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1,218 posts. Alias of Vanulf Wulfson.


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Unfortunately, I am. I'm attending my states AFL-CIO Convention yesterday, today, and tomorrow which consists of speakers in the morning and committee meetings in the afternoon and I just haven't found time to update anything just yet.
I'm all for keeping the ship to ship combat system in if you feel you want to keep it otherwise we can chuck it.

This subsystem, while okay for a in-person game, is not going to work for a PbP game. Given the vagaries and time between posts this chase could last over a week or more. I'm just going to cut to the end of the chase and say that you've caught up to the fleeing Truewind and are preparing to board.

If I'm reading the rules right a round consists of two parts. First is the upper hand check, an opposed Profession (sailor) check to determine who has won the "Upper Hand". The winner of which can take one of the actions described in the spoiler above.
After which the round proceeds as normal by taking one of the actions listed in the discussion thread.

Round #1
With the wind from out of the south the Bounty chases the fleeing ship northward. Using the sails of the ship to her advantage Rhialla causes the flow of air to the Truewind to be disrupted as the pirate ship gains on the other vessel.
Using the "Upper Hand" to move the Bounty two squares forward as a free action.

Sailing action (Truewind): 1d20 + 12 ⇒ (19) + 12 = 31
With the Bounty gaining on her from astern the Captain of the Truewind tries a desperate maneuver as the ship turns hard to starboard and begins heading to the east, away from it's pursuing ship.


Round #2
Upper Hand check (Truewind): 1d20 + 12 ⇒ (17) + 12 = 29

At the start of a pilot’s turn, she can take any of the following sailing actions (except the “uncontrolled” action) by making a sailing check to control the ship. The pilot must take whatever action is required before doing anything else that turn. Just as in normal combat, a pilot can perform a standard action and a move action each round. Once the pilot has selected an action, or takes some other action forcing the ship to become uncontrolled, the ship moves. If a ship has less than half its crew or has no pilot, or if the pilot takes no action, takes some other action instead of piloting the ship, or delays or readies an action, the ship takes the “uncontrolled” action.

Full Ahead (standard action): With a successful sailing check, the ship’s current speed increases by its acceleration (usually 30 feet), but no higher than its maximum speed. The ship can move forward or forward diagonally. In other words, each time a ship enters a new 30-foot square, it can choose any of its forward-facing squares—the one directly in front or either of the squares directly forward and diagonal. This allows the ship to swerve. A pilot who fails her sailing check does not accelerate and can only move into a square directly in front of the ship’s forward facing.
Hard to Port or Hard to Starboard (standard action): The pilot can turn the ship while it moves forward at its current speed. With a successful sailing check, the pilot can change the ship’s forward facing either left (port) or right (starboard) by 90 degrees at any point during the ship’s movement. Do this by pivoting the ship so that the rear square of the ship takes the place of the ship’s former forward facing square. If a ship’s current speed is twice its acceleration, the pilot takes a –5 penalty on the sailing check. If a ship’s current speed is three times its acceleration, the pilot takes a –10 penalty on the sailing check. If its current speed is four or more times its acceleration, the pilot takes a –20 penalty. On a failed check, the ship does not turn, but can be moved forward diagonally during its movement. Note: A wind-propelled ship that turns into the wind (its forward facing is pointed in the opposite direction from the wind) is said to be “in irons” and takes the uncontrolled action until its pilot turns it to face another direction.
Heave To (standard action): With a successful sailing check, the ship’s current speed decreases by 30 feet. On a failed check, the ship does not decelerate. Either way, the ship can move forward on its current facing and can move forward diagonally. If deceleration reduces a ship’s speed to 0, some amount of inertia will continue to move the ship forward. The ship moves forward (either directly forward or forward diagonally) 1d4×30 feet before coming to a complete stop. Having the Expert Driver feat (Ultimate Combat 100) reduces this distance by 30 feet (minimum 0 feet).
Make Way (standard action): With a successful sailing check, a pilot can make a tricky or difficult maneuver that forces an enemy pilot to react. The result of this sailing check then becomes the DC of the enemy pilot’s next sailing check. On a failed check, the ship’s speed remains constant, but the ship cannot move forward diagonally, and the enemy pilot makes his next sailing check at the normal DC.
Stay the Course (move action): With a successful sailing check, the pilot can move the ship forward on its current facing at its current speed, and it can move directly forward or forward diagonally. Failing the check keeps the speed constant, but the ship can only move directly forward, not forward diagonally.
Full Astern (full-round action): With a successful sailing check, the pilot can move the ship backward at a speed of 30 feet, moving either directly backward (the reverse of its forward facing) or backward diagonally. On a failed check, it does not move backward. A ship may only be moved in reverse if its current speed is 0.
Uncontrolled (no action): When the pilot does nothing, if there is no pilot, or if the ship has less than half its crew, the ship is uncontrolled. An uncontrolled ship does nothing except take the uncontrolled action until it stops or someone becomes its new pilot. An uncontrolled ship moves forward only (it cannot move forward diagonally) and automatically decelerates by 30 feet. Even if a ship does nothing, it can still perform ramming maneuvers (see Ramming, below).


