GMDQ's Skull and Shackles (Inactive)

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A small band of mariners find themselves press-ganged into service on the Wormwood, led by the fearsome Barnabas Harrigan. Will they turn their misfortune to glory on the high seas, or will folly lead them to an ignominious watery death?


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Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren makes a point of tracking down the crew to inform them it's time to get ready to go home. She'll even mention it to anyone from the tug of war game if she happens across them.


M Human Two-handed fighter-7 | HP 95/95 | AC 20, T 10, FF 20 | F+9 R+3 W+5 CMD 22| Init+0 Perception+8 | Brawler: 2/2 | Current:

As the crew begins to assemble, Corwin makes sure that he personally sizes up each of them. He grins and shakes their hand, but there's a glint in his eye that says, "betray me and I'll hunt you down." What they don't know is that he's been practicing that look for years to make sure he's got it just right.
Aside from that, he makes himself useful, loading gear, pulling ropes out of storage, or whatever else needs doing.


Male Half-Elf Cleric of Keltheald 6/Horizon Walker 1 | HP: 79/79 | AC/T/FF: 19/12/18 | F+9 R+4 W+8 (+2 v. enchant) | CMD 19 (23 v. overrun/trip) | Channel: 4/4 | Agile Feet 5/5 | ToC 5/5

Emberar happily ditches his boots once he’s back aboard the Whim, and makes himself as helpful as he can. He greets all of the crew pleasantly, making a point to call them all by their names to aid his memory.

Maybe a little Of his player slipping in with that last bit...I’m terrible with names. :P


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Forces of Nature Battlemap

You think YOU have to worry about names to remember...

The party sends out the word to return to the Whim. You sing a few more songs, enjoy the sights, drink or gamble if you're so inclined, or just enjoy some peace and quiet.

In two days' time, your crew has assembled at the docks. It appears, luckily, most of your crew has returned to you. In addition to Maran departing, the swabs you picked up alongside the Magpie Mutineers, the Ustalavan twins, Anezka and Petra inform you they will be remaining on the island in hopes of getting their own questions answered by Keeba's Eyes. Everyone else, including some of the folks you attracted during your stay, has arrived.

The group of you are approached by a well-kempt, shaven-headed halfling in simple sailor's clothes who waves at Lark and Thren enthusiastically (this is of course Lee). Beside him is a large, purple striped cat with otherworldly eyes who is floating in mid-air along beside him. The halfling turns to mutter pleadingly to the strange cat, "Muffin, please stop flying in public..." Muffin responds by doing aerial backflips. The cat then spots Taniwha and floats toward him cautiously, but curiously, sniffing as cats do, to offer a feline introduction.

"Hello! The mortals call me Muffin!" he says after a moment to both the little dragon and the others in what seems to be every language you speak. (If you speak multiple languages, you seem to understand him in every language at once.) "And that is my magic friend Lee! He is overprotective, but very nice."

Knowledge Planes DC 10:

Muffin is an azata known as a cait sith or silvanshee. He is speaking via mystical Truespeech.

Lee sighs, and approaches Lark and Thren, before nodding cordially to the rest of you. "Looks like the recruitment was a hit! Good news." He offers his hand up (having to get on his toes to greet Corwin). "I'm Lehland O'Neld, the Quartermaster." He calls out to the larger group behind you. "If you all don't mind waiting patiently, I'll get you on payroll in a jiff."

He addresses Lark. "We've gotten the ship well supplied up, both for sailing and for some building supplies back at Ghoral Rey. I went ahead and was liberal with spending--I figure we want to get started right and not have to go back for more. The ship's hold is completely full though, so we don't have room for much else. We found some neat scrap at the Scrapyard maybe Doc Imogene can do some stuff with as well."

Lee shares his log with Lark and Thren (if others want to look over his shoulder he is not being secretive); he's spent about 1,000 gp (1 plunder)--the ship is well supplied for two months (including emergencies, longer if stretched out), and there are enough goods purchased or arranged to be delivered that should supply several construction projects at Ghoral Rey (30 goods). There's nothing terribly unusual--though some of his purchases include more chickens as well as pigs, which can be raised at the stronghold to provide both fresh meat and cured/dried meat for travel. He has added a few healing potions and potions of acid to the ship's stock as well.

"Captain," he adds, "There's something else I want to discuss with you too, but it can wait until we've set sail."

After exchanging pleasantries and inquiring of the newer officers of their names and skills etc., he goes to check in the new crew.

Current Crew Summary
"Chief Officers" PCs
Prosperity "Lark" Greenwood - Captain
Threnody Nocturne* - First Mate
Emberar "Sunstruck" Lealtus - ?
Corwin Corke - Master-at-Arms ?
Kahuranga - ?

Returning Crew
Lee O'Neld - Quartermaster (Halfling Sorcerer 7) (and the ship's celestial ratter, Muffin)
Sandara Quinn - Ship's Healer, Assistant [cohort] to First Mate (Human Cleric of Besmara 5)
Belina - Sailing Master (Half-Elf Ranger 2)
Crimson Cogward - Master Gunner (Human Ranger 1/Rogue 1)
Yamtisy - Bosun (Half-Orc Expert 4)
Xosrov - Rigger/Lookout* (Half-Elf Warrior 3 "Magpie Crew")
Conchobar Shortstone - Rigger/Lookout* (Gnome Bard 2)
Barefoot Samms Toppin - Rigger (Human Warrior 2 "Wormwood Crew")
Maheem - Rigger (Human Warrior 2 "Wormwood Crew")
Heavy Huldren - Rigger (Human Commoner 9 "Constable")
Randiel Cutter - Rigger* (Elf Expert 2 "Old Sailor")
Anatoly - Rigger* (Half-orc Warrior 3 "Magpie Crew")
Jack Scrimshaw - Swab (Human Warrior 2 "Wormwood Crew")
Tilly Brackett - Swab (Human Warrior 2 "Wormwood Crew")
Rosie Cusswell - Swab (Human Warrior 2 "Wormwood Crew")
Badger Medlar - Swab* (Half-Elf Warrior 2 "Wormwood Crew")
Shivikah - Swab* (Human Warrior 2 "Wormwood Crew")
Giffer Tibbs - Swab* (Gnome Warrior 2 "Wormwood Crew")
Carlos the Knife - Swab?+ (Halfling Warrior 1)
Mary Dregg - Swab?+ (Human Expert 1, tailor)

