
Yarroth the Younger |

Sorry...my computer is not showing me new updates on this site..
Yarroth readies his bow as the invaders come into view. He looks for anyone who seems to be in charge, and sends an arrow at them.
Attack-Ranged: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Damage: 1d8 + 2 + 2 + 1d6 ⇒ (3) + 2 + 2 + (3) = 10
I assumed that I would get sneak attack damage for the attack, if not just remove the extra 3 points. Also I believe these are humans?? So I have added his +2 enemies bonus :-)

Traveling Drummer |

OK, to avoid the delay that goes with a lot of back-and-forth, here's Drummer's plan: If I can see the guy steering the pirate boat and he's in range, I'm going to drop a sleep spell on him to try to screw up the boarding process. If I can't, then I'll begin some inspiring drumming by beating on Anton's propped-up shield.

DM Deinol |

Sorry my travel schedule has been crazy of late.
Yarroth's arrow strikes true, embedding deeply into the pirate's shoulder.
One of the three pirates is steering the boat, he looks like he plans to jump on board when the small craft gets within range.
Pirate Pilot save: 1d20 ⇒ 4
Drummer sings a lullaby and one of the attackers falls to the ground, fast asleep.
Ewem stomps his foot on the deck in an attempt to wake the others up.
Captain Perception: 1d20 + 2 ⇒ (3) + 2 = 5
Aeda Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Anton Perception: 1d20 + 1 ⇒ (14) + 1 = 15
Tarric Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Anton wakes to the noises above deck. You can begin to act next round.
Pirate 1 crossbow vs Drummer: 1d20 + 5 ⇒ (2) + 5 = 7
Pirate 2 crossbow vs Yarroth: 1d20 + 5 ⇒ (15) + 5 = 20
Crossbow damage to Yarroth: 1d8 ⇒ 8
Drummer ducks behind the railing as a crossbow bolt flies past his head. Yarroth is struck squarely in the chest when his target returns fire.
Anton Init: 1d20 + 1 ⇒ (14) + 1 = 15
Yarroth, then Drummer, then Anton are up.

Traveling Drummer |
1 person marked this as a favorite. |

Drummer begins a rousing battle tune on his turn, of course. +1 hit and damage to our team. Sorry Yarroth, you get the bonus next turn

Yarroth the Younger |

Aiming at the crossbowman that hit him, Yarroth lets another arrow fly towards the pirates.
Attack-Ranged: 1d20 + 5 + 2 + 1 ⇒ (10) + 5 + 2 + 1 = 18
Damage: 1d8 + 2 + 2 + 1 ⇒ (4) + 2 + 2 + 1 = 9

DM Deinol |

It seems we may have lost Anton. I'll sort of control him on autopilot until we get to town and see if we need to drop him.
Yarroth arrow slams into the pirate, dropping the target to the deck of the attacking ship. Anton shakes Tarric awake and gathers his weapon.
The last standing pirate panics, and moves to the till of his ship. He turns hard to try and get away from your arrows.

Traveling Drummer |

"Yarroth or Ewem, can you get a rope onto that boat?"
Drummer casts about for a loose rope as well.

Traveling Drummer |

Not sure. I still check sometimes. I think the feature that notifies people of new posts broke.

Yarroth the Younger |

I wish we were continuing. It was a great game and the DM was good too... don't know what happened. He had only setup for the one game, but when we finished he decided to go on...

DM Deinol |

Mostly life has been busy, and the posting feedback cycle really slowed. I'll try to post daily this week and kickstart us back up again. When you get to town there will be a good spot to introduce new characters and drop off any we may have lost.
Everyone wakes up from the commotion. The mate hooks the other vessels and pulls it alongside the ship.
"We should search it for valuables and then scuttle it," the captain says gruffly.

Yarroth the Younger |

Awesome...was not sure if we were done or not...hurah!![/ooc
Yarroth moves over to he skiff and begins searching the bodies, as well as the contents of the boat.
[ooc]Perception: 1d20 + 10 ⇒ (11) + 10 = 21

Traveling Drummer |

Drummer quickly ties up the sleeping pirates. "Scuttle it?" he says to the captain in surprise. "A little boat like that could mean a livelihood for a fisherman. Isn't there a way to tow it in? We could share the profits from its sale."

DM Deinol |

Each of the three pirates is armed with: a cyan potion, a longsword, a light crossbow with 20 bolts, a leather armor, and a heavy steel shield.
The hold of the ship contains little of interest, but the variety of junk indicates they've stolen from other ships in the past. You do find a small metal lockbox under one of the bunks.
Anyone want to roll profession sailor to see how seaworthy the vessel is?
I do computer monitoring systems for luxury yachts. I usually travel for tech support or final installations. The Fort Lauderdale Internatoinal Boat Show last month was the deadline for a ton of projects.