Sailing check: 1d20 + 12 ⇒ (14) + 12 = 26
You currently have the Upper Hand and hold the weather gage.

Upper Hand:

At the beginning of every round, each pilot makes an opposed sailing check to determine who has the upper hand that round. This represents the vagaries of luck, skill, and the environment, whether catching a favorable gust of wind, taking advantage of a fast current, sliding down the back of a large wave, or disrupting an opposing ship’s wind with your own ship’s “dirty air.” The pilot who succeeds at the check gains the upper hand, and can immediately reposition her ship by one square in any direction as a free action. For every 5 by which the successful pilot’s check exceeds the opposing pilot’s check, the pilot with the upper hand can reposition her ship by an additional square. On a tie, neither pilot gains the upper hand.
Alternatively, the pilot who wins the upper hand can change the heading of her ship by 90 degrees. For every 5 by which the successful pilot’s check exceeds the opposing pilot’s check, the pilot with the upper hand can change the heading of her ship by an additional 90 degrees.
A ship that is upwind of another ship (closer to the direction of the wind) is said to “hold the weather gage,” and gains a +2 bonus on the opposed check to gain the upper hand.

Stepping to Percival's orders Rosie and her gunnery crew rush to the ballistae and begin loading. Unfortunately due to the positioning of the other ship only one of the siege engines can be brought to bear upon the Truewind. Once the bolt is loaded, Rosie takes careful aim at the rigging of the other ship and fires. Unfamiliar with the weapon, Rosie's shot lands far short of her intended target and disappears into the other ship's wake.
Attack roll: 1d20 + 3 - 4 - 2 ⇒ (13) + 3 - 4 - 2 = 10
(If I'm reading the siege engines rules correctly I'm going to say that since Rosie doesn't have proficiency with the ballista she needs to take a -4 to hit, and since the range increment on a light ballista is 120' and you are currently at 180' that's going to add another -2 to the roll).
She looks at Percival apologetically before saying "Sorry, Cap'n. I'll do better on the next one."

I'm going to assume you're going to wait to do this. There's still about 200' between you and the other ship.