Brand New Crew (or Labor for Stronghold):
Finch Lucktoe - Rigger?+ (Halfling Expert 1)
Derrick - Swab?+ (Human Expert 1, Carpenter)
Ursa Gildax - Swab?+ (Dwarf Aristocrat 1, Sales/Bookkeeping/Recording)
Gywn Ironfist - Swab? (Expert 1/Warrior 1 "Shipmate")
Beryl - Cook? (Gnome Expert 2, Cooking)
Mellissiel - Rigger? (Elf Expert 2 "Old Sailor")
Brent Kerkland - Swab? (Expert 1/Warrior 1 "Shipmate")
Gorton the Hammer - Labor? (Half-orc Expert 4 "journeyman carpenter")

Those who do not return:
Petra - Swab
Anezka - Swab
Maran - Swab

Items with Question Marks means you need to agree on a role/position. For the ones marked Swab in particular, you could also assign them to be labor at Ghoral Rey rather than sail with them (this includes Thren's followers). The notes in quotations like "Shipmate" or "Wormwood crew" indicate this character's stats are based on a standard template provided either by the AP, module, or RPG-line sourcebook. this is just to give you a general gist of what their capabilities might be. If it's out of quotations it's just what they're known to be good at. You can inquire any crew as to their abilities as well (i.e., ask me what their general skillset is if you're not sure). As officers you are aware of these things.
* Night shift. Most of the people on nightshift have low-light or darkvision, or otherwise are okay with working at night (and Shivikah behaves better when around Badger). New crew have not yet been assigned
+ Followers of Threnody; these can be moved to night shift since she is the lead of night shift or as she prefers.

At Ghoral Rey:
Doc Imogene - Ship's Carpenter (Halfling Expert 3, shipwright)
Owlbear Hartshorn - Watchstander (Human Fighter 2)
Larry - Watchstander (Half-orc warrior 5, "tavern champion")
Barry - Watchstander (Half-orc warrior 5, "tavern champion")
Kroop (no longer crew, but steward of Ghoral Rey)


Forces of Nature Battlemap

Later, the ship sets off without further incident. Do any further interaction and bookkeeping you need to and then I'll proceed


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren bids Petra and Anezka well and fair winds, muttering to herself and shaking her head as she tries to figure out what her dream meant when she mutters those words.

To Maran, she gives a hearty slap on the back at departure and a healthy grin. "Wish you'd stay. If you wouldn't break my tail off and beat me with it I'd be tempted to press-gang you! Having a crazy Northerner on board would help liven things up. If you make it back our way, we'll be happy to have you."

Thren spends the rest of her time going over the new provisions with Lee, getting the new crew settled on board, and discussing where everyone's going to end up once we get back to Brightglass.


Male Half-Elf Cleric of Keltheald 6/Horizon Walker 1 | HP: 79/79 | AC/T/FF: 19/12/18 | F+9 R+4 W+8 (+2 v. enchant) | CMD 19 (23 v. overrun/trip) | Channel: 4/4 | Agile Feet 5/5 | ToC 5/5

Emberar shakes the hands of all departing crew. "Sorry we couldn't venture further together! May Keltheald see you to fair horizons." As the ship prepares to depart, he circulates belowdecks, trying to make sure that everyone is comfortable and the new crew aren't being crammed into the absolute worst quarters.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

"Well done, Lee, getting us fully provisioned. Our first stop is Brightglass, but we'll soon be heading out on much longer cruise. Find me anytime we're underway, we can chat, and I'll tell you all about it."


Forces of Nature Battlemap

"Aye, Captain."

The departing crew bid their farewells and everyone boards, preparing to set sail.

The weather is hot and humid--typical for the region and time of year.

Continue any interactions, and proceed to consider what you will do for Day 1 of travel

Everyday we'll do some some ship actions, which you can describe in detail or simply summarize briefly backed up by a few rolls. You will make up to three checks per day, a work check (mandatory), a day activity check, and a night activity check. The activity checks are optional, but allows you to do things like influence crew, gamble, trade goods, learn stuff, etc. During storms there are no activity checks because everyone is focused on surviving the storm.:

1: Work check (Mandatory). You do your job. Roll either Profession (Sailor) or something relevant to the task you are assigned or choose to do that day, like Survival to check the weather or Diplomacy to bolster morale.
2. Day Activity: Something simple you can do while also working: chat with crew, check supplies, trade something, help keep lookout, etc. If you choose to do this, roll an appropriate skill check (e.g., a Charisma-based check if you are trying to Influence a crew member. It takes 3 successful Charisma-based checks, 1 made per day, (using appropriate skills if applicable) to shift a crew member's demeanor. New crew start at indifferent. You can also, if you RP with a crew member, learn favors you can do for them which serve as alternatives to successful rolls (you'll need to pay attention to the things they tell you to figure out what those favors might be; some will be more obvious than others))
3. Night Activity: Like the Day activity, but you can also carouse, play a game, or work on side project, etc. Again roll whatever check makes the most sense.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren spends the day sleeping before getting up and working her shift.

Profession (sailor): 1d20 + 10 ⇒ (3) + 10 = 13

She then spends some time chatting with Mary, intrigued by her coat that is made up of the flags of nations. "I've been wondering about your coat. Where did you come up with that idea? Is it every place you want to go? Every place you've been? Homelands of enemies you've killed? Places you're exiled from?" Thren asks congenially at mess.

