EndlessForms |
Captain Francis' whip takes it toll on the silurian monstrosity as Karter's blast rips through its arm.
Initiative:
1. Karter and Xerxes
2. The Matron (17 dmg, -4 str/dex/con)
3. Francis and Sh'yl
Sh'yl and Xerxes are up!
Xerxes of Aiur |
There's 2 bleed damage each round for the Matron due to my sneak attack earlier, by the way.
Xerxes winces from the pain, but doesn't relent his ongoing assault, striking multiple time the matron with his psyblades.
Psyblade (cold iron), PA, study: 1d20 + 9 - 2 + 2 ⇒ (9) + 9 - 2 + 2 = 181d6 + 4 + 4 + 2 ⇒ (2) + 4 + 4 + 2 = 12
Psyblade (cold iron), PA, study: 1d20 + 9 - 2 + 2 ⇒ (5) + 9 - 2 + 2 = 141d6 + 4 + 4 + 2 ⇒ (2) + 4 + 4 + 2 = 12
Psyblade (cold iron), PA, study: 1d20 + 9 - 2 + 2 ⇒ (14) + 9 - 2 + 2 = 231d6 + 4 + 4 + 2 ⇒ (1) + 4 + 4 + 2 = 11
Psyblade (cold iron), PA, study: 1d20 + 9 - 2 + 2 ⇒ (9) + 9 - 2 + 2 = 181d6 + 4 + 4 + 2 ⇒ (2) + 4 + 4 + 2 = 12
EndlessForms |
Xerxes puts his blade into the Matron's side and takes down the bloated silurian!
Out of combat!
Francis Ulhutch, Ex-Professor |
Francis turns to the silurian elder who brought them here and conveys through Xerxes' telepathy. "Your matron is dead. Inform the rest of the silurians that we will relocate you to a better area and that any capable individuals in any talent may join my crew." Francis states.
"Let's report back to Pudding and he can inform the rest of the crew of our success." Francis states as he gives out orders to search the room for any possible aids to their piracy. He will cast Detect Magic across the room.
EndlessForms |
Nothing of use is found in the Matron's cave. The next cave over to the west is the larder holding much of the tribe's food stores, currently holding a recently slain giant space eel. Stacked in one corner are three light-spears (longspears), four sonic blasters (light crossbows), and cases holding 47 sonic charges. You also find a wand of produce flame (41 charges) jumbled among the sonic charges.
The furthest eastern cave is the silurian barracks. However, with the women and children silurians accompanying you, they do not attack. Rather, all eight of the silurians admit to harboring no ill will towards you and that they had only been commanded to protect the asteroid against your invasion. Since their leader has been defeated, they agree to join the Millenium Yak. They even gift you a ring of animal friendship.
They warn you about their trained space sharks to the south and the silurian trainer accompanies you to show off four fluorescent green space hammerheads, all trained to respond to the silurian's commands.
Beyond the shark room are two more silurians guardian a passage which leads to an alternate entrance on the other side of the asteroid. There is a small sandy beach surrounding what appears to be a small deep puddle or filled-in sinkhole.
Francis Ulhutch, Ex-Professor |
Can't fail the Perception check.
"What is behind that hidden door over there? Also, what is in the sinkhole?" he asks of the silurians as they escort him around their compound.
Xerxes of Aiur |
Xerxes's blades stop humming and retract with a slight woosh as the lifeless body of the Matron falls over. He inspects the silurians' supplies and simply nods when they decide not to put up a fight.
A wise choice. Now tell me, where's the treasure? You'd better tell us, as you've seen what we're capable of.
Intimidate: 1d20 + 11 ⇒ (15) + 11 = 26
EndlessForms |
You are in the sinkhole! They are guarding it from the inside, if that makes sense. The tunnel leading out is the puddle if I didn't make that clear.
"The treasure chamber is down below," one of them answers Xerxes. "Down with Krelloort, that four-armed failed experiment. He's quite mad, everyone is afraid of him. Under the power of him and the Matron we could do little but what they willed. Once Krelloort is taken down, the silurian presence on this asteroid will be gone except for those below who haven't yet joined you."
Francis suggests opening the secret chamber, which the silurians admit they knew nothing about.