Shortly after sunrise a cargo lighter pulls up alongside the Bounty Carrying the promised goods that the group had negotiated for in exchange for the captured keelboat. After a couple of hours of back breaking work the crates are hauled up and stowed below deck as the ship prepares to set sail once again. Once past the city's protective walls a stiff ocean breeze fills the Bounty's sails as she heads out to the open sea.
More than a week passes without sight of another ship as Randall and Ashlei work with the new recruits to get them assimilated with the veteran crew and the workings of the ship. Herzag has to intervene a few times as the tensions of working with the unskilled fisherman sometimes boils over into actual physical altercations. Fortunately, a few cracked heads is all it takes to restore order and discipline.
On the morning of tenth day out of Senghor the lookout spies another ship out on the horizon. Peering through the spyglass you see a sailing ship flying the colors of the city-state of Absalom. As you watch, several more yards of sail are hoisted as your target prepares to run. Turning to flee you can barely make out the name of the vessel, Truewind, on it's stern as it begins to run.
1d4 ⇒ 2
The Truewind leads you on a merry chase as the pursuit stretches into the night and on to the next day as each ship tacks and yaws to gain the upper hand but, inevitably, your faster ship overtakes the other as you close to within distance to engage the ship with your ballistae.
1d4 + 2 ⇒ (4) + 2 = 6
You're about 180' away from the Truewind. It will take you six sounds to close to boarding distance.

Initiative (Bounty): 1d20 + 3 ⇒ (17) + 3 = 20
Initiative (Truewind): 1d20 + 1 ⇒ (7) + 1 = 8

Infamy is a group reward. The higher your Infamy score the more likely that someone has heard about you and your ship. The rules for Infamy and Disrepute are on the Campaign Info tab.

Percival, it's Diplomacy to gather information. Given your score you can find out if there's any Wizards in this city and if they're willing to teach an apprentice. (see my post in the discussion thread about the cost and time).

The crowd listens with rapt attention as first Percival, and then Randall, spin their tales about their time on Bonewrack Isle, oohing and aahing at the appropriate times, during the stories.
Percival, you can gain infamy using Bluff, Intimidate, or Perform. The DC is 15+2x your APL (Average Party Level) (don't know why Diplomacy wasn't included, but them's the breaks) but given that your Bluff score is the same as your Diplomacy, I'll give it to you. You both gain +1 Infamy, bringing your current total up to 8.

Percival, do you wish to retrain your last Fighter level into a Wizard one, or are you looking to prepare to take your next (5th) level in Wizard?
Either way I'm going to say it'll take the same amount of time (7 days, and cost you either 280 gp's to retrain your 4th level or 350 gp's to prepare for your 5th level) at the end of which (or when you level up) you would be a 1st level Wizard with a freshly minted spellbook.
If you're wanting to just buy a spellbook and learn on your own (or with Neela's guidance) I'm going to say that the time would be doubled (or quadrupled, if you continue adventuring during that time) and that the costs would go up by 150% (do to the fact that her style of learning is different in many ways than an actual Wizard's and that you'd have many starts and stops before learning the proper way).

My appologies. I did see it, I just forgot.

As Herzag begins to inspect the ship's ballistae he is confronted by a tough looking halfling woman. She stands there with her thumbs hooked through a leather belt, her hands suspiciously near a pair of handaxes hanging from that same belt "And just do you think yer doing?" she asks, somewhat defensively "The name's Rosie and those babies are mine to keep. Yer job is to keep the crew from killing each other and knockin' a few heads when needed. If'n yer looking for the armory it's below decks, such as it is."
Taking Rosie's advice you go below to the mid-deck to find the weapons racks along the bulkhead to be bare. Aside from a dozen light ballista bolts in a crate on the sterncastle there appears, aside from each crewmember's personal weapons, to be no surplus of weapons anywhere aboard the ship.

As far as I can tell there is no mechanism for provisioning the ship. That's something we'll need to discuss. As for selling ships, that is a set price so there's nothing to assist with. When selling the plunder from those ships is when there is a roll to determine how much the goods are sold for.
Otherwise feel free to join Randall and Ashlei on the journey to the marketplace.

My appologies. I did see it, I just forgot.

