff retired fisherman who is missing an arm.