Diplomacy: 1d20 + 3 ⇒ (9) + 3 = 12


Male Half-Elf Cleric of Keltheald 6/Horizon Walker 1 | HP: 79/79 | AC/T/FF: 19/12/18 | F+9 R+4 W+8 (+2 v. enchant) | CMD 19 (23 v. overrun/trip) | Channel: 4/4 | Agile Feet 5/5 | ToC 5/5

Emberar spends the first day luxuriating in his new position: mostly at the top of the crow's nest or (if the crew needs a hand) up in the rigging. He keeps a careful eye on the skies and the horizon, watching for dangers both random (like foul weather) and intentional (strange sea-beasts, other ships).

Survival for weather: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15 and/or Perception: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17

When he gets a chance to, he descends slightly to chat with the riggers and lend them a hand. He approaches Maheem first. "Maheem, right? Where do you originally hail from? And how long have you been with the ship?"

Diplomacy: 1d20 + 1 ⇒ (18) + 1 = 19

That night Emberar mostly watches the carousing; he's not a heavy drinker, personally, though he does take part. He retires early to finish up his notes on the events up through leaving Plumetown.

I'm assuming you don't need a roll for that...though if you can think of a way you want to work that mechanically into the AP, just let me know! :)


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark spends the day touring the ship, reviewing everyone's normal operations.
Profession (sailor), running smooth?: 1d20 + 13 ⇒ (8) + 13 = 21

During the daytime tour and at mess the captain circulates among the crew. He chats briefly with a number of folks and keep an ear out for the general mood. Did everyone have a good shore leave? Have they returned refreshed and ready work?
Diplomacy, gather information: 1d20 + 9 ⇒ (2) + 9 = 11


M Human Two-handed fighter-7 | HP 95/95 | AC 20, T 10, FF 20 | F+9 R+3 W+5 CMD 22| Init+0 Perception+8 | Brawler: 2/2 | Current:

so for master at arms, I'm gonna assume I'm rolling prof:soldier instead of sailor. Let me know if there's something else you think might be more appropriate. Same for any other rolls of course

Corwin spends most of the morning having the available crew run sword drills. He'll get to more advanced techniques later, but for the moment, he just wants to see where people stand.
work: prof:soldier: 1d20 + 6 ⇒ (16) + 6 = 22

After that, and while he considers tomorrow's practice, he gets to chatting with the elf, Mellissiel. (S)He seems to know what he's doing. "I wonder if you wouldn't mind refreshin' me on a few knots. 't's been a while since I worked aboard a ship."
day: prof:sailor: 1d20 + 4 ⇒ (12) + 4 = 16

Corwin has a couple of drinks, but spends much of the evening playing cards. He's not a particularly good gambler, but he's got a decent poker face when it counts.
night: bluff: 1d20 + 7 ⇒ (6) + 7 = 13
Still, he probably looses a few gold over the course of the evening. Plenty of time to get it back.


Forces of Nature Battlemap

Threnody
Night shift goes reasonably well, nothing spectacular (or spectacularly bad). Mary thanks Thren for the compliment. "First flag I salvaged, found it combing the beach to scavenge for scrap to sell. Next couple the same way, thought I'd turn it into something to keep me warm. As I've found work, some I buy because I like the looks, some are from ships we conquered on the Vorsfang." She points to one black flag. "That one was from the Chilly Queen, the captain tried to kidnap me, the Vorsfang got me back and sank the ship." She smiles. "That one I specially like."

Emberar
The humid air is even thicker than usual. Between your gut and checking the ship's instruments, you can easily see several days of rain are on the way--no matter the direction you travel in. You think the winds will remain manageable and the seas sailable, but the next several days are going to involve some hard and unpleasant work. Delaying your trip would mean waiting a good while for the rain to stop, so you may as well be on your way, however. The Captain and the officers should be informed to be prepared for the discomfort and possibly low visibility.

Emberar notes Maheem works with great precision, never tiring, and always obeying any orders to the letter. You realize as long as you do not interrupt his work, he does not object to talking, and help him coil up some rope as you chat. "Rahadoum, if it is not obvious! I started sailing on merchant marine ships, but my last captain on The Tall Order was tight fisted, and was not paying us our full share. I think he was pocketing it for himself." He frowns, clearly angry at the idea. "I did not know what to do. I broke into the treasury to get the men our proper pay--only that--and was caught, and marooned here in the Shackles. Barnabas Harrigan picked me up and gave me work. He was harsh. But always gave exactly what he offered, in pay or in pain. It was... consistent. And in that, comforting. If he didn't give us that lousy rum, life on the Wormwood would have been livable. The others here might disagree, but they were not raised with discipline. I'd still be with him, but... well, that is a long story. Others here would be better at its telling. The short version is while we were on a salvage ship, Captain Greenwood dispatched Harrigan's mutinous First Mate Plugg after Plugg's incompetence got us shipwrecked. And here, at least the rum is good." There is almost a smile hinting underneath his thick mustache, but it disappears as quickly as it arrives and he focuses on his work.

Lark
The crew seems well rested, and as you set about your duties, everyone is responsive and in good form. Under your guidance, you make good headway.

You don't hear much of interest, other than Conchobar lost a good deal of his personal funds gambling in Plumetown, and is determined to win back his losses.

You also notice most of the crew still separating off into old-crew groups--Magpies with Magpies, former Wormwooders with one another, new folk trying to feel each other out amongst themselves, but struggling to get "in" with the others.

Corwin
That sounds fine
You work with the bosun, Yamtisy, to schedule out drills (which she also participates in). The crew who identify themselves as the longest standing members of the crew (former Wormwood crew) have a lot of the same strengths... and weaknesses, and clearly have not been drilled in a long time. The former Magpies are in better shape. You do a good job of intimidating them into line without making them unduly anxious. A big issue is to be sure all are on the same page with how to respond to a certain kind of attack. You note the rigger Huldren is an excellent combatant--for a bar room, but has little experience with boarding gaffs or swordplay, let alone boarding or repelling.