As Herzag begins to inspect the ship's ballistae he is confronted by a tough looking halfling woman. She stands there with her thumbs hooked through a leather belt, her hands suspiciously near a pair of handaxes hanging from that same belt "And just do you think yer doing?" she asks, somewhat defensively "The name's Rosie and those babies are mine to keep. Yer job is to keep the crew from killing each other and knockin' a few heads when needed. If'n yer looking for the armory it's below decks, such as it is."
Taking Rosie's advice you go below to the mid-deck to find the weapons racks along the bulkhead to be bare. Aside from a dozen light ballista bolts in a crate on the sterncastle there appears, aside from each crewmember's personal weapons, to be no surplus of weapons anywhere aboard the ship.

As far as I can tell there is no mechanism for provisioning the ship. That's something we'll need to discuss. As for selling ships, that is a set price so there's nothing to assist with. When selling the plunder from those ships is when there is a roll to determine how much the goods are sold for.

Once ashore the crew disperses to the nearest tavern or brothel. Several of the crew of the captured ship, eager to make a better life for themselves, volunteer to serve aboard the Bounty.
Percival and Rhialla, arm in arm, leave the docks to explore the city while Randall heads to The Marketplace, an island in the middle of the bay, to see about selling off the ship and it's cargo.
Once there he is stopped by the city's black and red liveried city guards, who demand the surrender of his weapons before being allowed to cross one the bridges to the island.
Randall spends all of the morning and most of afternoon searching for a buyer before finally finding one who is willing to purchase the ship and cargo, no questions asked. For the cargo he is willing to spend 75 gold pieces for the fish but for the ship he, citing a lack of funds, offers instead to trade goods worth one point of plunder for the keelboat.
Ships are sold for half their cost in plunder (rounded down). One point of plunder is usually worth 1,000 gp's, but since we're playing with six people instead of the standard four, I'm increasing it to 1,500. This plunder can then be turned around and sold for a profit (or loss) depending on the settlement size and how well you roll.
With a deal struck, Randall makes arrangements for the goods to be delivered to the Bounty the next morning.

There's not information on Senghor that I could find but here's a link to it's Wiki page.

Ashlei, feel free to roleplay your time on the Elten Baide with Randall.

Herzag, that's entirely up to the party. I have no problem with sharing with everyone.

Is there anything anybody wants to do in the city, otherwise I'll move things along.

I'm generally up for work between 2:30 and 3:00 CDT.

I thought I was the only one who was up this early.

A crowd quickly gathers as the Captain and Herzag begin their duel, forming a perfect circle with the two combatants in the center. Shouts ring out as both men score their first hits, soon followed by money exchanging hands. Many favor Percival while a few brave souls play the odds and bet on the new guy. A groan rises from the crowd as the Captain ends the fight early and all the bets are settled as the crew wanders off to finish their duties for the day.

Based on those rolls and given that the complement of the Elten Baide is fifteen crew, two of which were Herzag and Ashlei, I'll throw in the lone remaining crewman as a bonus recruit, for a total of thirteen crew.

Usually I can do a flurry of posts throughout the day on Fridays, when I'm off work and my wife is at work and my daughter's in school. Then it tapers off during the weekend when it's "Family Time". Only to pick up again during the week in the evenings after work.

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I, as the GM, like to take some time between posts to allow the players a chance to chime in, usually 24 to 48 hours or so. Once I'm satisfied that everyone's had a chance, then I'll continue. This gives the players the time to respond and I don't feel like I'm trying to steamroll people at the expense of roleplaying.
I'd rather go slow and give people a chance to develop their characters as opposed to jumping from scene to scene with little or no interaction. It makes the game seem more organic. Right now I'm trying to incorporate your new characters in such a way that they don't seem shoehorned into their roles (even if that's the end result).

The morning sun rises as the two ships begin their journey together to Senghor. Randall crosses over to the Elten Baide followed by Ashlei before the mooring lines are removed and hauled back aboard the Bounty. The slower keelboat takes the lead as the Bounty follows close behind in case of trouble.
Despite, or perhaps because of, the precaution the trip to Senghor is uneventful and on the afternoon of the third day both ships sail past the massive outer walls and into the protected bay of the city itself.
Once securely moored in the harbor you are soon visited by a representative of the harbormaster. Once satisfied that you are not trafficking in anything illegal in the city, he collects the various fees and departs, releasing the crews to explore the city.

