| Allende |
Not quite as acrobatic as Allie, Allende walks down the stairs and tries to blast the leftmost sailor with a burst of wind and rain.
Ranged Touch: 1d20 + 2 ⇒ (11) + 2 = 13
Nonlethal Damage: 1d6 + 2 ⇒ (1) + 2 = 3
If this hits he will be -2 on attack rolls next round.
| --Sandman-- |
Sandman tossed his rope near the unconscious sailors. "Tie them up, starting with the ones who are knocked out, and toss their weapons into a pile near the wheel."
Then Sandman went about trying to save the sailors who were bleeding out. A hand laid upon them and a whisper stopped their bleeding.
"Allende, once they are all tied up, channel your goddess' power to heal them. We want them awake and in line by the time the captain comes back on deck."
Other than the one who took the crit at the beginning, I'm pretty sure I can save all of them before they reach their con in negatives. Most of them didn't take huge amounts of damage when they dropped.
I have Stabilize memorized, so I'm going to go around to all of them and cast it on them, starting with the ones who look the worst off. I'm not going to bother spending rounds Diagnosing them. I'm just going to hit them with the spell and then sort out diagnosing and treating wounds once I Have them all stable.
By my count front he time the first enemy dropped to the end of the fight was 4 rounds (plus an indeterminate break between the initial fight and the ones who just tried to escape). As long as none of them were within 4 or 5 rounds of death, I should be able to save them all.
I think that gives us 8 prisoners total if we include the one who tried to stab the captain in the back.
| Allie "Cat" Calico |
(I assume Allie can take 10 or 20 on her profession Sailor checks for knot tying, yes?
Allie catches the rope and begins tying the men with snug, but not choking bowlines around each of their necks. She begins at one end of the rope, and adds a loop for each subsequent prisoner.
"Drag the rest over here once you've patched them up," she says as she works.
Once all of them have been tied, she secures the remaining bit of rope to athe gunwale.
| Amamer |
If they have 2 hit dice, then they're unconscious for 2d4 rounds. They're also blind and stunned, but unconscious sort of voids that. Then when they wake up, they're blind and stunned for another 1d4 rounds. Then they're stunned for a round.
Amamer whoops and casts Prestidigitation to create a turn Allie's hair blue. (DC 14 to resist) Then she gets to work tying them up.
| Ashrem Callister |
"Haha!! Blue is a good color for you Allie." Ashrem says as he drags another body over to be tied up.
"Our first plunder turned out pretty good. It'd be even better if a few individuals took the plunge overboard." His smile disappears as he spots Allende. "Well besides you, mate!" he says before breaking out in a faux-nervous laughter.
| Amamer |
Amamer holds up two fingers.
"Secure the wheel and the boats," she said. "Now I guess we just hold the fort until the rest finish mopping up."
"Don't worry about the hair," she says to Allie. "It'll go back to normal like that." She snaps her finger and dismisses the spell. "I wonder if my good friend Fipps would enjoy that game?"
| Adventurer#33 |
The battle has definately gone in favor of the pirates. You start to hear crys of surrender from the Rahadoumi sailors towards the bow. Shortly after you secure the last of the unconscious sailors. Captain Harriagan emerges from the captains cabin below the stern castle. He ignores you and stalks away towards the bow of the ship. He appears to be carrying a human heart in his left hand.
A short time later two Rahadoumi sailors and an officer come running from the bow fo the ship intent on escaping in the ships boat. The officer seeing you, calls to the sailors Hold them off! I will free the boat.
initiative Rahadoumi: 1d20 + 6 ⇒ (8) + 6 = 14
initiative party: 1d20 + 8 ⇒ (3) + 8 = 11
The sailors attack with thier short swords.
attack: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 1d6 + 1 ⇒ (3) + 1 = 4 Amamer takes 4 damage
attack: 1d20 + 2 ⇒ (5) + 2 = 7miss
damage: 1d6 + 1 ⇒ (5) + 1 = 6
profession sailor: 1d20 + 6 ⇒ (10) + 6 = 16 The officer is able to free one of the ropes holding the ships boat.
| Allie "Cat" Calico |
Acrobatics check: 1d20 + 9 ⇒ (16) + 9 = 25
Allie tucks and rolls under the guard of the sailor in front of her; coming to her feet and attacking the officer.
Attack: 1d20 + 6 ⇒ (18) + 6 = 24+4 more if flat footed.
Damage: 1d6 + 1 ⇒ (3) + 1 = 4 plus Sneak attack damage, if applicable: 1d6 ⇒ 1
(I'm posting from my phone, so I can't change position on the map.)
| Allende |
Allende helps Allie tie up the sailors but hasn't quite satisfied himself that they are secured enough before the hostilities break out anew. He waits unil Amamer's spell goes off, having seen how effective it is and then steps forward and attacks anyone still left.
Attack Rapier: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
| -The Sandman- |
Wow, Amamer can catch them all with color spray again. Usually the big drawback to that spell is that it's hard to use because allies tend to get in the way.
"Shhhhh…" says Sandman, waving a hand toward the Rahadoumi officer as he moves down the stairs toward her.