Near the back wall of this darkened cave, a heavy chain has been coiled about the skeletal remains of a murdered captain. The rotten remains of a captain’s coat still hang from the skeleton’s frame, and a silvery pendant dangles from the captain’s neck. Who this betrayed captain was and why he was left here remains a mystery, as well as why his pendant was left with him. The ancient spacefarer, however, is no longer dead and is no longer bound by the anchor chain. He has risen as a space mummy!
mum: 1d20 + 0 ⇒ (1) + 0 = 1
Francis: 1d20 + 2 ⇒ (15) + 2 = 17
Xerxes: 1d20 + 3 ⇒ (12) + 3 = 15
Sh'yl: 1d20 + 4 ⇒ (5) + 4 = 9
Karter: 1d20 + 5 ⇒ (13) + 5 = 18
Initiative:
1. Karter, Francis, Xerxes, and Sh'yl
2. The Ancient Mariner
You guys are up!
Francis Ulhutch, Ex-Professor |
Kn.(Local): 1d20 + 10 ⇒ (18) + 10 = 28 I dunno if this will get me anything, but I'll try dammit!
Francis leaps back at the rising mummy. "How dare you! There is only one captain on this asteroid and it's me!" he berates the long dead corpse.
He fires off a quick blast to weaken the creature before his friends leap on him.
Ray of Enfeeblement - PBS @ FFTAC: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13 DC 15 Fortitude Save to halve Strength Damage.
Strength Damage: 1d6 + 3 ⇒ (5) + 3 = 8
KarϮer |
”oh $#!+...”, Karter mumbles upon seeing the space mumrah, he then raises the blaster at the rag and bones, shouting some inane battle cry, ”Thunder Yak HO!!”.
::ZAP::
Rifle, Point Blank: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28 >>damage: 1d10 + 1 ⇒ (4) + 1 = 5
confirm: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11 >>damage: 1d10 + 1 ⇒ (5) + 1 = 6
Xerxes of Aiur |
Hold the line! Let him come. he telepathically tells his companions.
Xerxes studies the Ancient Mariner carefully, and readies his psyblade.
Study (move action), then Ready action: melee attack as soon as he's within melee range.
Sh'yl M'sshakul |
Before doing anything, Sh'yl try to remember something about the creature.
Know. Religion: 1d20 + 5 ⇒ (3) + 5 = 8
Having no clue of what the creature was, he mentally listen to Xerxes and wait for the creature, all his sabers ready to strike.
delay action
EndlessForms |
KN (rel) but Sh'yl didn't get enough.
Francis' spell has no effect on the undead spacefarer and it likewise resists the damage from Karter's rifle blast (DR/-). Xerxes and Sh'yl prepare for the onslaught....
The mariner sloshes forward, pulling chains behind him, and approaches Xerxes, who digs his psyblade into the undead as the space mummy slams into the protoss!
slam: 1d20 + 12 ⇒ (8) + 12 = 20
damage: 1d6 + 7 ⇒ (6) + 7 = 13
grab: 1d20 + 15 ⇒ (7) + 15 = 22
Everyone needs to make a DC 16 Will save or you are paralyzed for 1d4 rounds due to his aura of despair.
Initiative:
1. Karter, Francis, Xerxes, and Sh'yl
2. The Ancient Mariner (7 dmg)
You guys are up!
Sh'yl M'sshakul |
Will DC16: 1d20 + 8 ⇒ (16) + 8 = 24
Sh'yl resist the fear as the ancient mariner came toward them.
Then he call for the force to help him fight the ancient creature.
May the Force guide my Saber ! swift action : divine favor +3/+3
Light saber 1: 1d20 + 7 + 3 ⇒ (4) + 7 + 3 = 14
damages: 1d8 + 6 + 3 ⇒ (7) + 6 + 3 = 16
Light saber 2: 1d20 + 7 + 3 ⇒ (4) + 7 + 3 = 14
damages: 1d8 + 4 + 3 ⇒ (7) + 4 + 3 = 14
Light saber 3: 1d20 + 7 + 3 ⇒ (12) + 7 + 3 = 22
damages: 1d8 + 4 + 3 ⇒ (4) + 4 + 3 = 11
Light saber 4: 1d20 + 7 + 3 ⇒ (8) + 7 + 3 = 18
damages: 1d8 + 4 + 3 ⇒ (5) + 4 + 3 = 12
Francis Ulhutch, Ex-Professor |
Fortitude Save: 1d20 + 4 ⇒ (11) + 4 = 15
Paralyzed: 1d4 ⇒ 3
Francis freezes up in terror at the sight of the mummy. "Eh... you guys got this..." he mutters at his crew.
