
Lehland O'Neld |

If it helps, my intent was to have no stealth this turn, but to be stealthed for next turn.
Definitely all of my moves were intended to be in the open.
And your question does make sense.
Here's what I propose:
Round 5 - Totally in the open.
Round 6 - We revisit 'Stealth'. This puts things into proper order.
I'm good with that if everyone else is.

Lark Greenwood |

I was going to argue in Lee’s favor. One regular move and then a move-equivalent to use stealth after entering cover seems OK. Especially if the stealth only works on people that couldn’t perceive him entering cover. Pushing it to round 6 is fine with me as well.
GMDQ, you said ‘party is up’ - I assume you mean Lark as well? I think the Act Out of Turn moved his initiative to just after Rosie. Do I have that right?

Lark Greenwood |

Round 5, move, attack
Lark steps past Samms and lunges at Aretta.
Attack, Aretta, s.sword: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Confirm Crit: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Damage: 2d6 + 6 + 2 ⇒ (1, 6) + 6 + 2 = 15
That may have been overkill.

GMDQ |

Yes, your initiative moved, and I apparently noted this in my initiative tracker program but not the combat order template. My apologies.
There is no kill like overkill! The "final battle" button has been pressed, after all. ;)
Regarding Stealth, the more I think about it, yes, one normal move (20 feet), then one slowed move + Stealth is fine for one round's action. So let's just leave Lee's post as it stands, and forget my overcomplicating things.
Will post later with enemy/NPC round, sorry for the delays in this. This is quite the lesson in combat management (no the AP provides absolutely NO useful advice whatsoever in how to run it; it was far more important to repeatedly include the fact that many of the ghouls on Bonewrack island were "whores," than, say, provide the GM useful information about how to manage, say, large crew-based combats).

Lark Greenwood |

<sarcasm>Nice that they have their priorities straight</sarcasm>.
No worries about any delays. I still feel likes things are moving right along. I'm also glad Rosie and Lark were able to help simplify things ;)

GMDQ |

Rosie hacks at Fipps, striking him badly enough he falls to the ground, unconscious and bleeding.
Meanwhile, Lark steps toward Aretta and in a powerful swing, chops the pirate's head clean off.
Conchobhar whispers nervously to Plugg, and he says, "Shut up! I'm still in charge!"
Giffer runs up the beach, taking cover by one of the trees.
Nam sees the odds are now well against him, but with Scourge wounded, he chooses to fight for or die for his friend. Knowing well he'll be surrounded shortly, he nonetheless maneuvers toward Lark while drawing his cutlass and swings at the leader of the mutiny.
Nam Attack: 1d20 + 3 ⇒ (5) + 3 = 8
But perhaps knowing he is doomed, his shaking hands cause him to swing much too wide. He sighs, resigned to whatever fate comes to him.
Shivikah moves out of Plugg's way, and to the back of the boat, too wounded to fight effectively.
Sandara points at Nam and shouts "Drop!" while holding aloft her holy symbol. (Will save is below because I forgot to have Sandara act before Plugg as she is supposed to do and I can't get the rolls out of order.)
But with typical dwarven resilience, Nam ignores her command, too focused on going down with or avenging Scourge.
Mr. Plugg stands up finally, crossbow in hand. He aims at Sandara (as she's in the most convenient spot) and shoots. As the bolt flies through the air, it generates an absolutely horrific screaming noise, jarring to the senses of anyone relatively near (20 ft) from anywhere along its flight path.
Rosie, Lark, and Threnody must succeed on a DC 14 Will Save vs fear or be shaken.
Owlbear Will, bravery: 1d20 - 2 + 1 ⇒ (4) - 2 + 1 = 3
Samms Will: 1d20 - 1 ⇒ (10) - 1 = 9
Nam Will: 1d20 + 1 ⇒ (17) + 1 = 18
Plugg attack vs Sandara: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
The bolt strikes true, landing deep in Sandara's thigh. If she makes any vigorous movement she is likely to tear her femoral artery and start to bleed out.
Also forgot, she also has to make a Will save!
Sandara Will: 1d20 + 5 ⇒ (19) + 5 = 24
Unfazed by her ordeal, however, Sandara makes a safe and gentle enough motion and displays her middle finger to the captain. We'll call that a free action.
Conchobhar meanwhile moves to the front of the boat and procures a vial from his pouch.
===
Nam's save vs. Command DC 13, hardy: 1d20 + 2 ⇒ (13) + 2 = 15