Mellissiel, a female Forlorn elf with a large green swirly tattoo on her face, nods. "You seem to know your strengths... and where you need to practice. That makes me sure you'll make us fight better too," she observes, and is happy to show him (literally) the ropes.

Corwin loses a few silvers (2d6 ⇒ (1, 5) = 6) to Conchobar (ship's rules are the stakes stay low), the gnome with the ridiculous purple hat, who is a much savvier player than you first realized. But he is a gracious winner, and there are a lot of laughter and tales around the table as you play. He talks about Rosie Cusswell, whom he describes in glowing terms, taking down what you first think is an owlbear--then you realize he is describing a man named Owlbear.

============

Shortly before dawn it begins raining. The night shift riggers work hard to cling to masts that grow slippery, but the winds are steady.

Finish up Day 1 and progress to day 2; let me know if the pace is okay


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Pace is good so far.

"You want to set up a shop of your own at some point?" Thren continues. Then her eyes light up as an idea hits her. "Maybe you could make coats or something for the crew? Something that makes us all stand out. Not like your coat of flags, that's you, hmmm...." Thren starts pondering.

The bard makes sure everyone's working hard as the night shift ends but not falling out of the rigging. Then she takes her rest.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Day 2

As the rain starts Lark pitches in to get the ship fully prepared and moving steadily through the rough weather.

Profession (sailor): 1d20 + 13 ⇒ (7) + 13 = 20

Armed with Emberar's forecast the captain tries to prepare the crew for several days of extra work.

Diplomacy, morale boost: 1d20 + 9 ⇒ (19) + 9 = 28

"Emberar, I like that weather eye of yours. Keep it peeled and keep us all posted." Lark thanks the half-elf for the warning.

Later that evening Lark chats with Yamtisy about her shore leave. He expects to lean on her (as bosun) soon to help get the crew more integrated and friendly with each other. Maybe there's a favor or something she'd like that will put her in a good mood?

Diplomacy, influence: 1d20 + 9 ⇒ (9) + 9 = 18

Pace is fine with me.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Kahuranga spends the first day acquainting himself with the ship and its crew. He takes a particular shine to Conchobar, who seems like a gnome with some panache. While the weather is good, Taniwha scampers about the ship, making friends, whistling songs, catching the occasional rat if given the chance, and maybe diving for a fish if one comes near the surface of the water. He will check out the crows nest and spend some time there if not shooed away.

Is there a small cabin or closet where I can set up some witchy paraphernalia? If not, just a corner will do. Actually, I'll ask that in character.

"Captain Greenwood, I will need a small space in which to work, a cabin, a closet, even a quiet corner in the hold will do. A place to hang herbs, preserve spell components, that sort of thing. And as for daily operations, don't feel like you have to treat me with kid gloves. I may be an eccentric and a bit of a mystic, but I am not above roughening my hands with a coil of rope."

Day 2

Kahuranga spends every moment of the storm on deck that he can. The rain stinging his skin awakens his senses. The wind is no impediment to him. Indeed, it seems as though the wind is part of him. Under the flow of rain over his skin, his dark blue tatoos seem almost to ripple and shift.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark give Kahuranga a half-grin, "We'll keep you busy one way or another, no worries on that score." Lark points toward the ship's prow. "Seacaster gets room with the other officers in the top-deck forward compartment. If you need extra space for magical whatnot just ask Lee. He manages the holds and he knows all about those special ingredients y'all use."

Reminder, Lee is the halfling quartermaster that welcomed us all onto the ship. He's also a magic user.


Male Half-Elf Cleric of Keltheald 6/Horizon Walker 1 | HP: 79/79 | AC/T/FF: 19/12/18 | F+9 R+4 W+8 (+2 v. enchant) | CMD 19 (23 v. overrun/trip) | Channel: 4/4 | Agile Feet 5/5 | ToC 5/5

Emberar chats with Maheem for a few moments more before taking hisbleave. Seems like a good fellow, if a bit rigid.

The next day, Emberar grins at Lee. “No worries, cap’n. That’s what I’m here for! We should make it through this rain alright, but it’ll be a damp few days.” He spends his second day up in the crow’s nest (occasionally with Kahuranga) whenever it’s safe, keeping an eye out for rougher weather or other hazards.

Survival: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Perception (forgot my half-elf bonus last time!): 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24

He spends some time chatting with both Kahuranga and following up with Maheem—while they work, of course. “You said the other day that you started out on a merchant ship, and it sounds like it wasn’t your fault you ended up down here in the Shackles. If you don’t mind my asking, what’s keeping you on? Why not go back to a, shall we say, socially acceptable life?”

Diplomacy: 1d20 + 1 ⇒ (11) + 1 = 12

Pace is fine for me!


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Our crazy bard spends her second night on watch like normal. But when she catches up with Lark in the morning, she pulls him aside.

"I had an idea and wanted to run it past you. Mary's an amazing tailor. I was thinking about asking her to make coats for all of us, not all like her coat of flags, but something that marks us all as belonging to Besmara's Whim. I wanted to see if it was okay to ask her to do that for fair compensation...and if you had an idea what you might like. I know I'm going to ask her to do a coat for me regardless."

Then the bard decides to spend a little time seeing how the new recruits do in their roles. The elf woman, Mellissiel, will get scrutiny as does Finch due to their roles in Thren's chosen arena, the rigging.

Finally, Thren tracks down Mary again. "I was wondering if you'd be willing to take a commission from me for a coat?" The bard asks. "I will pay you for your work of course."