Xerxes of Aiur |
Will: 1d20 + 4 ⇒ (19) + 4 = 23
Xerxes adopts a stance where he becomes the proverbial immovable object. His resolve and body are one, steeled against the Ancient Mariner's onslaught. Waiting for the right time to strike, Xerxes suddenly unleashes a hurricane of psyblades upon his enemy.
Psyblade (cold iron), PA, Study: 1d20 + 9 - 2 + 2 ⇒ (3) + 9 - 2 + 2 = 121d6 + 4 + 4 + 2 ⇒ (4) + 4 + 4 + 2 = 14
Psyblade (cold iron), PA, Study: 1d20 + 9 - 2 + 2 ⇒ (13) + 9 - 2 + 2 = 221d6 + 4 + 4 + 2 ⇒ (2) + 4 + 4 + 2 = 12
Psyblade (cold iron), PA, Study: 1d20 + 4 - 2 + 2 ⇒ (3) + 4 - 2 + 2 = 71d6 + 4 + 4 + 2 ⇒ (2) + 4 + 4 + 2 = 12
Psyblade (cold iron), PA, Study: 1d20 + 4 - 2 + 2 ⇒ (17) + 4 - 2 + 2 = 211d6 + 4 + 4 + 2 ⇒ (1) + 4 + 4 + 2 = 11
EndlessForms |
The space mummy parries all but one of Sh'yl's lightsaber jabs. Xerxes fares slightly better, with two of his strikes hitting the underwater undead!
Initiative:
1. Karter, Francis, Xerxes, and Sh'yl
2. The Ancient Mariner (26 dmg)
Karter is up!
Francis Ulhutch, Ex-Professor |
DR/- is a type of DR that cannot be overcome by any means. So you can never ignore the damage reduction on creatures with DR/-.
EndlessForms |
That's true, a smiting paladin who overcomes "all types of DR" is the only way to bypass DR/-.
This time Karter's aim is off and the space mummy slams at Xerxes again!
slam: 1d20 + 12 ⇒ (8) + 12 = 20
damage: 1d6 + 7 ⇒ (6) + 7 = 13
grab: 1d20 + 15 ⇒ (19) + 15 = 34
Initiative:
1. Karter, Francis, Xerxes, and Sh'yl
2. The Ancient Mariner (26 dmg)
You guys are up!
Xerxes of Aiur |
For the second time, Xerxes barely avoids the Mariner's deadly grasp, and counterattacks.
Die again! For Aiur! For the Millenium Yak!
Psyblade (cold iron), PA, Study: 1d20 + 9 - 2 + 2 ⇒ (12) + 9 - 2 + 2 = 211d6 + 4 + 4 + 2 ⇒ (2) + 4 + 4 + 2 = 12
Psyblade (cold iron), PA, Study: 1d20 + 9 - 2 + 2 ⇒ (14) + 9 - 2 + 2 = 231d6 + 4 + 4 + 2 ⇒ (2) + 4 + 4 + 2 = 12
Psyblade (cold iron), PA, Study: 1d20 + 4 - 2 + 2 ⇒ (18) + 4 - 2 + 2 = 221d6 + 4 + 4 + 2 ⇒ (1) + 4 + 4 + 2 = 11
Psyblade (cold iron), PA, Study: 1d20 + 4 - 2 + 2 ⇒ (12) + 4 - 2 + 2 = 161d6 + 4 + 4 + 2 ⇒ (2) + 4 + 4 + 2 = 12
EndlessForms |
@Karter: I didn't tell you how much but you could have figured out by now it is DR 5/-. So the first 5 points of every hit are ignored. Mummy's are the most popular monster to have DR/- but some others do as well. It really sucks.
Xerxes stabs into the space mummy three times in succession, nearly tearing a hole straight through the undead!
Initiative:
1. Karter, Francis, Xerxes, and Sh'yl
2. The Ancient Mariner (46 dmg)
Sh'yl is up! Since Francis is still paralyzed this round (this would be 2/3).
Sh'yl M'sshakul |
Sh'yl tried to use the hole dig by Xerxes to finish the job !
