DM of the coins |
you can surmise that the two men going on board the ship are a couple of the Pirate lords of Port Peril though you are unsure which two
Balthe Synder |
I have no idea what you guys are babbling about but lets get onboard and get this show on the sea.
Assuming no one stops him Balthe will pick up Kimmy and put her on his shoulders and head on board.
DM of the coins |
to clear things up (or at least recap what you know) the Pirate lorder are currently on board the same ship you are boarding. unless you guys want to push ahead the departure time and just assume everything you wanted to do before departure is done.
This is actually a bit important as to when you board as it will determine what you discover when you board. so board now (early) or wait till later in the day (closer to departure time)
Grung Knife Tongue |
Grung finished shopping and will want to become familiar with the ship and settle into his quarters way ahead of the time to cast off
DM
Grung will even venture into the hold and attempt vermin heart wild empathy if he finds any such creatures in the hold....
Balthe Synder |
Balthe has nothing left to do. He is ready to seek out the Captain. If anyone goes wandering he will go with though.
DM of the coins |
Ok going with boarding early.
as you board the ship the crew is busy making the preperations to set sail. the cargo has been loaded on with the exception of one last small crate still sitting on the deck. It is marked "Fragile"
Huxley is organizing the crew to get the last crate stored and Ox is seeing to the security of the prisoner.
Old Pete shows you to where you will be sleeping. the group is seperated from the crew unless they want other arrangements.
as you all come on board there is a converation going on among the 2 pirate lords, the woman you now know to be Selene and what is presumed to be Captain Fenn.
the girl Selen kisses the cheek of one of the Pirate Lords.
Don't worry Daddy, this is our last run and your cargo will be delivered on time, just make sure you keep your end of the deal.
The Pirate lords turn to leave the ship, the one you now can presume to be Selene's father looks in your direction and gives a nod. He then looks to the small crate being loaded.
You there He yells to a crewman handling the crate. Be carful with that, it is very valuable and breakable
Balthe Synder |
Balthe walks over to the pirate lord.
Balthe, cleric of Besmara.
He says by way of introduction.
DM of the coins |
Balthe walks over to the pirate lord.
Balthe, cleric of Besmara.
He says by way of introduction.
He looks you over Yeah? So what, You just keep this crew alive an my cargo gets delivered. Got it?
He doesn't even wait for an answer and starts to walk off. heading off the ship.
Balthe Synder |
Balthe smiles and bows and goes to introduce himself to Captain Fenn
It would be a shame if that box of his went over board in the night...
DM of the coins |
Captain Fenn sees the Pirate lords off the ship and finally greets the passengers.
Selene goes to the captain's cabin
Well well we finally can meet. I am Captain Fenn, I only a few rules on board this ship. first...when I'm not on deck Mr Huxley is in charge. If you want to help out follow his orders.
second...This is my final voyage and when we make port at our final stop this ship will belong to Mr Huxley so make sure I give him a fine and worthy vessel
and finally, third... He pauses a moment at this then open his mouth as to speak but soon goes quiet never mind about the third
1d20 + 7 ⇒ (15) + 7 = 22
You get the feeling that Captain Fenn is bothered by something he is contiously hiding his left hand
Soon the crew starts making the Albers ready to sail and the crew cast her off and she begins her manuvering out of the harbor
sucess you get a +2 on all diplomacy checks with the crew for the remainder of the voyage
You have proven you are sturdy enough to work on board and gain a +1 on all diplomacy chacks with the crew for the rest of the voyage.
this does not stack with the profession sailor check above
Balthe Synder |
Sense Motive1d20 + 8 ⇒ (13) + 8 = 21Sailor 1d20 + 12 ⇒ (9) + 12 = 21 Dex1d20 + 1 ⇒ (9) + 1 = 10
Balthe makes note of the captain and determines to speak with him later in private.
As you say Captain. I am Balthe Synder, Cleric of Besmara. If you would, I would speak with you after we are well on our way? First I will assist the crew in heading out.
Valdric |
Sense Motive: 1d20 + 5 ⇒ (13) + 5 = 18 Sailor: 1d20 + 4 ⇒ (1) + 4 = 5 Dex: 1d20 + 3 ⇒ (7) + 3 = 10 ugh
Valdric will certainly help is the opportunity presents itself, but uses his limited knowledge of sailing to be sure he stays out of the crew's way as they get the ship under way.
Espy Kismet |
1d20 + 2 ⇒ (18) + 2 = 20sense motive
1d20 + 4 ⇒ (8) + 4 = 12prof: sailor
1d20 + 2 ⇒ (8) + 2 = 10Dex Check
Espy rubs his chin noticing something odd. He locates Balthra, then uses message, covering his mouth for the words. Captain looks odd with his left hand.
DM of the coins |
After a couple of days at sea you all learn a bit about the crew.
they are definately not pirates.
you all learn that Ox has a gambling problem and he has managed to collect quite a bit of everyone eleses money (PC's excluded)
You also learn that Old pete is a bit of a good shot with a bow and seems to spend quite a bit of time in the crows nest smoking his pipe.
Captain Fenn stays in his cabin along with selene at least up to this point.
The Captain greets you and he definately seems to be in a sour mood but you can sense it isn't the party nor the prisoner on board that bothers him.
as you enter his cabin he is putting on a leather glove over his left hand. you also notice several navigational charts on the table with several courses plotted out
perception check DC 20 or knowledge geography or Profession Navigation DC 15.