GMDQ |

Stability checks! Con DC 10
Scourge: 1d20 + 2 ⇒ (4) + 2 = 6
Fipps: 1d20 ⇒ 12
Slippery Syl: 1d20 ⇒ 6

GMDQ |

Combat Round 6
Order
Lee | HP 20/20 | AC 17 T 13 FF 11 | CMD 14 | mage armor
Rosie | HP 17/17 AC 15 T 13 FF 13 | CMD 16
Lark | hp 7/29 | AC 18 T 14 FF 14 | CMD 17
Threnody | HP 27/27 AC 16 T 12 FF 14 | CMD 14
Owlbear Hartshorn | hp 22/24 | AC 9 T 9 FF 9 | CMD 14 | shaken
Tilly | hp 11/11 | AC 12 T 12 FF 10 | CMD 15
Barefoot Samms | hp 11/11 | AC 12 T 12 FF 10 | CMD 15 | shaken
Giffer Tibbs | hp 13/13 | AC 12 T 12 FF 10 | CMD 15
Master Scourge | HP -3/32 | AC 15 T 13 FF 12 | CMD 18 | blur, dying
Shivikah | hp 0/11 | AC 12 T 12 FF 10 | CMD 15 | disabled
Fipps Chumlett | hp 4/11 | AC 12 T 12 FF 10 | CMD 15 | unconscious, stable
Nam Tate | hp 13/13 | AC 11 T 12 FF 10 | CMD 15
Slippery Syl | hp -6/11 | AC 12 T 12 FF 10 | CMD 15 | dying
Maheem | hp -7/11 | AC 12 T 12 FF 10 | CMD 15 | unconscious, stable
Jaundiced Jape | hp -2/11 | AC 12 T 12 FF 10 | CMD 15 | unconscious stable
Badger Medlar | hp -3/11 | AC 12 T 12 FF 10 | CMD 15 | unconscious, stable
Sandara Quinn | hp 0/20 | AC 17 T 11 FF 16 | CMD 14 | instant armor, disabled
Crimson Cogward | hp -3/19 | AC 14 T 11 FF 13 | CMD 15 | unconscious, stable
Fishguts | hp -2/20 | AC 6 (currently) T 5 FF 6 | CMD 8 | bound, unconscious, stable
Conchobhar | hp 14/14 | AC 13 T 13 FF 11 | CMD 12
Mr. Plugg | hp 44/47 | AC 15 T 13 FF 12 | CMD 20
Party up!

Lehland O'Neld |

Round 6
Lee's decided that he's had enough of Plugg. With a shout (giving up Stealth) he moves normally over to the villain and casts Shocking Grasp.
Touch - Shocking Grasp - Plugg: 1d20 + 3 ⇒ (11) + 3 = 14
If Plugg is wearing metal armor or if the crossbow has enough metal in/on it to qualify, please add an additional +3 to the touch roll.
Damage - Shocking Grasp - Plugg: 3d6 ⇒ (2, 6, 4) = 12
Above average. Nice.
Between Lee's naturally heroic nature and his frustration at being part of Plugg's crew, he finds an inner reserve that allows him to do a normally undoable thing and he casts Shocking Grasp again!
Lee spends a Hero Point to cast again.
Touch - Shocking Grasp - Plugg: 1d20 + 3 ⇒ (10) + 3 = 13
Again, if there's enough metal on Plugg, please give the touch roll above an aditional +3.
Damage - Shocking Grasp - Plugg: 3d6 ⇒ (5, 3, 4) = 12
Again, above average. Shocking (as it were).

GMDQ |

Lee, are you casting defensively or just being willing to risk an AOO to your attacks? If the former please attempt your concentration check---and please note that in the future, if you do not declare you are casting defensively and make your checks as part of your rolls, I will just assume you are opting to provoke.
He is only wearing leather armor, unfortunately for Lee. (very few sailors wear metal armor, for obvious reasons)

Lehland O'Neld |

Not casting defensively. Thanks for the reminder, though.
I wasn't hopeful for metal armor. The metal in the crossbow was my only real (though slim) possibility of realizing the extra +3.
Too bad he didn't have his sword out (though then the AoO issue would be more issue-ful for Lee).