Lightsaber 1 (power attack): 1d20 + 7 + 3 - 2 ⇒ (3) + 7 + 3 - 2 = 11
damages: 1d8 + 6 + 3 + 4 ⇒ (6) + 6 + 3 + 4 = 19
Lightsaber 2 (power attack): 1d20 + 7 + 3 - 2 ⇒ (12) + 7 + 3 - 2 = 20
damages: 1d8 + 4 + 3 + 2 ⇒ (1) + 4 + 3 + 2 = 10
Lightsaber 3 (power attack): 1d20 + 7 + 3 - 2 ⇒ (17) + 7 + 3 - 2 = 25
damages: 1d8 + 4 + 3 + 2 ⇒ (7) + 4 + 3 + 2 = 16
Lightsaber 4 (power attack): 1d20 + 7 + 3 - 2 ⇒ (15) + 7 + 3 - 2 = 23
damages: 1d8 + 4 + 3 + 2 ⇒ (8) + 4 + 3 + 2 = 17
EndlessForms |
With three slashes of his lightsaber Sh'yl takes down the space mummy!
Out of combat!
The pendant around the undead's neck is made of deep platinum with queerly shaped blue-and-black whorls. The pendant is cast to resemble a chaotic cluster of tentacles and fluke tails, and though it does not radiate magic, you feel quite shaken when you study it for too long....
Xerxes of Aiur |
Well done, companions. Now let's find this treasure. thinks Xerxes as he starts looking for the fabled trove of Mancatcher Rock.
Francis Ulhutch, Ex-Professor |
"I like the pendant..." Francis says as he stares at the thing, clearly for too long.
As he snaps out of it, he realizes why they are there and he pushes on with his crew to find the treasure guarded by the "Krelloort".
EndlessForms |
You head down the tunnel to the north and wade through a small antechamber before coming to a throne room with curtains of golden seaweed on either side. The crudely chiseled dais sits against the back wall, supporting a stone throne, eroded and covered in strange runes and images of one-eyed beasts. Standing before the throne is Krelloort, a four-armed mutated silurian beast. Two female concubines stand to either side of his throne.
krel: 1d20 + 6 ⇒ (6) + 6 = 12
Francis: 1d20 + 2 ⇒ (2) + 2 = 4
Xerxes: 1d20 + 3 ⇒ (16) + 3 = 19
Sh'yl: 1d20 + 4 ⇒ (15) + 4 = 19
Karter: 1d20 + 5 ⇒ (2) + 5 = 7
Initiative:
1. Sh'yl and Xerxes
2. Krelloort and concubines
3. Karter and Francis
Sh'yl and Xerxes are up!
Xerxes of Aiur |
Xerxes studies the fabled treasure guardian Krelloort, and readies his blades to strike the first opponent who shall grace the protoss with a melee fight.
EndlessForms |
Krelloort darts forward, dodging Xerxes' blow as he jabs his space trident at Sh'yl!
Zul power attack: 1d20 + 13 - 2 ⇒ (7) + 13 - 2 = 18
damage: 1d8 + 10 + 4 ⇒ (7) + 10 + 4 = 21
His concubines move up to assist him.
trident on Xerxes: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d8 + 3 ⇒ (1) + 3 = 4
trident on Sh'yl: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d8 + 3 ⇒ (1) + 3 = 4
Initiative:
1. Sh'yl and Xerxes
2. Krelloort and concubines
3. Karter and Francis
You guys are up!
Xerxes of Aiur |
Xerxes focuses his many strikes on Krelloort.
Psyblade (cold iron), PA, Study: 1d20 + 9 - 2 + 2 ⇒ (10) + 9 - 2 + 2 = 191d6 + 4 + 4 + 2 ⇒ (2) + 4 + 4 + 2 = 12
Psyblade (cold iron), PA, Study: 1d20 + 9 - 2 + 2 ⇒ (19) + 9 - 2 + 2 = 281d6 + 4 + 4 + 2 ⇒ (1) + 4 + 4 + 2 = 11
Psyblade (cold iron), PA, Study: 1d20 + 4 - 2 + 2 ⇒ (19) + 4 - 2 + 2 = 231d6 + 4 + 4 + 2 ⇒ (1) + 4 + 4 + 2 = 11
Psyblade (cold iron), PA, Study: 1d20 + 4 - 2 + 2 ⇒ (19) + 4 - 2 + 2 = 231d6 + 4 + 4 + 2 ⇒ (3) + 4 + 4 + 2 = 13
Woohoo!
Confirmation 1: 1d20 + 9 - 2 + 2 ⇒ (17) + 9 - 2 + 2 = 261d6 + 4 + 4 + 2 ⇒ (2) + 4 + 4 + 2 = 12
Confirmation 2: 1d20 + 4 - 2 + 2 ⇒ (9) + 4 - 2 + 2 = 131d6 + 4 + 4 + 2 ⇒ (5) + 4 + 4 + 2 = 15
Confirmation 3: 1d20 + 4 - 2 + 2 ⇒ (10) + 4 - 2 + 2 = 141d6 + 4 + 4 + 2 ⇒ (4) + 4 + 4 + 2 = 14
Sh'yl M'sshakul |
Sh'yl began to attack the four armed creature siding with Xerxes.