Okay, I need a little narrative direction here. What do you intend to do the the Elten Baide and her crew? Are you going to sell them, sell her, or let them go?

I kept calling it Besmara's Bane in the recruitment thread but it's actually Besmara's Bounty. Sorry, my bad.

Okay, Ashiel and Herzag, you guys are up.

I'm going to forgo the chase in order to get our new players in that much faster.

Despite the apparent advantage the Besmara's Bounty has over the the smaller craft, the other ship's captain is a wily sort as the chase last most of the afternoon until finally a shot from one Rosie's ballista crews tears a hole in the other ships sails.
Unrelenting, the keelboat captain orders the oars unshipped as the crew begins to row for their lives. Alas it is all for naught as your ship catches up to the fleeing vessel and the two ships are drawn together as grappling hooks catch the other vessel.
Amid shouts of triumph your crew swarms over the railings of the two ships and onto the deck of the fishing boat. You spy the ship's captain, a dwarf, and what can only be his First Mate standing upon the ship's aft deck near the wheel, shouting orders to his crew to defend themselves and the ship.
Making your way through the swirling chaos you climb the stairs to confront the two men. After a short battle you stand victorious over the bodies of your fallen foes.

I'm sorry guys. I didn't mean to shortchange your victory but I didn't want to drag this out for days with the various back and forth while we have new players waiting to join. Next time, I promise.

Unfortunately, the captain of the other ship must have spotted you as soon as you spotted him as, with Percival watching, the oars are suddenly retracted and a white sail can be seen rising from the mainmast in a futile attempt to outrun your ship.
Intiative (Captain): 1d20 + 1 ⇒ (14) + 1 = 15
Initiative (Percival): 1d20 + 3 ⇒ (5) + 3 = 8

A little Retcon
As you begin to load provisions onto the newly christened Besmara's Bounty Jaina walks up to Percival with a look of apprehension on her face "Dandy, I been thinking. Crimson is going with Captain Pegsworthy on the Strix once she's been rebuilt and I been thinking about going with him. I'm going to miss you guys but I think this will be for the best. Good luck to you all." Jania shrugs and give Percival a playful punch on the shoulder before turning to walk away.

The crew divides itself into groups of two and begins searching the ship from stem to stern, finding no sign of the missing crewmen or the sahaugin who attacked the ship.


Sahaugin colonies can range anywhere from simple cave complexes to vast underwater cities, depending on their numbers. Most colonies are built in coastal waters or near shipping lanes to provide a fresh supply of food.

As the morning sun begins to rise the crew reports, bleary eyed from the lack of sleep, to the main deck for their days assignments. Soon they fall into the routine of their jobs as the Besmara's Bounty heads out to sea. Shortly before the midday meal the monotony is broken by the lookout's shout of "Sail, ho!" as he points toward the horizon.

Alright, after conferring with the rest of the crew I've decided to go with the general consensus but I decided to go with the top two choices which everyone could agree on.
So, without further ado, welcome Ashlei 'Burnout' Mamoud and Herzag.
Give me a couple of days to get to an appropriate spot to bring you in to the story.

F. Castor wrote:


Tentatively interested.

A question: Would you perhaps be willing to allow the Slippery combat trait without the Bellflower Network prerequisite?

That's fine with me.

If anyone's interested I've opened a recruitment thread for one melee oriented character to join our Skull & Shackles campaign.

Sorry for the radio silence but I too have been suffering from burnout recently. Although GenCon re-energized my batteries it's been awful hard to overcome the inertia of sitting still.
I'm sorry to see you go Jaina but can totally understand what with the fits and starts we've been going through recently.
I'll start a recruitment thread to find a suitable replacement so if anybody knows of any players who would be interested let them know.
When I took over this game after the original GM bailed I thought it was only going to be temporary, now going on two years later I find myself at a creative dead end and will probably begin a search for a new GM shortly after replacing Jaina. I want to keep playing Randall as I think he's a fun character to run but I've hampered him on some occasions to avoid the entire GMPC fiasco.
Hopefully I can a post up tonight or sometime tomorrow and we can get this ship a sailing again.

