| Satinder Morne |
Round two
Acro: 1d20 ⇒ 3
Satinder will move up, and try to catch the crossbowman off-guard. She has to manouevre through Chumtooth and tries to get into a good position without revealing too much of her defence, but leaves herself open for a second too long. She chooses defence over offence, and only distracts the crossbowman.
"You are not trained fighters! You are merchants trying to defend your home. Lay down your weapons and you might live! If you choose to FIGHT us any more, you *WILL*DIE*!!
Satinder gives them a stern look, and tries to make them put down their weapons, although she is not certain this will work.
| Bangkha |
Thanks for putting Cat up!
Bangkha moves across the deck and then up to block the three remaining guards' escape, with Cat springing up onto the rail and moving in to close. Bangkha swings his shillelagh at another sailor as he reaches the top of the stairs.
B attack: 1d20 + 6 ⇒ (16) + 6 = 22
C attack: 1d20 + 8 ⇒ (2) + 8 = 10
B damage: 2d6 + 7 ⇒ (2, 3) + 7 = 12
WhtKnt
|
The men pointedly ignore Satinder's threat and continue the defense of their vessel.
Ayaki, you may adjust your action if desired to take accounting of the changes since you posted, before I post for Round 3. Chumtooth and Bangkha, just sit tight, your actions are locked in unless Ayaki does something that changes them.
WhtKnt
|
Round Three
Chumtooth steps forward and slashes into the nearest sailor, cutting the man down with barely a whimper. Bangkha and Cat move to flank the sailor that Alwen had wounded and the half-orc's shillelagh staves the man's skull in. In that instant, you all spot Captain Harrigan and two officers rushing madly for the doors to the captain’s cabin below the aft deck, slashing and hacking as they move. All except for Ayaki also spot the enemy sailor approaching the captain from behind, dagger held high to strike.
The remaining sailor on the sterncastle takes advantage of the distraction to drop his crossbow and slash at Bangkha, opening a line of blood across the half-orc's upper left arm. Bangkha takes 4 points of damage.
Dantes, you're up. Alwen, you may change your action or keep it as written. It will follow Dantes. Then Satinder and Ayaki can go and I'll start round 4.
Chumtooth: 1d20 + 5 ⇒ (20) + 5 = 25
Bangkha: 1d20 + 7 ⇒ (7) + 7 = 14
Dantes: 1d20 ⇒ 15
Alwen: 1d20 + 8 ⇒ (3) + 8 = 11
Satinder: 1d20 + 6 ⇒ (19) + 6 = 25
Ayaki: 1d20 + 5 ⇒ (1) + 5 = 6
Sailor vs. Bangkha: 1d20 + 2 ⇒ (18) + 2 = 20
Damage (shortsword): 1d6 + 1 ⇒ (3) + 1 = 4
| Alwen Gaelarean |
Alwen's target changed the moment he saw the swordsman attempting to take the captain from behind. He readjusted his aim and let his arrow fly at Harrigan's assailant. "Watch your back!" He called out.
Longbow Attack (DA): 1d20 + 5 - 1 ⇒ (19) + 5 - 1 = 23
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
d8s seem to hate me...
| Satinder Morne |
Satinder grumbles as the man ignores her, and proceeds to try to open his guard, and then his artery.
Feint: 1d20 + 7 ⇒ (18) + 7 = 25 > Atk: 1d20 + 5 ⇒ (8) + 5 = 13 > Dmg: 1d4 + 3 + 1d6 ⇒ (3) + 3 + (1) = 7
First time I use feint, so here are the rules!
WhtKnt
|
Round Three, Part II
Dantes heads for the nearest gangplank as fast as he can on the crowded deck. Alwen's shout precedes his arrow by only a half-second, the shaft tracing a line of blood across the man's cheek. However, the warning is sufficient and Harrigan turns and runs the man through. He pauses for a half-second, giving Alwen a nod of recognition. Satinder goes to slay the target before her, only to find that he is already dead. Glancing about, she tumbles across the deck, catching hold of the mast and walking up the side to the sterncastle, where she fakes a low strike at the remaining sailor, then reverses the attack and runs him through. The sterncastle is yours, though the battle continues to rage around you.
Acrobatics (Satinder): 1d20 + 7 ⇒ (16) + 7 = 23
Round Four
The boarding action continues, with chaos reigning about you. The enemy seems to be ignoring the sterncastle, for the most part. The fog seems to be thickening up again (concealment rules are in full effect, including melee attacks).