Lightsaber 1 (power attack): 1d20 + 7 - 2 - 5 ⇒ (10) + 7 - 2 - 5 = 10
damages: 1d8 + 6 + 4 + 2 ⇒ (5) + 6 + 4 + 2 = 17
Ligtsaber 2 (power attack: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9
damages: 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Ligtsaber 3 (power attack: 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6
damages: 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Ligtsaber 4 (power attack: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16
damages: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Francis Ulhutch, Ex-Professor |
Francis sees his men strike several blows against the Kreloort and laughs proudly. He falls back to his best flame magic to blast the remaining crazies.
"Good work men." Francis compliments the crew as he looks oddly at the Kreloort. "Anyone else seeing the creature with four arm or is that just me?"
Flame Arc @ Kreloort: 8d6 ⇒ (5, 2, 5, 2, 3, 5, 5, 6) = 33 Backup: To Red if Kreloort falls to the string of crits from Xerxes.
Flame Arc @ Red: 4d6 ⇒ (5, 6, 3, 2) = 16 Backup: To Blue.
Flame Arc @ Blue: 2d6 ⇒ (5, 6) = 11
EndlessForms |
Ref: 1d20 + 4 ⇒ (9) + 4 = 13
Ref: 1d20 + 4 ⇒ (20) + 4 = 24
Ref: 1d20 + 6 ⇒ (13) + 6 = 19
Ref: 1d20 + 4 ⇒ (9) + 4 = 13
Ref: 1d20 + 4 ⇒ (5) + 4 = 9
Xerxes tears into Krelloort! Sh'yl is less lucky, perhaps distracted by the explosion Karter tosses behind the enemies. Francis hits all three with an arc of flame that knocks them all unconscious!
Out of combat!
Aura moderate transmutation; CL 8th
Slot none; Price 18,395 gp; Weight 4 lbs.
Zul is a +1 human bane trident that has been passed down from chieftain to chieftain in Krelloort’s tribe for generations. Zul’s three-pronged head is crafted of magically strengthened seashells, and its haft is composed of rough, twisted coral that deals 1 point of damage each time it is grasped, unless the wielder has a natural armor bonus or is wearing gauntlets.
As an immediate action after a successful melee attack with the trident, Zul’s wielder can transmute the substance of the target creature into rigid coral. This attack deals 1d4 points of Dexterity damage and slows the target (as the spell) for 1 round as its flesh calcifies. A DC 16 Fortitude save negates the slow effect but not the ability damage. A target reduced to 0 Dexterity is permanently petrified, transformed into inert, mindless coral. Break enchantment or restoration reverses all of the effects of this calcification. This ability can be used up to 7 times per day.
Among the personal items in Krelloort’s bedchamber is gold-plated conch shell engraved with images of sea elves and hippocampi (worth 1,200 gp) that holds a selection of putrid fish and humanoid livers (a silurian delicacy), a gilt tattooing kit that he uses on his slaves and concubines (worth 50 gp), and a burnished brass hand mirror (worth 20 gp).
The chamber hidden below the great throne is empty save for two chests. One is a iron-banded chest decorated with skulls that seems to have held up remarkably well considering its immersion in seawater. The other is a stone box with the image of a fish-headed demon carved onto its lid, whose seams appear to have been sealed by lead.
And while you are deciding what do to with the treasure and the two chests, level up to 7th! This pretty much concludes book 2 and after a little of RP wrap-up we'll move right in to book 3.
Xerxes of Aiur |
Xerxes nods at Krelloort, a meager honor for such a formidable foe. His psyblades hum to rest as the Protoss examines the chests, wary of any trap that might linger.
If it's possible, I'd like to take 20 on Perception, and Disable Device if necessary. The results would be 30 on the Perception check and 31 on Disable Device with the level-up, 1 less on each without the level-up.
EndlessForms |
The chest is indeed locked and trapped but Xerxes prevents the noxious chemicals from escaping the chest and is able to open it safely. In fact, one of the chests is indeed a captain's locker.
Aura strong conjuration; CL 13th
Slot none; Price 30,000 gp; Weight 150 lbs.