Jaina, you already had skill points invested in Profession (sailor), which leaves you three more points for your background skills.

According to my calculations you already have three points in diplomacy and Perception which means you can only spend one more point in each of those, leaving you 2 more points to spend.

Percival, you currently have three skills that can be considered background skills.
Profession (sailor) (4), Knowledge (geography) (1), and Knowledge (engineering) (1).
Moving those skills to Background skill frees up six points to spend on your adventuring skills and two more to spend on other background skills.

Still waiting to see what everyone wants to spend their new found skill points on.

You spend all of that day as a shake down cruise, getting used to the way the ship handles with the new improvements and getting the new recruits stowed and settled in. You retire that evening satisfied with the ship and crew.
You are jolted awake by the sound of the ship's bell clanging furiously in the night. Arriving on deck a pair of sailors make their way to Percival before stammering "Beggin' the Cap'ns pardon, but when we came on deck to relieve the night's watch... well, sir, they wasn't there. We searched the deck for 'em and that's when we found these" he points to a pair of fresh bloodstains on the wooden deck.

Survival check DC:17:

You search the area as well and find some wet footprints in the shape of a clawed, webbed humanoid foot.

Knowledge (nature) check DC:15 (only if someone made the previous check):

You recognize these prints as those of a sahuagin, a warlike and cruel race of aquatic humanoids who dwell in the ocean's depths.

Okay, as they say at my union meeting "The Ayes have it and so ordered."

So, after going over everyone's characters and separating out the Adventuring Skills from the Background skills this is what everyone has left to spend.
Jaina: AS:3 / BS:5
Neela: AS:7 / BS:1
Percival: AS:6 / BS:2
Rhialla: AS:2 / BS:6

Randall actually had to spend Adventuring Skill points to cover his Background skills, which you can do but not vice versa.

Please let me know what you're spending on what so I can update your portfolios as well.

Background Skills
So I was perusing the Recruitment threads the other day and I came across a lot of players inquiring about the use of Background Skills. Since this game began before the release of Unchained and in an effort to keep things fresh and exciting I was wondering what everyone thought of including them in this campaign? Going retroactively it would essentially give everyone an additional 8 skill points to spend on their characters.
Let me know yea or nay.

Also if there are any other rules or things that you would like to add, let me know.


As you and the Captain begin walking along the beach he grabs an unopened bottle of wine from a nearby sailor and searches for some place quiet. Once far enough away from the party for some privacy he sits down on the sand and offers a place next to him for you. He opens the bottle and offers you the first drink before he begins to talk.
He began his career as a member of the Andoren navy and eventually became an Eagle Knight of the Steel Falcons. Joining the order's fleet, the Gray Corsairs, he served proudly through dozens of missions eventually rising to the rank of Captain of his own ship, the Bonaventure.
As Captain, Pegsworthy served Andoran faithfully until one day during a skirmish with a Katapeshi slave galley when the Bonaventure's mast was struck by a catapult stone and toppled into the sea, dragging him with it as his right leg became entangled in the rigging.
He would have drowned if not for the quick thinking of his first mate, Casron Drale, who dove into the water to rescue him. Unable to free the leg the quick thinking mate drew his sword and severed the Captain's leg and pushed him back toward the surface to an awaiting rescue boat, thereby saving him from a watery grave. Unfortunately his best friend wasn't so lucky as Drale's cuirass slowly weighed him down and he never made it back to the surface. He vowed then and there that his friend's sacrifice would not be in vain and that his injury would not keep him from the sea.
After convalescing in Augustana, and lacking the means to magically regrow his leg, he was fitted for a peg where he joked that he would be the first one legged Captain in the fleet. The Admiralty had other ideas though and, after pronouncing him unfit to command a ship of the line, reassigned him to desk duty at the naval yard, a fate worse than death.
After over two years of appeals fell upon deaf ears it became clear that the Admiralty and the People's Council had no intention of ever allowing him to serve aboard a ship again. He returned to his desk and kept doing his duty until he overheard an admiral discussing his latest appeal with is aide in which he said that it would've been better if the first mate had let him drown where he could have served as a martyr to the cause rather than a pain in everyone's arse.
Incensed at he insult not only to him but to his friend's sacrifice he began to formulate a plan. Using his job at the navy yard he began contacting others who had similarly been invalided out or been cashiered for various infractions and the next time "his" ship, the Bonaventure, was in port he and his men snuck into the yard and "liberated" the ship and began to sail for the open seas, and the rest is as they say, history.
Looking at the now empty bottle he tosses it into the ocean before standing up and brushing the sand from his uniform. Offering you his hand to help you up. Looking into your eyes he smiles "To the Hells with it." he says as he moves in for a kiss "Would you like to return to my quarters?" he asks, hopefully.