Threnody 'Thren' Nocturne |

attack: 1d20 + 4 + 1 + 2 ⇒ (12) + 4 + 1 + 2 = 19
damage: 1d6 + 1 ⇒ (5) + 1 = 6
"Ok, enough of this." Thren thinks as she drops her bow and rushes up toward Tate. As she moves up she draws her rapier and quickly positions herself opposite Lark. The momentum of her movement drives her blade home and she smiles as the weapon's crimson glow is mixed with blood. Her song grows in volume before it ends and she points toward Plugg with that blade, flicking blood to the side, as if to say, 'You're next. Her song fades away.
Free action: drop bow
Move action: Flank Tate
Standard action: stab Tate
Swift action: Arcane strike
Note: Thren has ended her inspire courage as of this round (round 6).

GMDQ |

Thren, you need to make your Will save vs. being shaken as well (you, Lark, and Rosie were in range) -- especially as this may adjust your attack/damage rolls.

Lehland O'Neld |

Speaking of adjusting rolls, was Inspire Courage in effect during Lee's turn.
Would a +1 to his touch rolls have made any difference?

GMDQ |

You went before Thren so you were affected by it, and it would apply to your rolls. I think you hit regardless, however.

Rosie 'Lark' Cusswell |

Round 6, move, attack
Will, DC 14: 1d20 + 1 + 2 + 1 ⇒ (20) + 1 + 2 + 1 = 24
The Halfling fighter is unfazed by the eerie noise. Confident that Tate will soon be out of the picture Rosie hurries down the beach to engage Plugg.
Attack, Plugg: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Damage: 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Lark Greenwood |

Round 6, full attack
Will, DC 14: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6
The terrible screech claws into Lark’s ears and send tremors down his spine. Lark almost runs after Rosie, but fears leaving himself open to Tate.
Attack, Tate, s.sword: 1d20 + 3 + 2 + 1 - 2 ⇒ (17) + 3 + 2 + 1 - 2 = 21
Attack, Tate, dagger: 1d20 + 3 + 2 + 1 - 2 ⇒ (16) + 3 + 2 + 1 - 2 = 20
Damage: 1d6 + 2d6 + 3 + 1 ⇒ (6) + (2, 3) + 3 + 1 = 15
Damage: 1d4 + 2d6 + 1 ⇒ (4) + (6, 3) + 1 = 14

Threnody 'Thren' Nocturne |

Will save DC 14: 1d20 + 3 ⇒ (15) + 3 = 18
Sorry about that. Also, if it matters, my inspire courage was running at the time, giving a +1 bonus on saves vs. fear effects.
Thren couldn't care less about that horrid noise.

GMDQ |

Posted under wrong alias, and f!+$ed up my die rolls
Lee, filled with the vigor brought on by the hope of victory -- or perhaps simply frustration -- dashes forward and reaches over the boat wall to strike Plugg doubly with his spell, proving indeed that lightning does strike twice.
Plugg for his part does try to swipe at Lee with the butt of his crossbow, who leaves himself open when he casts.
Rosie follows up with a serviceable attack that deals enough damage that Plugg suddenly looks rather the worse for wear.
Threnody jabs Tate, distracting him from Lark's preparation for attack. While the youth is unnerved by the terrible screaming, Lark nonetheless manages to extract with surgical precision both of Nam Tate's kidneys as well as his liver. As he stacks the dwarf's organs neatly in a pile next to him, the smelly toady of Scourge falls forward, very and most sincerely dead.
Owlbear runs up to the boat, swinging his club at Plugg. "Goodbye, Mr. Plugg!"

GMDQ |

Here are the die rolls. I had rolled for Owlbear first, and... anyway, I messed up, so had to reroll. Results are not the same but actually pretty similar to what it was before. Sorry if anyone's watching this unfold and wondering what the hell is going on.
Plugg Attack of opportunity, improvised weapon: 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14
Lee's magical armor protects him.
===
Owlbear attack: 1d20 + 5 ⇒ (20) + 5 = 25
Owlbear Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Owlbear confirm crit: 1d20 + 5 ⇒ (18) + 5 = 23
Owlbear crit damage: 1d6 + 3 ⇒ (1) + 3 = 4