This iron-banded sea chest is 2-1/2 feet by 3 feet by 4 feet in size and is decorated with chains and brass skulls. The chest has no lock, but any standard lock can be easily attached to its hasp. The interior of a captain’s locker functions similarly to a type IV bag of holding, and can hold up to 2,500 pounds or a volume of 250 cubic feet. The chest’s weight remains the same, regardless of what it is holding. A captain’s locker does not rot or take any other damage from immersion in water or a vaccumm and is water- and air-tight, even if opened underwater or in a vaccumm.
When a captain’s locker is placed within the hold of a ship or some other enclosed cargo-carrying vehicle (such as a freight wagon with a cargo box), the chest warps the dimensions of the cargo hold so that the area’s cargo capacity increases by 50% without changing the weight of the vehicle. The cargo area remains attached to the vehicle, however, so outside conditions that affect the vehicle can also affect the cargo hold. If the captain’s locker is removed from the cargo area while the hold contains more cargo than it could contain on its own, any excess cargo is forcibly expelled through hatches or other means of egress, dealing 3d6 points of damage to anyone standing within 5 feet of the means of egress.
Besides the variety of luxurious silks, fine furs, exotic spices, raw gold and silver ore, and other plundered pirate booty worth a total of 10 000 gp, the treasures include a ship’s figurehead called Besmara’s Bones, two fan feather tokens, slippers of spider climbing, an ornate crown with undersea motifs crafted of deep platinum worth 5,000 gp, and a jeweled box (worth 500 gp) containing assorted jewelry worth 2,500 gp, as well as 2,083 gp, 18,900 sp, and 25,050 cp.
Aura faint necromancy; CL 5th
Slot see text; Price 10,800 gp; Weight 300 lbs.
Named for the goddess of piracy, strife, and sea monsters, this figurehead must be mounted on the prow of a ship function. Once per day, a ship carrying Besmara’s Bones can inflict a curse on an enemy ship struck with a successful ramming attack. The target ship must succeed at a DC 14 Will save or its pilot takes a –4 penalty on Profession (sailor) checks to control the ship. In addition, the cursed ship can never gain the upper hand in ship-to-ship combat (Skull & Shackles Player’s Guide 9). The curse inflicted by the figurehead cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. In addition, once per day, Besmara’s Bones can be used to cast false life (CL 5th) on the captain of the ship carrying the figurehead. A ship may not have more than one figurehead, magical or otherwise, mounted on it at one time.
Francis Ulhutch, Ex-Professor |
"Alright men, let's move this gear back to the ship." Francis directs his new silurian contingent.
He radioes back in to the ship to make sure that the first batch of silurians made it to the ship in one piece. "First Mate, do you copy?"
"Kzzzkrt- Mooo.... -Kzzzkrt" is heard over the radio.
"We are coming back with a haul, over."
EndlessForms |
Returning to Tidewater Rock, you spend some time reprovisioning the Millenium Yak and resting after your ordeal on the neighboring asteroid. Lady Smythee finally asks you, "Well, you have gained quite a reputation now. Many smugglers and pirates know the name Millenium Yak. But haven't yet earned the coveted title of Free Captain. Do you plan to appeal to the Nebula King for such privileges? He is the only one who can grant a letter of marque in Plural Sector B, you know. With it you could seize or destroy cargo, incarcerate or slay crew and passengers, and destroy or capture ships from other sectors, mercantile or otherwise, at your whim. It could be big boon to your enterprise and seems the next logical step, if you would ask my advice."
Francis Ulhutch, Ex-Professor |
"Haven't we already been doing that?" Francis states, confused by the need for official approval of their piracy.
EndlessForms |
Lady Smythee smiles. "You have mutinied against an inept captain, resisted Sontaron arrest, and found a lost treasure buried on an asteroid guarded by silurians. All well enough and it has earned you a reputation as a rising star but you have not yet taken a nonaggressive vessel for profit. You have accepted some silurians as crewmembers but if you had tried to imprison or enslave them, be assured that a legitimate Free Captain would see it as beyond your rank and would see it as their right to take those 'goods' from you. The same would result if you tried to take a cargo ship for yourself; a Free Captain would be within his rights to then take it from you. But among the Free Captains there is a mutual agreement not to step on each others toes."
Xerxes of Aiur |
Then it sounds like a goal that we could easily achieve. We will show them who we are - a force to be reckoned with.
Francis Ulhutch, Ex-Professor |
"I'd welcome them to try." Francis scoffs.
At Xerxes' answer, Francis relents a bit. "It you think it wise, Xerxes. Tell the crew, we head to find this Nebula King in three days after a stop at our financier to pay down our debts."