
Dewyn Falassion |

Dewyn judges the situation to see if they give any sign of friend or foe.
" Maybe we should get the crew ready and prepare to sail... We don't know how this will go, and it seems our ship is a little out matched if it does get ugly"
Dewyn casts Mage Armor on himself..just as a precaution
Good for four hours, +4 to AC

Keith S. |

Your ship is in no way ready to go, as it is in drydock and on blocks.
And partially chopped apart for "squibbing".

Darvan Waverider |

Darvan smiles and steadies his crew, trying to ease any misgivings.
He pulls some leaf from his pouch, lights his pipe, and rests his arms on his trident as he watches the visitors row in from the visiting ship.
to himself he muses "Do I need a hat with a big feather like that?"

Keith S. |

The gig bumps up against the dock, and sailors jump ashore. The man behind them walks off, doffing his hat in a low bow.
He calls out Arrhh lads, I be Captain Pegsworthy, and my ship be lately called the Strix by the Chelish. But my lads and I took her in the dark of the night a few sunsets ago .
He looks about at the crowd. Who be you and what ship be in yonder drydock? I have need of some squibbing me-self
Captain Pegsworthy wears a formal naval coat (Wilma recognizes it as an Eagle Knight coat and epaulets, from Andora), and sports a cutlass, two pistols in his belt and a peg leg.
Plus a fine hat with a large blue feather.

Darvan Waverider |

Darvan takes a draw on his pipe and offers the stranger his hand.
"I be Darvan Waverider and yonder is our ship ... The Sea Hag." Darvan says.
Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23
"The Hag is up for repairs currently, but the yard here should have her ship shape, so to say, in a few days."
"As soon as she's ready we'll be off in search of plunder and a good dentist."
To illustrate that last point Darvan pokes at the gap in his teeth with his tongue.
can I get a little aid another to bring that up to a sold 25?

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"That is mighty fine hat, sir. Where does a gentleman get a hat like that?"
dip (aid): 1d20 + 9 ⇒ (15) + 9 = 24
-Posted with Wayfinder

Darvan Waverider |

"and this be the Hag's crew ...." says Darvan
aside ... "Not you, you damn monkey ...." tossing a half eaten mango at Willy's familiar.
"Fire Marshall Willy .... the Hag's chief engineer and purser"
"Dewyn Falassion ... ship's Wizard and navigator."
"Sandara ... blessed of the Pirate Queen and ship's surgeon"
"and Owlbear .... he mostly just breaks things ...."

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Wilma reacts to the word 'purser' and starts explaining:
You will find emergency exits at the side of the boat, at the rear, and a gangplank in front.
Fire is prohibited throughout the ship, including the poopdeck. We wish you a pleasant journey, and thank you for choosing the Sea Hag.
Greetings from the airport

Keith S. |

Well, tis good to meet those who aren't lookin' for trouble in port. There be enough risk at sea in these parts .
The rest of your crew slowly gathers about you - besides those mentioned above there is Cog, and Atri, and Fishguts, and 15 others you have hired.
As long as you don't be slavers, I can stand you. Hell, I'll even share me rum with ye. I be late out of Andora, quite a few years now. I have found the tropics 'ere to be more to my likin' than the stiff necked fellow countrymen I 'ave left behind.
He bows again, and motions to one of the sailors, who lifts a small keg out of the gig.
This hat came from a Chelish merchant. There be a good amount of Chelish trade through here, with Cheliax being to the north and their Sargavan colonies to the south. The Rahadoumi sail these waters a fair bit too - but I tend to leave them alone.
And he squints at Darvan's tooth and I will loan you my dentist lad, if you wish as he smiles a big, gap tooth smile!

Darvan Waverider |

Darvan replies "There's no place for slavery in nature and Gozreh abhors it ... so they'll be no slave taking aboard the Sea Hag."
After declaring that he returns to happier topics and says "You seem a worthy man Captain Pegsworthy, we'll drink your rum!"

Keith S. |

The general atmosphere becomes party-ish, with some folks drinking rum, and some sailors shipping empty water barrels to the dock to be filled and returned to the Stryx.
Have you any questions you wish to ask Captain Pegsworthy, or just assume you "party on"?