GMDQ |

Years of frustration and fear due to extended abuse result in a massive release of pent-up energy. The half-blind warrior slams Plugg's skull hard enough that the cruel sailor's head starts to split open. While he is still alive, he collapses to the floor of the boat, most definitely unconscious and likely dying.
The huge man gasps, realizing what he's done. He shivers around a moment, almost reflexively worrying he's gotten in trouble--and then realizes all who are around him are his friends. His shiver of fear turns to a shudder of relief. "Are we... free?"
Please read the following carefully. You have some decisions to make.
Shivikah in the back of the boat kneels on the floor of the boat and drops her sword. She raises her hands. "Mercy, please. I will serve you with the vigor I served Harrigan, I swear." You sense no treachery from the woman, and indeed she is on the verge of passing out so would be unlikely to try anything.
Conchobhar raises his hands in surrender as well, as does Giffer. Samms had already made her declaration of allegiance.
The surrendering pirates await the party's judgement and determination of their fate.
Sandara is fortunate to have one decent spell left, and casts cure light wounds on herself before she passes out from her injury.
healing: 1d8 + 3 ⇒ (5) + 3 = 8
She then moves over to look at Cog and Fishguts first before attending to anyone else, and she is relieved to find they are badly hurt, but stable and will survive. She calls out to Lark.
"Some of these salts are still bleeding, and that means their hearts beat still. What do we do, Captain Lark? We could heal them, cut their throats, or leave them to die. And if we heal them, we could capture them and make them serve us, or maroon them."
"And that doesn't include Plugg and Scourge. There can't be any mercy for those kraken's arse-licking m%&&@~%+~!**s," Rosie interjects.
Here is the current situation of the pirates before you (I won't make stability checks yet):
Dying (less than 0 hp)
Mr. Plugg
Mr. Scourge
Slippery Syl
Stable and unconscious (still less than 0 hp)
Fipps
Maheem
Badger Medlar
Jaundiced Jape
Aretta and Nam are dead
You know on one hand, the majority of the fallen are largely not good people. Many are downright cruel and would do anything to cause suffering to whomever they can. A couple (e.g., Syl and Fipps) also pretty much hate you and would likely be difficult to command even if they acknowledged you as the leaders. On the other hand, you will need as many people to crew the ship as possible.
As a reminder, Jack and Nadira must still be on the boat holding the fort.

Threnody 'Thren' Nocturne |

Thren looks at the fallen and shakes her head. "If we save them, there's no promises they'd be grateful enough to change their tune. Some, maybe-we didn't do anything to a couple of them. I'd rather leave them for the crabs. Bringing them along just means they'll try to mutiny later." The bard retrieves the bow she dropped as she talks. "But I think this is the captain's call now, and if he thinks some of them are worth saving, I still have magic left to heal them. I'd rather use it on those worth it though," she says, looking toward Cog, Fishguts, and Shivkah.

Lehland O'Neld |

"Who we save is up to Captain Lark. As it should be."
Lee turns to Owlbear and says, "We are free to follow a good captain, now. Lark will lead us with with intelligence and wisdom instead of threats and fear."

GMDQ |

Sandara nods to Thren. "I've only got bursts of healing energy left. I'd rather get anyone we don't want to heal out of the way before I use them."

Threnody 'Thren' Nocturne |

The tiefling turns to the captain. "Your call, captain," she says to Lark. "Who stays, and who's crab food?" Then she looks at the supplies and the loot. "But please don't take all day deciding, we've got plenty of stuff to haul back to the ship and all."

Lark Greenwood |

"Rosie and Owlbear, bring Badger and Maheem over here to Quinn. The rest of you bring yourselves. Pledge yourselves to this crew and to me and receive Besmara's blessing."
"If that's not to your liking you can walk away, but you'll be marooned here with the ghouls and the grindylows. I know that's not much of a choice but it's all I've got for you right now. Join us and I promise you better ones in future."
To be clear, Lark is excluding Plugg, Scourge, Syl, Fipps and Jape. All the others are welcome. Maheem and Badger are effectively being pressed ganged. If they get healing then we're taking them to the ship and making them work.
Here's my list of "all the others:" Conchobhar, Samms, Tibbs, Tilly, Shivikah, Kroop, Owlbear (Nadira and Jack on the ship). Did I forget anyone?

Lehland O'Neld |

Lee catches Lark's ear and whispers:
"This is exactly where 'Leave your quarrels on shore' can be applied.
Conchobar healed Plugg, which was a problem for us, but he was following orders and probably terrified to boot.
We need to let everyone know that all is forgiven and in the past. The ones we don't want as crew are being left for the grindyloa and the ghouls.
You may want to be very specific about that as we gather for the healing."