Profession (sailor): 1d20 + 10 ⇒ (17) + 10 = 27
Diplomacy: 1d20 + 3 ⇒ (14) + 3 = 17


Forces of Nature Battlemap

On the prior day, Mary brightens as Thren mentions making something for the crew. "Pirates don't take well to anything resembling a uniform, gen'rally speaking... but I wonder if I couldn't come up with something to tie the crew all together that still lets'em show their own style... Let me think on it." She gets a thoughtful look in her eye, clearly intrigued. The next day she is very happy to accept commission from Threnody, but she suggests waiting until the rains have passed, since it will take a little time to take measurements, and they are quite busy right now.

Lee grabs Threnody later and asks if he can show Ursa the books--she seems like she has good accounting skills and he may need some assistance.

Mellissiel is relatively experienced as a sailor, and handles the rigging with ease. Even where she might take a misstep, she recovers well, calmly disentangling herself with no fear of heights.

Carlos has less training and experience, though his halfling nimbleness and fearlessness makes up for this to a degree. At one point, though with the slipperiness from the rain, he panics as he gets his foot caught in a loop of rope. His form of panicking is shouting "I'm fine I'm fine!" but he wriggles, tightening the rope around him rather being able to get free. It takes some work to make him relax to get him loose.

You can adjust your comment to Lark as you'd like.

Lark manages that fine line between pulling his own weight in the rain while maintaining an air of authority, and the crew works without flagging, in spite of the constantly driving rain. It occurs to him he should switch off the bilge workers more frequently since they will be working extra hard, and no one has earned any punishments to be kept down there all day, and makes sure Yamtisy and Corwin and later, Thren, are aware in the need to change that shift more frequently.

Chatting more congenially with Yamtisy later, she is responsive to the idea of getting the crew more integrated. "You're right, everyone's peeling off to their old crew. I'm with you, Captain--and that Corke is running drills with everyone, I'll make sure the work schedule is so everyone gets mixed in. Usually those that fight together learn better to get along."

As to a favor, she seems a bit of the proud sort to ask for something directly. But before you chatted with her, she had been sketching something in a book, that she discreetly closes as you talk. She is almost always sketching in that book when she is off duty, you realize. You catch the glimpse of something along the lines of a skull surrounded by flowers--it looks like the sort of artwork you'd see especially on a tattoo.

Taniwha finds competition in ratting with the celestial cat Muffin, but it is friendly competition at that. After he snatches a few fish, he catches the attention of two crew, Barefoot Samms, who cheers him on, and the new cook Beryl, who approaches Kahuranga - "You wouldn't mind setting your friend to work on catching more fish for the rest of us, would you? Our supplies are good, but fresh fish is always a good addition to a meal!"

Later, if Kahuranga seeks out Lee on Lark's advice, he is showing both Beryl and Ursa around how he has meticulously organized the food stores and kitchen supplies. Lee is happy to chat to Kahuranga. "What kind of space do you need? If you're drying herbs and things, we could set aside a corner in this storage room here. If you'd rather something more closed off to yourself, maybe we could get some of the new carpenters we've hired to put up some walls around part of the cargo hold." He pauses. "Well, as long as there's nothing dangerously explosive..."

During the rain, Yamtisy singles him out--"Seems you're enjoying yourself in this mess, so you take on the deck work here, and I'll send a couple of the others to do maintenance below decks."

Conchobar is pleased to make his aquaintance and offers a song of the winds to keep up spirits.

Click on "Besmara's Whim" in my alias for a map of the ship

Emberar--question--I thought you were going to be at the helm, switching off with Belina? You can of course climb the rigging to check the weather as well (and others can take the wheel), but there's usually someone else in the crow's nest (usually Conchobar or Xosrov. BTW I just noticed I starred Conchobar on night shift, but he is usually on the day, to sing to raise morale and provide rhythms for sail raising/lowering (one bard per shift!).) This is all negotiable, but I'm just trying to keep track.

Emberar can still tell it's going to be rain, rain, rain for at least two more days--but again, steady winds and air pressure. Belina asks him to work with her to be sure to navigate a course--getting around the Moluune Parapet is tricky, and part of why they had to navigate so carefully and slowly in the fog on the way here.

To his question to Maheem, this time he is a little less forthcoming. "In Rahadoum, a crime is a crime. Even if I did it to maintain order, not cause disorder. I cannot go home." This perhaps is not the best line of inquiry to follow at the moment. DC is 15... your initial success is not lost, but you'll have to try again a couple more times.

Day 2 Late Afternoon
While he's up in the rigging, he spots something he thought was a rock off to the south move very suddenly. You realize it is the shell of a giant creature.

"You saw that too, right? Conchobar calls out, and Maheem also has spotted it. "I bet it's a shipwrecker crab!"

"Don't be silly, gnome," Maheem says. "It is only big enough to be a shark-eating crab." His mustache falls as he realizes, that still isn't a good thing.

Emberar can see--yes, it is probably a crab shell, and yes, it is probably a creature large enough to tear a shark in half.

"AHOY AHOY!" Conchobar calls out to everyone on deck. "Elephant-sized crab off the starboard bow!"

Belina calls out. "Evade or confront, Cap'n? Either's gonna be tricky."


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark approves of Threnody's idea about coats for the crew, "That sounds good! I was just thinking about getting the crew a bit more unified. It sounds like Mary might have some ideas, tell her she'll have my ear when she's ready."

Later that day...

Lark perks up at Conchobar's call and opens his spyglass for a good look. Semi-rhetorically, he asks, "Wasn't Beryl just asking after fresh fish for dinner?" Raising his voice, "Anyone fought one of these before?" Lark directs that particularly at any PCs on deck. Everyone but Thren and night shift, really.