1d4 + 2 ⇒ (4) + 2 = 6

The next morning dawns way too early for some as you and your crew prepare to board the Besmara's Bounty. As you bid goodbye to Captain Pegsworthy and his crew you can overhear some of the sailors humming the tune to Randall's song as they board their launch back to the Strix. Captain Pegsworthy frowns as three of his men decide to stay behind and try their luck with the new ship and it's captain. Pegsworthy understands and wishes his men good luck and good hunting as he and the rest begin to row back toward their ship moored in the harbor.
Once you begin stocking provisions for the ship you are approached by three of Rickety's workers, the two you rescued from the naga and the young girl you saved from the wasps, who request to sail with you as well. Rickety is somewhat taken aback by their decision but he too wishes them well as he begins to oversee the hauling of the Strix into the dry dock and the subsequent work to be done on her.
With the crew settled in and the ship ready to depart you haul up your new sails and begin to sail around the headlands and out into the open ocean to forge your destiny.

Finally the day comes when your ship is ready to set sail. Captain Pegsworthy is there along with Rickety and the rest of your crew. As the Captain prepares to christen the Besmara's Bane with a bottle of fine Sargavan wine, from his own stores no less, he offers a toast before smashing the bottle against the ships prow "Good fortune and sure sail await the one what can crack the Rock.”

Knowledge (local) DC:15:

The toast refers to a small castle called Tidewater Rock that commands a small, protected harbor on a remote island south of Motaku Isle. It is said that anyone who can claim Tidewater Rock as her own will have good luck, as the castle makes a strategic watch point from which one can strike the nearby shipping lane.

The crew issues shouts of approval as the chocks are hammered free and the ship rolls free into the estuary.
Captain Pegsworthy takes you up on your offer of a party and arranges for his officers and crew to take part. The party is a smashing success with a couple of fist fights and only one knife fight, resulting in a none too serious injury. The luau last until the wee hours of the morning where the light of the coming false dawn begins to brighten the sky.

Just an FYI. I'm going to be on vacation starting tomorrow so updates from me will be few and far between. I will have my laptop with me and will try to keep posting, but don't expect too much.
I'll be home on the 19th and should pick up regular postings then.

1d3 ⇒ 3
After lowering the body down from the tower and digging a shallow grave Rhialla says a quick blessing for the departed soul at the end of which the parrot flies down from it's perch in the tower to land on her shoulder to squawk "Rotgut!" before lapsing into a companionable silence.
Returning to the village, with the hogs in tow, you seek out Rickety to tell him what you found. "Good idea, burying him out there. He loved being alone, away from everyone else, he just wasn't the sociable type." As you give him the man's belongings Rickety looks at you and says "They're yours now, I guess. Lyle had no one here close enough to claim them and he had no family that I know of."