Threnody 'Thren' Nocturne |

The tiefling walks over to Conchobar and plops down to meet him eye-to-eye, more or less. "I understand you were in a tough spot, Conch, yet I can't help but be a bit disappointed in you. If you'd shown maybe a bit more courage, maybe things would've gone better here." Thren's expression is a little disapproving and sad as she talks with the gnome. "I hope you've learned something from this. There aren't many of us left and we'll need all hands to work together if we're going to get anywhere." Thren then looks to the captain. "Now that I think of it, what's our next port captain?"

GMDQ |
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So I am absolutely clear: you are clustering Maheem, Badger, Conchobhar, Samms, Tibbs, Tilly, Shivikah, Kroop, Owlbear, Cog, and Sandara together so Sandara can heal them. You are excluding Plugg, Scourge, Syl, Fipps, and Jape. (I am leaving out Jack and Nadira for now because they are not present in the scene.)
You mentioned Maheem and Badger are "being press ganged." What does this look like? E.g., are you tying them up before they are healed, etc.
Is there anything else I should know about what you are doing with dead or unconscious bodies, friendly and hostile.
Those loyal to you, whether recently or for awhile, begin to move bodies. Those assembled begin to approach Lark, all looking willing to swear their allegiance.
Conchobhar stops to reply to Threnody. "I am devastatingly heartbroken to have disappointed you, beautiful lady, but," Conchobar says as he wipes his face with a silk handkerchief, "But I note I did not see you running with great enthusiasm to engage Mr. Plugg in direct combat either. You and I both stick to the same tactics, aye? It is our lot as servants of the bardic arts: stand back and support those who are true fighters, maybe move in once the tide has turned, as you did after awhile--but even then only sticking to the minions, not the leaders."
He shrugs. "As for not throwing my hat in with you earlier--none of you included me in your plans, so how was I to know? And but moments ago I was the one with Plugg's blade at my throat... quite unlike the rest of you. Nor did I see any of you dashing to to my aid." He firms his jaw a little, and returns Threnody's gaze of disappointment with one of his own.
"Whatever it is worth... I know it means little after the fact... but I was about to pour this," he holds up the vial he had pulled out of his pouch, and it is clearly labeled "animate rope," "on the mooring rope here. My intent was to leap out and command the rope to untie, forcing Plugg to go adrift. It is of course hard to know if this was true, but you certainly know Conchobhar was leaning over the ropes with the vial before Plugg was taken down.
"But just as I was about to do so, Master Lee summoned his reserves of courage, and the so very lovely and mighty and brave and splendiferous Rosie"--he pauses to wink at the halfling, who rolls her eyes--"and the much put-upon Owlbear did converge upon him, and put the scurrilous knave down. And then of course Cog was the only one of you who tried to rescue poor Mr. Kroop from his fate--who, I will note, was bound because he tried to escape to warn you of Scourge and Plugg's villainous plans, which was to take your findings and maroon you here."
He gives Thren a harder look still. "You may not have known the history, but you could see Mr. Kroop's state. Mr. Kroop was ready to put his life on the line for you. I am honestly uncertain still, if at least some of you are willing to do us the same favor." He sighs. "Plugg wouldn't have, I know, but he was the devil that we knew."
Giffer nearby nods in agreement with Conchobhar.
He sighs. "Still, I would most definitely prefer to be in your company than the alternatives, by far. If you would have me, I will thoroughly endeavor to emulate the bravery of those like Rosie and Lee and Owlbear and Cog--and of course, Captain Lark, who dared declare mutiny and nearly hewed Master Scourge in half! But I warrant you, my delicate fiendling flower, pirates are a fickle bunch. Should you want a crew to have your back, you must show you have theirs--or end like Scourge and Plugg have." He spreads his hands. "And there you go. A lesson for me to learn, and a lesson for you."
He begins to move toward Lark, preparing to swear his oath. "If what I say so offends you that you maroon me here... well, I will engage in a most spectacular display of begging. But I do swear I will support you with all the abilities I have to muster if you take me with you."
Sandara interjects at Thren's question about the next port. "I have a suggestion for where to go next, Captain, if you don't mind. But we should probably get to the ship first before we talk about it."