Perception: 1d20 + 7 ⇒ (10) + 7 = 17 Any bonus for the spyglass?
Knowledge (local), how tough are these things?: 1d20 + 6 ⇒ (3) + 6 = 9


Forces of Nature Battlemap

Lark can definitely see what the lookouts and riggers are reporting: what at first seems like a rock on the reefs is a giant shell. It is slowly moving... chasing movement, perhaps. It is a good ways away--but you will either need to divert toward it, or divert away. You are moving through a heavily reefy area, and of course the crab would be near your safest passage through it. Moving away from it incurs more risk to the ship in terms of crashing, but there is little telling what the crab can do to the ship, or your crew.

You've heard of giant crabs tearing through whole hulls of ships and devouring the crew like a little crab would do to molluscs, but hard to say if this would be capable of such a thing, especially since you can only see its barnacle-encrusted top at the moment.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren's pleased at Mary's answers and definitely understands waiting till things are a smidge quieter. She also finds Ursa as soon as Lee asks and sends her to meet with Lee. "Our quartermaster's a bit new to the game, so if you can help him out it'd be great," Thren tells the dwarf woman honestly. "Lee's a friend, definitely the cautious type, so him asking to talk with you is a good thing."

Thren does make a mental note to try to spend a few minutes here and there with Carlos to help him get better situated.


M Human Two-handed fighter-7 | HP 95/95 | AC 20, T 10, FF 20 | F+9 R+3 W+5 CMD 22| Init+0 Perception+8 | Brawler: 2/2 | Current:

Day 2:
Corwin continues to drill the crew that's not actively needed to run the ship. It's worth it to have them be prepared to repel boarders, just in case.
prof:soldier: 1d20 + 6 ⇒ (13) + 6 = 19

He also spends some time just chatting with Mellissiel. It's good to have an idea what the crew is capable of.
diplomacy: 1d20 ⇒ 20 sweet

And he tries gambling one more time.
bluff: 1d20 + 7 ⇒ (1) + 7 = 8 Maybe he should give up gambling. He isn't any good at it. Still, it's a fun way to pass the time.

And then...
"Now THAT is a crab," Corwin says, whistling in appreciation. "Might be worth our time to give it a wide berth, Cap'n. The shell will probably bounce conventional arms, though a good cannon shot might do some real damage. It's the damage those claws might do to us that worries me. Course, if we've got enough magic folks to bombard it with lightning, that changes things."


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

My posting rate is frightfully slow, so the pace is fine for me.

To Beryl: "I've no issue with Taniwha sharing his catch, but you should ask him. He is more of a partner than a pet. He isn't the brightest creature I've met, but he is as smart as most men and vain as most dragonkind. IF you want him to cooperate, just say something about what a great fisher he is and what a big help he would be to the crew. He likes to feel important."

Before things get interesting on day 2:

Kahuranga tracks down Corwin in a moment of relative quiet. "Corwin, discipline and rigor are all well and good, but it seems that there are some divisions among this crew that we have joined. I come from a people who live at great separations across the waves. In order to prevent division and warfare, we would often hold contests of skill, strength, and wit. Perhaps such a tack might work with this lot. We could draw lots for teams so that everyone is mixed up, form some new bonds. Just a thought, and obviously not one for the moment, but maybe if we stop on this island they seek to develop."

To Yamtisy: "Happy to do it." He throws his back into it.

When things get interesting with the crab:

Kahuranga rushes to the rail, seeking out the crab.

Knowledge (Nature) Kahuranga: 1d20 + 9 ⇒ (6) + 9 = 15
Knowledge (Nature) Taniwha: 1d20 + 6 ⇒ (9) + 6 = 15

I think that gives me a 17 with the aid another. Probably not enough to know much.


Male? Tidewater Dragon Familiar HP: 24| AC/T/FF 19/13/18| F 5 R 7 W 7 CMD 13| Per 9

In any case, Taniwha says, "You want fish. Who needs fish? That thing would feed us smoked crab for a month."


M Human Two-handed fighter-7 | HP 95/95 | AC 20, T 10, FF 20 | F+9 R+3 W+5 CMD 22| Init+0 Perception+8 | Brawler: 2/2 | Current:

Corwin likes the witch's idea and will work on doing something like that as soon as there's time.


Forces of Nature Battlemap

DC 17 is spot on Kahuranga is aware of these oversized crustaceans, and they are just that--like the little kind, but enormous and powerful enough to tear apart giant squid and tiger sharks, and quite fast in spite of their size. Like any shelled, multi-legged creature they do not have enough of a mind to influence magically, so physical attacks are most effective.


Male Half-Elf Cleric of Keltheald 6/Horizon Walker 1 | HP: 79/79 | AC/T/FF: 19/12/18 | F+9 R+4 W+8 (+2 v. enchant) | CMD 19 (23 v. overrun/trip) | Channel: 4/4 | Agile Feet 5/5 | ToC 5/5

Derp, totally forgot about poor Belina. Too focused on the weather! My bad.

Emberar happily leaps down to join Belina. “Apologies. I’ve been shirking my proper duties for my enjoyment of a great view!” He joins her at the helm.

Knowledge (Nature) just in case I roll high: 1d20 + 7 ⇒ (1) + 7 = 8 Well, that’s me told!

Emberar grins. “How fascinating! I’ve never seen a crab that size before—but I’m inclined toward Corwin’s view. We’re on the ocean. There’s easier way to get fresh fish.”


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Just checking in. Thren is in her hammock, sleepin' the day away, sleepin' the day a-way...yes, now I got Tubthumpin' stuck in my head.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

"Belina, let's show your new second how it's done." Lark indicates Emberar, standing near the helm. "Find us a safe path through the reef and away from that oversized crab."

Lark orders everyone to stations for maximum maneuverability and an extra pair of eyes to the crow's nest to spy out their route.

Profession (sailor): 1d20 + 13 ⇒ (20) + 13 = 33


Forces of Nature Battlemap

Emberar, I need a Profession Sailor or Knowledge Geography check from you. Anyone else can aid another with either skill, or do anything else they think will help find a safe way away from the crab and the reef.