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Wilma will spend the evening telling inflated tales of heroism:
Aye, the wasps, the sky was black with them..
She tries to filch useful information on locations, trading routes, perhaps even a valuable cargo in the area...
Dip: 1d20 + 9 ⇒ (9) + 9 = 18

Keith S. |

You pick up quite a few useful tips on shipping lanes, or at least a lot of opinions. Captain Pegsworthy seems to genuinely like you and tells you that he considers you a friend.
There are no nefarious deeds done on the Sea Hag.
The remaining days waiting for your ship to be repaired are spent without much activity, but with pleasant conversation and etc.
The Sea Hag is christened, floated and provisioned. She rides easy on the waves.
Where to? Remember the Campaign Info tab has the stats for your ship - please check it to be sure it is accurate. Once you sail, if it is wrong, too bad!

Darvan Waverider |

did we fix the damage to the ship?
how much did we spend?
did we decide not to get a siege engine?
should we make another roll to gather infamy here? we started with 1 and gained 4 so far ... leaving us the opportunity to earn 1 more here if I remember correctly
do we have a tally on how much gold / plunder we still have?

Darvan Waverider |

"Willy, when we bought that big crossbow thingy you wanted, did they throw in any ammo?" Darvan asks.
"I don't want to have to shoot monkeys at the enemy." he says with a knowing glance at Crew.
the Man's Promise had a couple of light ballistae on the rear deck when she was originally taken. Owlbear was shot in the chest with one of them. Do we still have them or were they removed? Do we still have any ammo for them?
"Fishguts! How are we set for provisions? Do we have any rum?"
"Captain Pegsworthy, Should we happen to pick up any trinkets we might wish to sell, where are the best ports in the southern Shackles to get good prices for loot .... err ... trinkets?"

Keith S. |

You have ammo (say 50 rounds).
You have rum, food, water, what little plunder you have left over.
I thought you did not want the ballista as there are cannon available, but you cannot afford them - so I took it off the sheet. Let me know if you want it back.

Keith S. |

The Hag puts out to sea, riding the swells easily past the point. Once you clear the shallows, you bear to the south.
How will you handle things like the watches? Which crew members handle the wheel, and who else is up top with them at night?

Darvan Waverider |

"Sounds like a good schedule to start. We'll have Atri stand watch with Dewyn, Owlbear with Willy, and Sandara with Darvan as second officers."
"Do we have a big alarm bell in the middle of the ship to use for sounding general quarters? If not, I'm putting that on the list along with antitoxin, decent armor, and a hat with a big feather."

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Wilma flashes Darvan a mischievous smile and says
You mean other than...
WAKE THE HELL UP YOU GREASY LAZY SCUMBAGS
...hmm?
That was
obnoxiously
loud.
And you should never do that in a gamestore
Let's hunt some loot, shall we? I'm running out of stories.

Keith S. |

The crew seems good enough at their jobs. Not stars, but not dregs either. The "minimum" crew size for the Hag is 20, and you are at 23 (counting yourselves).
You beat to the south, with good winds pushing you steady, and the weather fair.
As a note, the place for a bell would be near the ship's wheel on the afterdeck, as that is the place to have the pilot ring the thing.
On the fourth night out, things get exciting. Dewyn is on the afterdeck with a crewman. Another rigger works towards the foredeck (two crew plus officer on watch).
Dewyn hears an odd yelp, and looks forward. He sees a dark figure crouched along the gunwale, standing over the dark form of your crewman.

Dewyn Falassion |

Dewyn lets out a groan and starts to book it towards the ships wheel and begins shouting
" ALARM! ALARM! ALL HANDS ON DECK!"
He scans the area in search of the bell to ring. When he does find it he rings it like mad man!
" Why must horrid things always happen at night..

Keith S. |

Dewyn hears the shouts of roused sailors, and the clang as the grab a ready weapon and head up on deck.
Dewyn sees three more shadowy figures clamber over the rail. The one that was already on the ship picks up the sailor he ganked, and drops him over the side.
(we will try to run this fight without a map).
Players are up. Dewyn is on the poop deck, and 40 feet away are 4 dark figures what appear to have clambered aboard from the water.