So Priest of Besmara, You requested to speak to me. so out with it man
Several stories circulate among the crew about captain Fenn. thay say there is more to him than meets the eye, how else could a merchant sail these waters all these years and never run afoul of any pirate.
On the morning of the third day at sea the lookout calls out Serpent of the starbord side
Huxley calls the crew to quarters. Ox opens a locked box on the deck and begins handing out boarding pikes.
the first two days at sea were uneventful and you may interact with the crew.
the crew consistes of OX the boswain, Huxley the first mate, Dert the cabin boy, Old Pete the "old man" and keeper of the tales, the ships cook and another 18 crewmen
Balthe Synder |
Balthe gives a light bow and starts to leave then...
[b] I could not help but notice you favoring your hand, might I offer you healing?
Sense Motive on the captains reactions. 1d20 + 8 ⇒ (3) + 8 = 11
Balthe Synder |
At the call of serpent Balthe grabs his cross bow and tells Kimmy to get some where safe.
spells adjusted for sea travel
Valdric |
Valdric would have talked to Old Pete if possible, sharing the few stories he's learned with a focus on the arcane. The hope was to hear tales that might help him gauge crew reaction if he starts openly using his gifts.
The call of serpent also prompts Valdric to get his crossbow ready.
DM of the coins |
sorry if its to much at once I was just hoping to move the story foward s bit.
The Captain pulls his had and puts it behind him. There is nothing wrong just and old scar...after s run in with some pirates is all nothing to be concernd with
at first you sensed nothing unusual in his voice until he mentions pirates. you can feel there is something he is hiding from you but not becuase he is keeping a secret from you but more along the lines of protecting you from knowledge that may prove dangerous
Old Pete shares a tale with you about a ship called The Sea Maiden that set sail from Port Peril 30 years ago and she has never made port since.
I was said that on thenght of the Lunar Eclipse 30 years ago the captain was cursed with the Black Spot.
Valdric You recall that the Lunar Eclipse occured last the night before the kobold ramage.
Old Pete informs you that the use of magic is nothing to be worried about. they crew have seen it used in the past and have no superstitions anout it except for fire magic
The first night on board Grung awakes early to find Kimmy lying next to him.
there is one pink ribbon tied to the hair on the back of his head
Grung Knife Tongue |
"If yer gonna keeps showing up in mah room, I guess we're gonna have tah teach yah how to use a dagger."
Grung belts a dagger on Kimmy....
"Yah falls off tha boat, yah keeps yer.dagger."
"Today's lesson is holdin a knife, yah holds it close with tha blade up, some tries tah grab yah yah cuts up, a kick yah angle tha tip down, see like this...."
Balthe Synder |
No at all, big fan of these jumps! lol
Balthe laughs when Grung is around.
Kimberly Snow |
"If yer gonna keeps showing up in mah room, I guess we're gonna have tah teach yah how to use a dagger."
Grung belts a dagger on Kimmy....
"Yah falls off tha boat, yah keeps yer.dagger."
"Today's lesson is holdin a knife, yah holds it close with tha blade up, some tries tah grab yah yah cuts up, a kick yah angle tha tip down, see like this...."
Kimmy hold the knife like he shows her.
Like this? and she jumps around and swings it wildly a bit up and down. and it flips from her hand landing and Grung's feet barely missing him.
Oops, sorry
Impatiens Pallida |
Impatiens spends her time cleaning her weapons, armour, clothing and gear. Her underwear is androgynous (a/k/a boyshorts) in nature except for colour. She apparently likes pastels.
What roll for Impatiens to find out that Kimmy slept with Grung?
Assuming it's perception: 1d20 + 5 ⇒ (15) + 5 = 20
Impatiens finds Kimmy, takes her quietly off in private and rebukes her very gently:
"Kimmy, It is not proper for a young lady of your age to sleep with men. Even if you did give him a pretty ribbon."
Kimberly Snow |
Kimmy just looks at her confused.
I just fell asleep, Can he keep the ribbon?
DM of the coins |
the serpent sighting
Several cre memebers scramble to the railings boarding pike in hand. there are enough pikes that each of you could also wield one if desired.
the lookout continues to watch and for serpent movements and Huxley calls for the ship to shange heading to get away from the serpent.
those on deck notice that the long snake like body of the serpent rises abive the waves then dips back down again out of sight.
the lookout soon calls out.
she's heading away
the crew cheers, the excitement of avoiding a serpent attack. it appears that for whatever reason it was not interested in the Albers nor its crew.
that is uncharacteristic behavior for that creature
after a few more minutes giving some extra time for the serpent to get further away, Huxley orders the crew to stand down.
Valdric |
Knowledge Nature: 1d20 + 10 ⇒ (13) + 10 = 23
As Valdric prepares his crossbow, he looks down at the weapon wondering what affect it would have on a giant creature. Best make better plans. He turns his attention to the crew as they prepare, trying to make note of which crewmembers seem most at ease and ready to face the threat (if any exist). perception: 1d20 + 8 ⇒ (3) + 8 = 11
He makes note of them so he can ask them later about strategies for dealing with such a threat.
As the crew stands down the halfelf approaches the cleric, who seems to be the more at home on the sea than the rest of his companions. "That doesn't seem normal, does it? Any thoughts on why that thing turned away?"
Balthe Synder |
Balthe puts his crossbow away and heads back to the deck.
Well that was exciting. Lets all have some grog!
Diplomacy 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23