GM Screen:

Knowledge Geography: 1d20 + 6 ⇒ (14) + 6 = 20

Crew: 1d20 + 4 ⇒ (11) + 4 = 15


Forces of Nature Battlemap

Anyone making any rolls to assist? I know a couple of you were traveling over the weekend. I'll bot Emberar's roll if I don't hear from him by the end of the day.


Forces of Nature Battlemap

Botting Emberar

Knowledge Geography: 1d20 + 9 ⇒ (17) + 9 = 26

With Belina and Lark's rolls assisting, that just makes it.

Fortunately, Emberar's eagerness to do well shows in spades, as does Belina's experience, and Lark's coordination between the navigator, pilot, and the riggers and lookouts. The ship very narrowly misses scraping over the reef portside, but manage to navigate carefully between the coral and the crab. The crab, sensing the movement, follows you for a bit, but becomes distracted by easier prey on the reef and you and the ship escape unharmed.

The ship presses forward. It rains steadily throughout the day, and it feels like the clouds are following you though in truth--the dark clouds are all around, and the weather would be inescapable no matter where you went.

The night through the next day is much the same--rain, rain, rain, but no imminent danger, apart from the increasing fatigue of those working the bilges.

Give me your ship actions for Day 2's nightshift and Day 3's dayshift, if you desire to take any.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Day 3

As the rain continues, Lark works a bit more hands-on than usual.

Profession (sailor): 1d20 + 13 ⇒ (13) + 13 = 26

That's because he wants to rotate even more crew into shifts at the bilges. Let's see if we can get some volunteers...

Diplomacy, It's not a punishment, okay?: 1d20 + 9 ⇒ (9) + 9 = 18

We addressed this a little on day 2, but I'd like to be sure no one collapses from exhaustion down there.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren spends the night of day 2 doing her job. That night, she even takes her own turn at the bilges, leading by example and making no great show of it.

Profession (sailor): 1d20 + 10 ⇒ (20) + 10 = 30


Male Half-Elf Cleric of Keltheald 6/Horizon Walker 1 | HP: 79/79 | AC/T/FF: 19/12/18 | F+9 R+4 W+8 (+2 v. enchant) | CMD 19 (23 v. overrun/trip) | Channel: 4/4 | Agile Feet 5/5 | ToC 5/5

Gah, sorry! Absent just when you need a roll from me particularly. Bad form. :(

Emberar continues to help Belina steer through the rainstorm, keeping a careful eye out for any hazards ahead.

Knowledge (Geography)?: 1d20 + 9 ⇒ (6) + 9 = 15

He also takes some time to chat with her. "So...what caused you to give up a much drier life on land?"

Diplomacy: 1d20 + 1 ⇒ (1) + 1 = 2

EDIT: Oh no she's gonna think I'm trying to flirt! XD


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

I'd love to be able to do research at some point, but as a new crew member, it doesn't seem appropriate to make demands. And it certainly seems more important to take care of basic needs first. Maslow and all.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

We're always big on ideas and things we want to do, short on time and/or resources, so there's no harm putting it out there.


Forces of Nature Battlemap

As an officer of the crew, anyone can make a demand, though of course it depends upon what is IC for you.

But don't forget to make your rolls for ship duty when I ask for them, they do have an effect on what happens. I don't necessarily do EVERY day like this, but I think it's important to relay the feel of the ship life and provide opportunity to do things. Remember to Influence someone you need around 3 successes (failures don't cancel your successes, unless in your roleplaying you manage to majorly offend the character, which will be made clear, or favor done (you can always roll Sense Motive or Diplomacy to determine what that might be if I am being too vague. Crew influence and morale is important and can affect events. If you find the way we're doing things too boring or you're just not interested in NPCs I can play the crew more robotically, but I still need to account for morale and the like in key events. I am open to suggestions to how to run things more efficiently if you are bored.

Belina raises an eyebrow at Emberar. "Why is it that lubbers always talk about life on the sea like it's giving up something, rather than gaining?"

While rolling a barrel of tar across the deck near where Kahuranga is enjoying the feeling of wind on his face, Gwen slips as the ship lurches over rough waves. She topples into the barrel, where its spinning motion then carries her toward the rail. She is nearly thrown overboard, and is just barely managing to hold onto the rail!


Male Half-Elf Cleric of Keltheald 6/Horizon Walker 1 | HP: 79/79 | AC/T/FF: 19/12/18 | F+9 R+4 W+8 (+2 v. enchant) | CMD 19 (23 v. overrun/trip) | Channel: 4/4 | Agile Feet 5/5 | ToC 5/5

“Gwen! Hold on!” Emberar cries. He leaps away from his post, Keltheald lending him swiftness as he darts across the deck toward the crew member.

Gonna spend a round of agile feet to ignore any difficult terrain in the way! If I get there this round(?) Emberar will try to haul her back onboard.

Strength: 1d20 + 3 ⇒ (6) + 3 = 9

Re: crew influence etc., I’m fine with how things are going—but I wonder if it would be possible to have some sort of document where we track how each member of the crew feels toward the officers (or is individually, if that matters)? My thing is that since I’m newer, I don’t know the relationship these people have so I have no idea if it’s a good idea to just be friendly to everyone nearby, or if there are particular malcontents that I should be focusing on. So I like the idea, but since I don’t have an existing relationship with any of them I feel a little aimless!


Forces of Nature Battlemap

You have been fine--you're a new crew member, looking to get to know the crew. You influence them as yourself, only one member of the party needs influence them to gain better disposition with the party as a whole, so it doesn't matter about prior feelings. Your roleplay has felt natural and is appropriate. You can always roll a Sense Motive check to see what people's general attitudes are. I am not ever going to remember to prompt people for every die roll they can ever make, because I have much too much to keep track of (weather, 25+ NPCs, events, etc.). If there's something you want to do or ask, just roll for it.