Technically, that should have been the case from the start, but I forgot about it when making the NPC attacks, so I decided to let it go until this round, when the ship's mage refreshes the fog clouds.
PCs are up!
| Chumtooth |
Chumtooth moves to block the portside stairway to the sterncastle with his unnaturally large frame. He also keeps an eye on the portside jolly boat, should anyone try to launch it and escape.
| Satinder Morne |
Satinder jumps across a few railings to get next to Chumtooth, and look even more intimidating.
She tries to find a good position to get into, or enemies wounded and on their own.
Ready action to slice'n'dice!
| Dantes Goldforge |
With the fog so thick, Dantes slows cautiously. He adjusts his grip on his axe and crosses the gang plank, expecting to be intercepted at the far end of it.
I think that would work out as a move action and total defense if he can do that on a gang plank. If it is a full round action to cross, then he'll just do that.
WhtKnt
|
Round Four
You hold your positions, waiting anxiously.
Round Five
A violent explosion rocks the ship. Something below decks has detonated!
Round Six
You spot three figures approaching the starboard jolly boat from out of the fog. For convenience, we'll keep the initiative order the same.
Chumtooth
Bangkha
Enemy sailors
Dantes
Alwen
Satinder
Ayaki
| Bangkha |
Shillelagh 12/20 rounds remaining. TotS 11/20. Hps 16/22.
Bangkha and Cat move up to meet the three figures, bashing and biting. Side-by-side to avoid being flanked, attacking a leaderly type should one present himself.
Battack: 1d20 + 6 ⇒ (10) + 6 = 16
Cattack: 1d20 + 8 ⇒ (17) + 8 = 25
Ctrip: 1d20 + 2 ⇒ (8) + 2 = 10
BDamage: 2d6 + 7 ⇒ (4, 1) + 7 = 12
Cattack: 1d4 + 2 ⇒ (2) + 2 = 4
Clawattack: 1d20 + 8 ⇒ (9) + 8 = 17
Clawattack: 1d20 + 8 ⇒ (16) + 8 = 24
ClawDamage: 1d2 + 1 ⇒ (1) + 1 = 2
ClawDamage: 1d2 + 1 ⇒ (2) + 1 = 3
| Alwen Gaelarean |
Seeing as the fog gave the figures concealment, Alwen had to improvise, aiming for the one closest to the jolly boat before letting loose two arrows in succession. At least one ought to hit his target, probably.
Longbow Attack 1 (RS, DA): 1d20 + 5 - 2 - 1 ⇒ (19) + 5 - 2 - 1 = 21
Miss Chance: 1d100 ⇒ 8
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Longbow Attack 2 (RS, DA): 1d20 + 5 - 2 - 1 ⇒ (1) + 5 - 2 - 1 = 3
Miss Chance: 1d100 ⇒ 53
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
| Chumtooth |
Chumtooth attacks anyone who comes near the boat he is guarding.(5' step, if needed)
Attack with cutlass: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 + 5 ⇒ (5) + 5 = 10
Bite Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Confirm Critical - cutlass: 1d20 + 6 ⇒ (14) + 6 = 20
Extra Damage: 1d8 + 5 ⇒ (8) + 5 = 13
| Satinder Morne |
Ready action to attack anyone, while maintaining position next to Chumtooth.
Is there any way I can get my hands on a pole weapon?
Readied attack: 1d20 + 5 ⇒ (4) + 5 = 9
"Keep at it guys! These merchants are nothing but some fleas to crush under our fingernail..!"
WhtKnt
|
Bangkha miss (01-20): 1d100 ⇒ 33
Cat miss (01-20): 1d100 ⇒ 84
There is a loud crack as Bangkha's club connects with the man's side, breaking several ribs and collapsing a lung. The man falls to the deck, gasping for air. Cat also lands a successful attack, but does not take her opponent down.
The man that Cat attacked slashes at the animal, but Cat agilely evades the blow. The other sailor ignores the pair and begins the process of freeing the jolly boat.
Sailor vs. Cat: 1d20 + 2 ⇒ (7) + 2 = 9
Miss chance (01-20): 1d100 ⇒ 63
Damage (shortsword): 1d6 + 1 ⇒ (2) + 1 = 3
Alwen releases two arrows at the sailor working with the boat, but both shots miss their target ([first one is a miss due to concealment, second is an outright miss). The others remain at the ready, should anyone attempt to take the portside boat.