It's a +1 rapier.


You detect a faint aura of Evocation magic on the weapon.

Following the trail to it's end you soon arrive in a small clearing on the promontory over looking the bay on one side and the ocean on the other. Here a simple wooden watch tower rises some 20' from the jungle floor, a crude ladder nailed to the structure allows access to the platform above. Several broken rum bottles lie strewn about the base of the tower.
As you survey the area a brightly colored bird, a parrot, swoops down from the tower and circles the party a couple of times squawking "Shoo, fly. Don't bother me. Shoo fly. Don't bother me." before returning the the rafters of the towers thatched roof.
Climbing the ladder you reach the towers platform. Once there you notice a twisted rope hammock strung between two of the poles that support the towers roof, a large footlocker lies open in the opposite corner. Another empty rum bottle lies tipped on it's side and various items of clothing lie scattered about.
Despite the disarray your eyes are drawn to the body of an elderly man lying sprawled on the floor beneath the hammock, a finely wrought rapier clenched in it's hand. Examining the body, you see that one side of his neck is blackened and swollen and a ring of foam cakes the man's mustache and beard around his lips.

Heal check DC:20:

He appears to have died from some sort of allergic reaction

The blade of his rapier is stained with the same kind of yellowish ichor that you encountered in fighting the wasps.
The parrot flies down from the rafters to land on the dead man's chest, squawking pitifully "Shoo, fly. Don't bother me.'
A quick check of the rest of the watchtower turns up nothing of note or worth, except for a tranished, brass spyglass lying in the open footlocker.

Quiet returns to the jungle as Jaina's pugilistic pummeling puts the piggy down for good.

Jaina, with the sow in front of her dead, surveys the fight before trudging through the jungle to get at the remaining boar. With the roots threatening to trip her all the way, she places the pig between herself and Percival before punching at it. As she steps forward to swing, her foot becomes entangled in the undergrowth and her punch goes wild missing the wild boar completely.
Attack roll(unarmed strike): 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10

Percival and Randall combine their attacks on the large male boar and strike it down. It gives one last grunt before it expires, blood oozing from it's wounds.

The remaining sow, wheeling in a desperate attack, turns to face Rhialla before attempting to gore the Cleric with her razor sharp tusks. The creature, slowly being surrounded, is too distracted to mount a successful attack as her tusks only find open air.
Attack roll (gore): 1d20 + 4 ⇒ (4) + 4 = 8

Round #2
Will save (boar#1): 1d20 + 1 ⇒ (13) + 1 = 14
Confused, the boar that attacked Neela turns to face the man who mortally wounded it, but the Witch's magic prevents the creature from successfully hitting Randall.
Attack roll (gore): 1d20 + 4 ⇒ (4) + 4 = 8
Attack roll (gore)(Misfortune re-roll): 1d20 + 4 ⇒ (5) + 4 = 9
Percival draws his weapon and steps up to the swine attacking Randall but the shadows and the vegetation throw his aim off as his swing goes wide. Meanwhile the boar that was attacking Rhialla, suddenly bereft of a target focuses on Percival as he steps up but he porcine tusks sink deeply into the wood of his shield sparing the Fighter it's attack.
Attack roll (gore): 1d20 + 4 ⇒ (12) + 4 = 16
Rhialla, thanks to Besmara's magic, suddenly appears next to the sow attacking Jaina and sinks her rapier into it's exposed flank, drawing another squeal of anger from the creature but before it can turn to face this new threat Jaina's flurry of punches cracks the piggy's skull as the feral light in it's eyes go out and it's legs splay from under it as it lies dead.

The sow attacking Jaina is now dead, while the one attacking Randall is now in negative numbers and under Neela's hex, but fighting on due to it's Ferocity. The remaining sow is attacking Percival, who I assume drew his shield as well as his weapon before stepping up, otherwise that attack is going to hit.

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