Threnody 'Thren' Nocturne |

Thren makes a gesture, a mocking grasp at her chest as if an arrow had struck her. "The point is yours, Conchobar." She smiles faintly. "You're right, I didn't rush down into the fray. I stayed back. I also did it because of two things. One-even I know that having ranged weapons when your opponent doesn't is an edge. Two-I couldn't tell you who was on our side and who wasn't in that mess of a melee with everyone shooting and stabbing everyone else. So I preferred to stay out of it till the end. It was different being the one who did the shooting instead of being shot at for a change, though I still prefer my blade." She gets up and dusts herself off, tail twitching in the sand a bit.
Once on her feet, Thren looks around the beach a bit. "All talk of leaving them for the crabs aside, where should we bury the bodies? At sea, or here on land? Anyone know if the fallen had any preferences?"

Lark Greenwood |

Lark responds to Lee, "I was trying to keep my speechifying short and sweet, but you're right Lee, clarity is important." Lark raises his voice, "All you are welcome on our ship, and more than welcome you're needed."
"This battle was a victory for us that challenged Plugg, but I aim to make a victory for all of us. This quarrel is finished on this beach. We can return to the ship as a true pirate crew."
"Conchobhar raises good points. So, I won't say 'trust me' but rather 'try me.' Join us on The Man's Promise and see if we aren't all better off. Together we can sail away from this island and towards prosperity. What do you say to that?"
If there are no dissenting voices then Lark will continue as they gather for healing. "Rosie, Owlbear, Samms and Thren, you all stand close to Maheem and Badger. No need to restrain them yet, but keep a close eye. Lee, if those two have questions when they wake up, please explain the benefits of playing nice. If they still have questions let me know and I'll talk to 'em."
When I said "pressed" I really just meant they don't get a chance to decline healing. Since they're getting healed we really want them to join us. No shackles yet, but there'll be some discussion if they try to stay on shore.
"Sandara, when you finish here please take Kroop, Giffer and Shivikah and lay out the dead and dying. I'll join you. Can you think of brief service for them before we leave?"
"Tilly, you and Conchobhar start loading the supplies and the loot. Badger and Owlbear can join you once Badger swears to the crew and Cog spells Owlbear."
GMDQ - those lists look right to me. Lark will include himself in the group for healing.

GMDQ |

Sandara raises her hands and uses up her remaining healing energy on those you have chosen as potential allies.
Channel Positive Energy: 2d6 ⇒ (3, 5) = 8
Badger and Maheem come to, still quite hurt, to see they are surrounded by not Plugg and not Scourge and not anyone that Plugg and Scourge see as allies. Without needing any special explanation from Plugg, both of them very quickly offer surrender.
Maheem in particular notes, "I underestimated you. You are stronger warriors than I knew. Since you show mercy, I would gladly wield my sword to you." He gives a nod to Tilly who pretty much single handedly took him down. "Well fought."
Badger remains largely silent, not out of any resentment or fear, but what little you knew of the woman, she did not talk much. Shivikah looks slightly relieved to see it when she comes to.
When Kroop comes to (I am presuming you are removing his chains), Muffin bounds over to him and rubs him all over, purring. He laughs and gives the kitty a good scritching. "Someone tell me what the hells 'appened!"
Lark gives his speech, and Giffer, Conchobhar, Samms, Tilly, Badger, Shivikah, and Maheem all nod in agreement. Sandara leads them in an oath of loyalty to Lark as their new captain.
When they are done, she turns to Lark. "The respectful thing to do to a worthy sailor is give him a sea burial." She twists her lips into a wry smile. "But I see no worthy sailors amongst the dead or wounded. We might bury, or even better, burn the dead bodies, and I can offer some prayers, to be sure if any ghoul taint remains on the island they do not bear the curse further. But Syl, Scourge, and Plugg are still breathing..." she looks at Lark questioningly. Her hand rests on the hilt of her rapier, perhaps subtly suggesting what she would do with them.
To be crystal clear, the unconscious bodies are going to remain alive during this scene unless you take direct action to change their circumstances.

Threnody 'Thren' Nocturne |

Once the crew gives their oaths, Thren gives Badger and Maheem a bit more magic to mend their wounds.
cure light wounds, Badger: 1d8 + 4 ⇒ (6) + 4 = 10
cure light wounds, Maheem: 1d8 + 4 ⇒ (5) + 4 = 9
Once that's done, she looks around. "If we're going to burning the dead, let's get it done. A couple of us can start gathering wood for the fire. Doesn't answer the question of what to do about those three." She points at Plugg, Scourge, and Syl.