Unfortunately, there are no pole weapons about.
Round 7 and the PCs are up!
| Chumtooth |
Chumtooth moves to attack the sailor fighting the cat.
Attack with cutlass: 1d20 + 5 - 1 + 1 ⇒ (6) + 5 - 1 + 1 = 11
Damage: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Miss chance 51+ hits: 1d100 ⇒ 12
He connects with only mist, however.
| Bangkha |
Looks like only a 20% miss chance Chumtooth. Just sayin.
Shillelagh 11/20, TotS 10/20, hps 16/22
Battack: 1d20 + 8 ⇒ (9) + 8 = 17
Bmiss: 1d100 ⇒ 90
Bdamage?: 2d6 + 7 ⇒ (1, 2) + 7 = 10
Cbite: 1d20 + 10 ⇒ (3) + 10 = 13
Cmiss: 1d100 ⇒ 86
Ctrip: 1d20 + 2 ⇒ (17) + 2 = 19
Bite?: 1d4 + 2 ⇒ (4) + 2 = 6
Cclaw: 1d20 + 10 ⇒ (17) + 10 = 27
Cmiss: 1d100 ⇒ 28
Claw?: 1d2 + 1 ⇒ (2) + 1 = 3
Cclaw: 1d20 + 10 ⇒ (6) + 10 = 16
Cmiss: 1d100 ⇒ 47
Claw?: 1d2 + 1 ⇒ (1) + 1 = 2
Bangkha and Cat step around the sailor Cat attacked the previous round and attack. 5' steps to pick up flanking. Also granting it if they don't take him down this turn. Bangkha swings the shillelagh as Cat's full fury is unleashed, teeth and claws shredding.
| Alwen Gaelarean |
Move Action: Freebooter's Bane on Sailor at the Jolly Boat
Longbow Attack (DA, FB): 1d20 + 5 - 1 + 1 ⇒ (20) + 5 - 1 + 1 = 25
Crit Confirm: 1d20 + 5 - 1 + 1 ⇒ (8) + 5 - 1 + 1 = 13
Miss Chance (20 under): 1d100 ⇒ 46
Damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Seeing as the mist is affecting his aim, Alwen opts for a more accurate shot this time around, calling out to his allies. "Don't let him get away! Take him down!"
| Satinder Morne |
Satinder moves up, trying to flank if possible.
When Alwen shouts, she nods. "Good eyes, sharpie. I'll take him down!" she replies before slicing the man's throat with a clean cut.
--
Attack: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Damage: 1d4 + 3 + 1d6 ⇒ (1) + 3 + (3) = 7
Crit: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Crit damage: 1d4 + 3 ⇒ (4) + 3 = 7
Miss chance 2+ hits: 1d10 ⇒ 5
I calculated a +2 from charge or flanking. Please add/remove a +2 if necessary :-)
WhtKnt
|
20% miss chance in melee, 50% in ranged. I apologize, I should have clarified that.
Bangkha throws a solid blow at his target, but the man stubbornly refuses to fall. However, he stumbles backward, and the cat brings him down, quickly finishing the job with claws and teeth.
Alwen fires at the man attempting to launch the jolly boat, but misses as the fog throws his aim off again. With a swift move, Satinder engages the man, her blade cutting a crimson line across his throat and sending him to the deck.
For the next several rounds, the battle rages around you as you hold your position, guarding the boats. Through the thick, swirling fog, Captain Harrigan appears briefly from below decks, holding what appears to be a human heart in his hands.
Round 10
Chumtooth
Bangkha
Enemy sailors
Dantes
Alwen
Satinder
Ayaki
From out of the fog, a Rahadoumi officer and four crewmen appear, intent on making good their escape. The officer directs her crewmen to fight you, while she attempts to launch the boat. Her men respond immediately, moving to engage you.
PC's are up!
| Chumtooth |
Chumtooth rushes over towards the Rhadoumi sailors, and strikes at the nearest one with his cutlass.