I will update the crew roster (linked in my statblock, where you are welcome to read the descriptions of the crew) ONCE I GET THE FINAL CREW ASSIGNMENTS FROM ALL OF YOU (I suggest someone cease being polite and waiting for someone else, and just post their suggestions for the roster). The new document will include disposition levels more clearly, something I should have been doing from the get-go a few years ago, but running this AP has been a massive learning experience for me, and I admit to making stuff up as I go along, and generally massively f*#%ing up along the way many times. While it takes more work to figure out, in the meantime if you click on the Ship Battle Map you can see the crew are either outlined in Yellow or Blue. Blue means they have a helpful or friendly disposition. Yellow means they have a neutral disposition. The existing crew roster shows you what portrait belongs to which NPC (but I need to get new icons for the newest crew like Gwyn and Melissiel, etc.).


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

"Kahuranga! Look sharp and grab that barrel!"

Lark starts stripping out of his heavier gear (but not his tricorne!) in case he needs to dive in after Gwyn.


M Human Two-handed fighter-7 | HP 95/95 | AC 20, T 10, FF 20 | F+9 R+3 W+5 CMD 22| Init+0 Perception+8 | Brawler: 2/2 | Current:

Next day, Corwin tries to take it a little easier on the soldiering.
prof:soldier: 1d20 + 6 ⇒ (5) + 6 = 11
Maybe a little too easy. He doesn't want discipline to slip too far.

He also tries to help the Captain with bilge duty by "encouraging" volunteers.
intim: 1d20 + 13 ⇒ (4) + 13 = 17

In the evening, he continues what he assumes will be a loosing streak of cards.
bluff: 1d20 + 7 ⇒ (3) + 7 = 10
Meh, that's fine. Tomorrow we're gonna play some different games. He chats with Kahuranga a little in the evening to strategize how to set up a little friendly competition.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Unlike his player Kahuranga reacts swiftly. He takes two long steps toward Gwen. His third step never lands on the deck as the winds lift him from the deck. He appears to blow right over the rail before halting midair beneath the swab. "Let me give you a hand up."

Using a minute of my Flight Hex. I may not be strong enough to put Gywn back on the ship, but I should at least be able to provide a platform.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

To Corwin:

"We should draw lots or straws or something so that the teams are random. This will mix all of these disparate groups together and give them a new sense of community. My people played many sorts of games, some of which will be of particular interest to you. There are stick games, which consist mostly of tossing staves, sometimes in circles, sometimes in lines facing one another. One of my favorites has a single player in the center of a circle while those in the circle throw pointed sticks at her. She catches the stick and throws it to someone in the circle who does not have a stick. There is find the circle. On a ship, I suppose it would go something like this: We give each team a bit of chalk and they must make a circle large enough to stand in somewhere on the ship. Each team guards their circle. If they tag someone from the other team, the tagged person has to return to their own teams circle before they can continue playing. We could float targets on the water and take shots at them. We could have barrel relays. One person in the barrel while the team rolls them down the deck, then they have to crawl out of the barrel and run back to the starting point, dizzy and drunk. Singing contests, joke contests, insult contests. All of these could build comraderie."

He clearly is enthusiastic about games of all sorts.

I realize this could potentially present a major sideline and take a bunch of time that could move the plot forward. It isn't going to hurt my feelings if we don't go deep into this. Just trying to contribute to his new community.


Forces of Nature Battlemap

Forgive me if this is taking liberties

Kahuranga Reflex: 1d20 + 4 ⇒ (20) + 4 = 24

Gwen Acrobatics: 1d20 + 5 ⇒ (16) + 5 = 21

Emberar tries to grab onto Gwen, but the position is too awkward for him to get any leverage. Kahuranga invokes the magic of the winds and sea and steps out over the water, fast enough to give someone else for Gwen to grab onto as she slips off, and she manages, in a feat of aptitude you expect from a sailor, to grab his arm, secure her foot by the deck

The barrel keeps rolling and crashes into some other crates and supplies on the deck.

Force of Impact: 1d20 ⇒ 16

It cracks a bit, but nothing major is damaged. Yamtisy, who was already running over toward the situation, shouts for Derrick to come attend to the barrel before it breaks more and spills the tar.

Love the game ideas! I think we can implement it, with some die rolling, should the crew agree, in a way that isn't too time consuming but adds some pep.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

As Kahuranga and Corwin discuss their plans Lark says, "Some fine ideas! Whatever game you pick, you can tell the players there'll be extra grog rations for the winners."


Forces of Nature Battlemap

As the sun approaches setting, and the night crew are awakening for breakfast and the day crew preparing for dinner, the ship slows down as it usually does this time of day so most everyone can get their food and rum ration. The winds have been growing calmer anyway, so there is little speed to gain by plowing through.

Beryl has produced a fresh fish stew that has some unusual spices. It doesn't taste bad at all, but a few unadventurous eaters grumble a little. The Officers' mess is a whole turbot with a very spicy stuffing. Definitely wakes you up. The officers are about to sit down when someone bangs on the door.

"Cap'n!" Anatoly, with his deep Brevoy-accented voice, is unmistakable. "Sorry to interrupt your mess, but there's a ship on the reef portside from us, doesn't seem to be moving!"

Should you respond, Anatoly points out roughly southward, near some shallows, there is a large ship, similar to the size and shape of yours. You can see light, probably magical light, within the portholes, but do not see any movement save of the waves and nearby wildlife. It appears, perhaps, to have crashed upon the rocks. Its sails are partly up, partly tied. You can see it flies a flag from Rahadoum. Looking at it with your spyglass doesn't garner much more information from here, but you can see it has been named the Rule of Law.

Some crew mutter curiosity about it, and what treasures it might hold--especially as Rahadoumi traders are well known to carry silks and other special goods. Others fear it has befallen a worse fate than being stuck on the shallows.

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