Slumber hex. Then move up next to her.
| Adventurer#33 |
will save: 1d20 + 1 ⇒ (1) + 1 = 2
will save: 1d20 + 1 ⇒ (13) + 1 = 14
will save: 1d20 + 1 ⇒ (2) + 1 = 3
will save: 1d20 + 1 ⇒ (19) + 1 = 20
The two sailors and Allie slump to the deck unconsious. The officer ignores Sandman's attempt to render her unconcious and turns on him stabbing with a boarding pike.
attack: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 1d6 + 4 ⇒ (1) + 4 = 5 Sandman takes 5 damage
Sorry Allie caught the edge of that color spray
| -The Sandman- |
Sandman gestures to the deck where the other prisoners sat, bound. "Go sit with your mates. We'll patch ya up. Oh, and toss the uniform jacket. You aren't an officer anymore, and you don't want to stick out as one when the captain comes to take a look at you."
| Ashrem Callister |
Ashrem removes the officer's coat like a gentleman before unceremoniously wadding it up into a ball and tossing it overboard. "Miss, I'll warn you now that there is some of our crew that I don't trust not to harm you. If it seems we'll be unable to keep you safe from them, I'll try to slip you a dagger to defend yourself with."
| Adventurer#33 |
Each of the sailors you defeated was armed with a shortsword and heavy crossbow with 20 bolts. The sailors wore studded leather armor. The officer was armed with a matched set of very fine (masterwork)shortswords, a heavy crossbow, and a boarding pike with strange glyph and symbols carved on its haft. The officer was wearing a chain shirt.
Not long after the officers surrender the fog lifts. The pirates have clearly won the day. The crew of the Man's Promise is disarmed and bound and then marched across the boarding planks onto the Wormwood. Once the prisoners are secured the victory celebration begins. The party lasts the rest of the day, all night, and well into the next day. No duties are assigned during the party. The captain holds a meeting with his officers the first day, and that evening divvies up the plunder from the Mans Promise.
Each of you recieves 287 gp and 5 sp. The party is given is also given 3 potions of cure moderate wounds, and a potion of invisibility. Captain Harrigan awards Sandman a magic amulet and a magic shortsword for warning him about the sailor sneaking up on him.
the amulet is a amulet of natural armor +1, the sword is a +1 shortsword. Each of you can take five actions during the party or do nothing but drink and party with the rest of the crew.
| Allie "Cat" Calico |
"Oooooo my head, " Allie groans as she finally shakes of the effects of Amamer's spell.
Her eyes light-up at the pile of coins presented to her, then grow wider at the sight of the potion bottles.
"We did it! We're real pirates, now," she says with child-like glee.
| Amamer |
Maheem
diplomacy: 1d20 + 9 ⇒ (16) + 9 = 25
diplomacy: 1d20 + 9 ⇒ (8) + 9 = 17
Badger
diplomacy: 1d20 + 9 ⇒ (3) + 9 = 12
diplomacy: 1d20 + 9 ⇒ (3) + 9 = 12
Conchobar
diplomacy: 1d20 + 9 ⇒ (9) + 9 = 18
Amamer dances for roughly 24 hours, only stopping to chat with the crew, and trying to sway those who are sitting on the fence that Plugg and Scourge are NOT their friends.
"They think to rule by the whip, but we didn't become pirates to be slaves," she whispers. "We can plunder the seas, share in the spoils, and live the life Besmara promises, if we stand together."
| Allie "Cat" Calico |
Day One Activity
Allie takes her share down to the quartermaster's Store, looking to buy some upgraded gear:
On her shopping list to buy:
Masterwork Studded Leather Armor
Masterwrok Thieves' Tools
Masterwork Crossbow (light or hand)
Crossbow bolts
Any alchemical "fun" items (tanglefoot bags, alchemist's fire, etc.)
On her list to sell:
Heavy crossbow
Chain shirt
Quilted Armor (only if MW Studded Leather is available)
2 masterwork short swords
"Hiya, Grok! How's business?" she says, smiling at the half-orc.
| Adventurer#33 |
available items
MW leather armor
MW Thieves tools
MW light crossbow
crossbow bolts
2 tangle foot bags
6 flasks of achemists fire
3 flasks of acid
The MW items will cost 745 gp
Grok will give you 400 gp for the 2 MW short swords because they are a matched set.
take a good look at that boarding pike. really I mean it examine it carefully.
| Allie "Cat" Calico |
Allie looks over the items, and her hand rests on the leather armor.
"I love the quality. Do you have one that's this nice, but has the metal studs all over it?'
| -The Sandman- |
Sandman spent the evening with the prisoners who were being held in the hold, patching up wounds. He wasn't a diplomat so he didn't say much, but he did make sure they knew that he bore them no ill will and would help as much as he was able.
"Don't do anything to upset Plugg or Scourge. They'll take any excuse to make an example out of one of you. I'll try to make sure you're fed well and patch you up as much as I can."
Then he left the crew to their revelries and went to sleep. He woke up sometime in the middle of the night with his heart pounding.
He walked out on deck amid the passed out drunks and a few random stragglers still up playing knucklebones. He walked to the prow and gripped the rail, processing as he stared down into the black waters. He pulled his mask from his belt and slipped it on. It gripped his face and held it, drinking in his fear. His heart rate went from a fast throb to a slow drum almost instantly. His whole body seemed to ripple as he took a deep breath.
He was glad for the fear. He would need it later.
| Allie "Cat" Calico |
"So, how about everything you've put on the table, except for the leather in exchange for the pair of fancy short swords, the chain shirt, this heavy crossbow, and my old set of tools? I'd include your usual bonus for good service, of course..."
Diplomacy: 1d20 + 7 ⇒ (4) + 7 = 11+1 more if Grok's into girls.
| Adventurer#33 |
"Listen Kitten, I like you, you've got spunk." Grok says in a freindly tone. "But I don't like you enough to risk a keel hauling for you. There isn't a bigger miser on the Fever Sea than Capn Harrigan, and unless I miss my guess you picked up these fancy swords when we took the ship, same as this chainshirt. The Capn didn't give em to you so you probably aren't supposed to have them. I can throw in some bolts but the Acid and the tanglefoot bag you have to pay for."