Attack: 1d20 + 5 - 1 + 1 ⇒ (12) + 5 - 1 + 1 = 17
Damage: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11
20% miss chance: 1d100 ⇒ 21
| Bangkha |
Battack: 1d20 + 6 ⇒ (3) + 6 = 9
miss: 1d100 ⇒ 29
damage: 2d6 + 7 ⇒ (2, 5) + 7 = 14
Cbite: 1d20 + 8 ⇒ (11) + 8 = 19
miss: 1d100 ⇒ 70
Ctrip: 1d20 + 2 ⇒ (6) + 2 = 8
damage: 1d4 + 2 ⇒ (4) + 2 = 6
Cclaw: 1d20 + 8 ⇒ (7) + 8 = 15
miss: 1d100 ⇒ 76
damage: 1d2 + 1 ⇒ (2) + 1 = 3
Cclaw: 1d20 + 8 ⇒ (5) + 8 = 13
miss: 1d100 ⇒ 39
damage: 1d2 + 1 ⇒ (2) + 1 = 3
Bangkha and Cat tear into the man nearest them with a fury, though Bangkha is maybe a little clumsy.
WhtKnt
|
Chumtooth takes the nearest sailor down. The man remains conscious, but lays on the deck, moaning. Bangkha strikes at his target, but misses cleanly. Cat, however, does not miss, sinking her fangs into the man's leg and ripping with her claws. The man goes down with a howl of pain!
The remainder of the PCs are up!
| Satinder Morne |
Satinder moves up alongside Chumtooth, Bangkha and the cat, trying to find a way to flank if possible.
They came to us, so I'm assuming I can "feint" one of them as a move action?
When Chum and the cat take down a man, she tries to con the third one into thinking she is wounded heavily... before slicing his gut open. "This knife is quickly becoming my new favourite. Alwen, can you get to the leader?"
She nods at the dwarf using his magic. "Quick thinking master dwarf!"
--
Attack: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Feint, if optional/necessary: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d4 + 3 + 1d6 ⇒ (4) + 3 + (6) = 13
Miss chance 2+ hits: 1d10 ⇒ 10
Hope nobody minds that Satinder is 'giving orders', just trying to make her grow into a leader figure :-)
| Alwen Gaelarean |
"We should all be focusing on her!" Alwen calls out, firing off another arrow in the fog at the officer. "Don't let them untie the boat!"
Move action: Freebooter's Bane on officer (+1 attack/damage against her from all allies)
Longbow Attack (DA): 1d20 + 6 + 1 - 1 ⇒ (17) + 6 + 1 - 1 = 23
Miss Chance (50 Below): 1d100 ⇒ 59
Damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Ayaki Kitsune
|
everyone is still taking their plus 1 for inspire courage right?
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
attack roll: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
damage: 1d6 + 1 ⇒ (6) + 1 = 7
miss chance: 1d100 ⇒ 53
I move in front of Bangkha and attack the officer with my rapier
WhtKnt
|
Dantes augments Alwen, who puts an arrow into the officer untying the boat. She grunts in pain, but continues to loose the boat. Satinder tumbles forward in an effort to reach a target. Fortunately, the officer is too busy untying the boat to worry much about her passing through her threatened area.
Satinder feints a broken leg from her tumble, drawing the man in for what he presumes will be an easy kill, only to find himself surprised as his guts spill forth onto the deck. Ayaki slips into the melee, slashing with her rapier at the officer. Her attack opens a nasty cut across the woman's left arm, prompting the officer to abandon her attempt to free the jolly boat.
Acrobatics: 1d20 + 7 ⇒ (8) + 7 = 15
Bangkha and Chumtooth are up!
| Bangkha |
Battack: 1d20 + 7 ⇒ (8) + 7 = 15
Miss: 1d100 ⇒ 28
Damage: 2d6 + 8 ⇒ (3, 5) + 8 = 16
Cbite: 1d20 + 9 ⇒ (7) + 9 = 16
Miss: 1d100 ⇒ 90
Ctrip: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Bangkha takes a swing at the officer as Cat skitters around the edge of the melee to attack the remaining sailor.
| Chumtooth |
I'm posting from my phone, so I can't move my piece on the map.
Chumtooth moves around to flank the remaining sailor and the officer, pinning between the rest of the party.
He slashes at the Rhadoumi sailor.