Lehland O'Neld |

Lee leans in to offer Lark more advice.
"The captain should delegate the task of how the unconscious bodies are treated. Literally it should be, 'You, you and you. Put them out of their misery, then loot and bury the bodies.' Harrigan would never sully himself or his officers with that kind of task. Maybe it's time to start thinking like Harrigan some."
Lee thinks.
"Or burn the bodies. Consult with Quinn about how's best to avoid ghoulism. Let the crew see you ask advice. Listen to the advice, but then you choose the course of action."

Lehland O'Neld |

Lee stops, as if he just heard himself.
"Erg. 'Thinking like Harrigan'. That's terrible. What in the world am I saying?"
Lee takes a breath.
"Think like Captain Golly. He's a MUCH better role model. Captain Golly would still delegate. And he'd do, probably, 90% of what Harrigan did to run a ship. But he did it all FOR the crew."
Lee heads over to see Kroop, muttering something about "worst advice ever" and "so, SO stupid of me".

Lark Greenwood |

Lark frowns down at Lee. ”I’ll be doing plenty of delegating, but not this time.” Lark turns to Quinn and draws his short sword. ”I’ll be the one executing the fallen.”
Lark walks down the beach to Scourge, visibly braces himself, and delivers a quick stab into his heart.
”Bring the the dead over here. Anyone not loading the boats can collect wood to burn the bodies.”
Lark then proceeds to Plugg, Fipps, Jape and Syl, stabbing each in turn.
With a noticeably roughened voice Lark calls out, ”Move lively now with that wood! We’ve been on this island long enough.” Lark turns to the water and moves towards the boats. ”I’ll be overseeing the loading.”
Do we need to get through the confrontation with Nadira before we go on break? What else do we need to take of?

Threnody 'Thren' Nocturne |

Thren leads a team of pirates off to gather wood for burning the bodies, pausing to salute Lark sharply and respectfully. If she is upset about finishing off the fallen, she takes pains not to show it to the pirates or her captain.

GMDQ |

1d20 + 2 ⇒ (2) + 2 = 4
1d20 + 2 ⇒ (11) + 2 = 13
1d20 ⇒ 2
1d20 ⇒ 15

GMDQ |

F$!+ING BOARD ATE MY POST. And because I had copied something else to the clipboard right at the last minute, I didn't have it on the clipbard just in case like I usually do. So I've probably lost/forgotten some detail in this repost. Sorry.
The crew stands in silence as Lark dispatches the four fallen swiftly and relatively mercifully. Some maintain a blank expression. A few look relieved, especially Quinn and Fishguts. Samms and Giffer wince a little at the action, but nod at each other silently in a fashion that suggests they agree with the proceedings.
All move quickly to build the pyre and set it alight. As he works alongside the others, Conchobhar sings, "Mister Plugg is dead and he's gone, walk him along, Jon, carry him along. Mister Plugg is dead and he's gone, carry him to his burying ground." While some of the lyrics might be interpreted alternately as respectful or sarcastic, he sings it in a solemn tone that provides the crew a solid rhythm to work by--a common practice and not out of place.
Quinn gives a brief service, that does not dwell on the lives of the dead but simply asks the gods that they swiftly deliver their souls to the next life---or as Besmara sees fit, but far away from them, please.
Fishguts asks Lark permission to get aboard whatever crabs and coconuts the ships can carry, with a promise of a feast. "Nothin' cements a new crew faster'n a full stomach, mark me."
Quinn also approaches Lark and says quietly, "I know you're the kind of soul with little stomach for killing in cold blood. But you've saved them likely from undeath at best... and if they survived by some awful miracle, that would only cause more to suffer at their hands later. And... Harrigan would have healed them just enough to be aware of their fate, then locked them in crow's cages and abandoned them. Plugg would have not only killed the fallen, but defiled their corpses and paraded them around. Perhaps hung a few on the masthead." She does not add on a conclusion, but leaves Lark to reach it for himself.
The crew then works to load everything onto the ship's boats, and sets sail.
They arrive not too long thereafter, and Nadira, spyglass in hand, leans over the rails of the Man's Promise, looking at the cutter ridden by Lark, Lee, and Threnody. Her hand is on the winch to help raise the boats, but she has not moved yet.
We can as desired also continue to RP events and conversations on the shore, but this seemed like the right spot to move things forward. Backtagging is fine, however.

Lark Greenwood |

Technical difficulties are the worst!
Lark claps Quinn on the shoulder, ”Thanks for that. I’m sure this is just the first test of my stomach.”
Lark agrees to Kroop’s request, ”Permission granted Mister Kroop. We could all use a good meal, so show us what you can do.”
As they reach the ship Lark raises his voice to reach Nadira, ”Officer of the watch, lower the winches and prepare to bring us aboard! You’re new captain,” Lark raises his tricorne, ”has arrived with supplies and treasure. I expect all those will be welcome on board.”