Keith S. |

Everyone is awake. Assume 1 round of movement to get on deck

Keith S. |

Are you urging the other sailors on deck or telling them to stay in cover below decks?

Keith S. |

The four creatures move to form a line about 1/3 of the way from the bow. The ready tridents and prepare to engage.
All players are on deck; players turn!

Darvan Waverider |

Darvan raises his trident to the sky and chants out a prayer to Gozreh in Aqaun casting Bull's Strength on himself. After the final gargling words of the prayer ring out, Darvan's muscles swell as Gozreh grants him enhanced strength.
Then he advances towards the enemy, keeping himself between the bad guys and his friends.
Current HP 35/35
Current AC: 15

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Wilma isn't so keen on any intruder
Get... off... my... ship!! she scream. Anyone not awake should be by now, with her bellowing like that. She then proceeds to cast a chord of shard, only adding to the noise
Damage: 2d6 ⇒ (3, 3) = 6 DC 15 for half. With all of them on a line, I should be able to catch three without hitting Darvan

Keith S. |

Wilma - is that a Reflex save? Assuming it is.
1d20 + 4 ⇒ (5) + 4 = 9 for save 1 for a fail
1d20 + 4 ⇒ (15) + 4 = 19 for save 2 for a success
1d20 + 4 ⇒ (10) + 4 = 14 for save 3 for a fail
Dewyn's up!

Keith S. |

The one that took the worst damage from the Shard of Chords staggers as a crossbow bolt punches deeply into it.
Then they gather their strength and charge!
Two at Darvan and two at Wilma (because you said "officers on deck..." I take that to mean only the three of you are on deck plus the crewmember on the wheel; Atri and Owlbears are not on your officer list under the campaign tab).
Trident's stabbing at Darvan!
1d20 + 6 ⇒ (10) + 6 = 16 for trident, hit for 1d8 + 3 ⇒ (8) + 3 = 11
1d20 + 6 ⇒ (13) + 6 = 19 for trident, hit for 1d8 + 3 ⇒ (5) + 3 = 8
and at Wilma!
1d20 + 6 ⇒ (5) + 6 = 11 for trident, miss
1d20 + 6 ⇒ (19) + 6 = 25 for trident, hit for 1d8 + 3 ⇒ (4) + 3 = 7
Their AC is now 14 with the charge; Darvan has one unwounded and one very wounded on him; Wilma has two lightly wounded.
Players may go!

Darvan Waverider |

profession sailor to identify what we're fighting?
profession sailor: 1d20 + 10 ⇒ (8) + 10 = 18
Darvan cries out in pain and two-hand stabs the heavily wounded opponent with his trident.
trident: 1d20 + 7 ⇒ (3) + 7 = 10
Darvan's current hp: 16/35
Darvan's current ac:15

Keith S. |

The creatures look like sahuagin to you.
Not sure of the actual tribe.

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Yow! Wilma takes a nasty stab from one of the creatures, and decides she'd rather blast them off-ship straight away. She takes a step back, and repeats her spell
Damage: 2d6 ⇒ (4, 3) = 7 DC 15 RFX for half, just trying to get the two in front of me

Keith S. |

Perhaps yon Wizard should blast the critters with arcane might? These are 2 HD things after all....
The ones in front of Wilma
1d20 + 4 ⇒ (18) + 4 = 22, saves
1d20 + 4 ⇒ (19) + 4 = 23, saves
Dewyn is up.

Dewyn Falassion |

Dewyn feels his stomach churn at the sight of the fish like men
"What in all the realms are these things!?"
He throws his hand forward forming an acidic arrow to let fly..
Acid Arrow vs The non bloodied one of Darvan
Range vs Touch AC, lasts two rounds
1d20 + 3 ⇒ (6) + 3 = 92d4 ⇒ (2, 1) = 3
Spells
Spells:
Level 0 Spells
Acid Splash
Resistance
Detect Magic
Mending
Level I Spells
Mage Armor -spent
Ray of Enfeeblement
Summon Monster I
Sleep
Level II Spells
Scorching Ray (opposing school)
Acid Arrow -spent