Yarroth the Younger |

That sounds real cool!! Bet you have seen some truly spectacular yachts in your time!
Yarroth gathers the weapons and armor from the bandits and piles it up on the ship's deck. He then turns his interest to the potions, carefully stowing them, for the time being, in his pack. Finally he looks over the locked box, attempting to unlock it, but first, checking it for any traps.
Perception: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
if there is a trap, then this will be to remove it, otherwise it can be applied to opening the lock (just remove the extra +1 if just picking the lock)
Disable Device: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25

Traveling Drummer |

I think I'd just ask the barge captain to check it out. Also, what's the skill test to ID potions?.

DM Deinol |

We can work Haldor in, no problem. The aliases get added automatically by the system, but I can move them to 'inactive'.
Craft Alchemy or Knowledge Arcana can help ID potions. Detect magic can get you the school of magic used if it is magical.
The box isn't trapped and you pick the lock with ease. Inside is bag containing 13 pp, 28 gp, and 16 sp, the privateers’ charter, signed by the Molthuni governor, and a small anchor token.

Yarroth the Younger |

Yarroth shows the others the items from the small box, then puts it all back inside and stows it in his pack for division later.
"Well I do not know much about boats. Do any of you have any idea about this one's worth?"

Traveling Drummer |

Knowledge arcana then 1d20 + 3 ⇒ (13) + 3 = 16
Drummer turns one of the potions around in his hands, deep in thought.

Traveling Drummer |

Drummer looks at the captain and his mate thoughtfully. "I know some spells that would let me understand your mate for about an hour. I'm largely incompetent at sailing, but I'm good with my hands and can follow directions. Do you suppose that would be enough to bring her to port? I'm willing to be slightly foolish, but I wouldn't risk two lives for a few hundred gold, as appealing as the money would be."
After the conversation with the captain wraps up, Drummer says to Yarroth, "Those potions look like they're for healing, though I wouldn't swear to it."

Yarroth the Younger |

"Well let us each take one, and maybe in the city we can get them identified."
Yarroth turns to the captain and asks, "Can we not just tow this one in, or do we need to send a crew on board?"

DM Deinol |

Tarric can be awake now if you want, I think I mentioned above that there was enough commotion to wake everyone up.
The city is about two hours away, but the barge isn't really big enough to tow the other boat. The mate could go on the new ship with someone if another is willing to help the captain out.

Traveling Drummer |

"Good morning Tarric. The new boat was a gift from the Molthuni governor. It came with three pirates, although one of them had a terrible tendency to die when shot with arrows."
Drummer turns to Yarroth, "Perhaps I should assist the mate. I know a song that will help me understand his language. I'm prepared to bow to your judgement, though."

Yarroth the Younger |

Yarroth shrugs. "If you want. I have no real knowledge with boats, so if you can help out, all the better."
He turns to the still sleepy scholar and smiles. "Tarric! Glad to see you awake and alert. We should be making the pier in a few hours. Are you packed and ready to go? Take a look at this potion. Can you tell what it does? Drummer thinks it is some sort of healing potion."

Tarric Abol |

"Pirates? Intriguing! Did they have cutlasses and peglegs? I wonder if there is there a significant difference between ocean going pirates and river pirates?" he prattles, not expecting an answer.
"A potion eh?" he asks, taking the small bottle. He swishes it around a bit, watching the colors, then he uncorks it and smells it before resealing it.
Spellcraft 1d20 + 7 ⇒ (12) + 7 = 19

Traveling Drummer |

Drummer suddenly remembers the anchor token he had nearly missed in the excitement and uses his song of magic detection on it.

DM Deinol |

You don't recognize the item, but it glows strongly of conjuration magic.
You split up into two groups and sail the two ships toward town. It takes about two hours to sail to town.
In the dark, Tamran glitters with hundreds of tiny lights, emanating from the windows and lamps that dot the city. It has the look of a new town, built primarily of wood, though some older buildings linger here and there, many showing signs of damage from the war with Molthune to the south. Cracked walls and burnt remnants can be seen even from this distance, fresh scars from the long conflict.
After the ships are docked, Captain Walren says "Thanks for all your help. You should probably spend the night at Gar’s Last Meal. it's a good, safe establishment close by the docks. You can work out the sale of your ship on the morn."

Traveling Drummer |

"Many thanks to you as well. And the boat is partly yours as well, for without you and your man it would have languished on the lake. An inn sounds delightful after such a night as this."
Drummer finds a local constable to hand over the surviving pirates and their privateer's charter, then stumbles off to Gar's Last Meal for some much-needed rest.

DM Deinol |

Gar’s Last Meal is a fine inn if you can get past the smell of fish. Rooms at the Gar’s Last Meal cost 2 gp per night, and meals (choice of fried fish, fish stew, or fish heads on sticks) cost 3 sp apiece. The owner of the establishment, Puglas, looks to be a gruff retired fisherman who is missing an arm.
You settle at a table and order a meal.