GMDQ |

Nadira raises an eyebrow and sighs. She looks over and calls out to someone you cannot see, but who must be Jack, "How many on the other?"
You hear him answer honestly, with a bit of a nervous squeak in his voice.
She lowers the winches, and she and Jack and the crew work to get the boats raised.
When all are aboard, the crew waits, an intensity in the air as they wonder how Lark is going to respond to the remaining officer.
Nadira unstraps her boarding pike and drops it on the deck.
"Those two were planning to get the supplies you found and then maroon you--or kill you if you resisted. I warned them you put up a tougher fight than you look like you can. Even I didn't expect this as a result."
She purses her lips. "I wouldn't be here still if you hadn't captured me. I have no desire to live the life of a pirate but I love my life enough to not throw it away in fighting with you again--with more crew besides. I loved this ship, once... once. If you force me to serve you, I'll do it to live. I'd rather strike a bargain: you drop me at the nearest port once we get near civilization, and I'll make sure you know this ship top-to-bottom, inside and out. You can have all my navigation charts and tools to boot."

Lark Greenwood |

Lark uses his toe to flip the pike up off the deck and into his hand.
”We need crew we can trust. Crew that want to be on this ship. If you do as you say, teach us everything about this ship, share your skills, then I’ll not force you to stay. Things will be different now. More work at first, but better in the long run. I hope you’ll keep an open mind about crewing with us.”
”But!” Lark thumps the pike on the deck. ”I make no promises about our first port of call. Where and when will depend on the needs of the whole ship and not your convenience.”
”There’s you bargain.” Lark holds the pike out to her. ”Will you take it?”

GMDQ |

"You'll have to supply up and hire more crew at some point. I'm not asking we go to a particular place, first, just whenever we get to an appropriate place, that I can go."
She blinks, realizing he is returning her signature weapon to her. Her face goes blank, like she's not sure how to react. Then she nods, the faintest flicker of gratitude in her eyes, and takes the pike back. "Yes, I'll take it." She pauses then adds. "I do know where Plugg wanted to go... Captain. Some place along the southern mainland called 'Rickety's Squibs.' He wanted to have the ship refitted there, so it couldn't be recognized." She looks up at the rest of the crew. "He planned to betray Harrigan and steal the ship."
Most of you had figured this out already, but a few of the crew did not, by the shocked looks on their faces. Maheem and Shivikah, who had been assigned temporary officer assignments by Plugg, look down guiltily.
"Anyway, even though we're hundreds of miles off course, that is still probably one of the closest sources of supplies and other options. Food for thought."
Both Quinn and Fishguts look like they have something to say, but do not yet speak. There is after all getting under way to think about. Most of the rest of the crew move to busying themselves unloading the cargo and supplies.

Lark Greenwood |

Lark nods at Nadira, "I'll consider it. Now, let's get ready to sail." He starts rapping out orders: "Kroop, pick some crew to help you unload the food and water. You can keep one to help you with tonight's big meal. Lee, take who you need to stow the loot, weapons and anything else." Lark gestures between Lee and Kroop. "When your helpers are done send them to Threnody. Lee, come find me then. Thren, start the rest making ready to get underway." Lark looks up at the sun. "No rush yet. We'll be shorthanded for a bit, so work at a pace that won't exhaust anyone. Once the other hands get to you put them to work and find me and Lee."
Lark turns to address the whole crew. "Kroop promised us a feast tongiht. Let's get busy earning it!"
Lark really just wants everyone busy while he, Thren and Lee meet.

Threnody 'Thren' Nocturne |

The tiefling nods to her captain. "Aye, Captain." She then looks over her crew. "You heard the captain. Let's get ready to go!" With that, the bard begins to work, heading to her home in the rigging to set the sails.

Lehland O'Neld |

Lee taps a couple of random crew (having no desire to show favorites) and gets the loot stored and inventoried. He gets his coworkers involved with the accounting of the loot.
When they are done, he tells them to report to the captain.
When Less sees Lark, he says, "I decided to leave the crew armed until we put some distance between us and that island. Once underway we'll have everyone stow their weapons and armor and dress like sailors. Unless you want arms and armored stowed now. Then I'll see to it immediately.."