Attack with cutlass: 1d20 + 5 - 1 + 1 + 1 + 2 ⇒ (18) + 5 - 1 + 1 + 1 + 2 = 26
Damage: 1d8 + 3 + 1 + 1 ⇒ (5) + 3 + 1 + 1 = 10
WhtKnt
|
Chumtooth moves around to get a better position and the man howls in agony as the giant kuru's sword connects. Yet the sailor stubbornly refuses to fall. Bangkha swings at the officer and connects with a grievous blow, sending her to the deck, bleeding profusely. Cat's attack finishes the job that Chumtooth started, bringing low the remaining sailor.
I gave Bangkha the +1 from the inspire courage, which made the difference between a hit and a miss.
After another few moments, the fog dissipates and the battle ends with the crew of the Wormwood victorious! A line of prisoners from the Man’s Promise is paraded before Captain Harrigan and the cheering crew of the Wormwood. Aboard the Wormwood, a party begins as the pirates celebrate their victory with fine food and drink from the Man’s Promise's hold. Captain Harrigan holds a meeting with his top officers and divvies up the plunder from the Man’s Promise among the crew in the early evening.
Bolstered by gold and good drink, the party lasts for 36 hours, well into the next night. Naturally, no work takes place during the party. During this time, you can take up to 5 ship actions of your choice, or do nothing but drink and revel like most of the pirate crew does.
Captain Harrigan addresses your group with a broad grin. "Ye fought well, maties. Here's yer share!" He hands you a bag bulging with gold coins (525 gp to divide among yourselves). He also gives you three vials marked "healing draught" and one vial labeled "invisibility." Finally, he bestows an intricate necklace to the group, explaining, "This little beauty makes ye more resistant to wounds."
The necklace is a necklace of natural armor +1, the healing draughts are potions of cure moderate wounds, and the remaining vial is a potion of invisibility.
You may take up to five ship actions, which we will apply retroactively.
At dawn, a few hours after the celebration finally winds down, the ship’s bell sounds, calling all hands on deck. When the crew is assembled, a long line of captured officers and sailors from the Man’s Promise is brought on deck and paraded before the crew. Captain Harrigan addresses the captives first, offering a place on the
Wormwood's crew for any who want to throw their lot in with pirates. Several of the Rahadoumi sailors step forward; Master Scourge cuts their bonds, and the sailors take their places among the Wormwood's crew. Harrigan then turns to address the Wormwood's crew.
"All right, you scurvy tars! You've done a right good job by me--we’ve got a second ship now, and she’s quite a prize from the looks of her. But I still have only one crew. So here’s the plan—-the Wormwood will sail on to our planned destination with our new shipmates here, while Mr. Plugg will pick a skeleton crew to sail the Man’s Promise to Port Peril, where she’ll be worth a pretty penny as salvage.
[b]"As for these fine fellows here"—-Harrigan gestures at the remainder of the captured ship's crew--"some of them will no doubt be worth a hefty ransom from their families back in Azir. And for the rest, if the life of a pirate’s not for them, they can spend the rest of their lives at sea!"
To make his point, Harrigan grabs one of the Rahadoumi sailors and throws her overboard to the accompaniment of cheers and laughter from the Wormwood's crew. As the unfortunate woman sinks beneath the waves, many of the remaining sailors scramble to swear their loyalty to Harrigan. The officers are led belowdecks and the crew begins to disperse to their daily tasks.
As they do, Mr. Plugg and Master Scourge pick out several of the Wormwood’s original crew, telling them to be aboard the Man's Promise within 10 minutes to set sail for Port Peril. You are chosen to join the skeleton crew as well, and Scourge smiles evilly at you as he picks you. You have little time left on the Wormwood, time enough to gather whatever gear or loot you have acquired, and one last chance to purchase supplies from the quartermaster’s store. Cut-Throat Grok cries as Alwen leaves. She presents the elf with a carefully-wrapped package.
The skeleton crew of the Man’s Promise includes Mr. Plugg, Master Scourge, Owlbear Hartshorn, and all of the surviving members of the Wormwood’s original crew of sailors, as well as the PCs, Ambrose Kroop (whom the captain is glad to be rid of ), Conchobhar Shortstone, Rosie Cusswell, and Sandra Quinn. Once everyone is aboard with their gear, the Man’s Promise sets sail.
Ayaki Kitsune
|
Diplomacy Check: 1d20 + 11 ⇒ (12) + 11 = 23 on Conchobhar Turlach Shortstone
Diplomacy Check: 1d20 + 11 ⇒ (11) + 11 = 22 on Conchobhar Turlach Shortstone
Diplomacy Check: 1d20 + 11 ⇒ (16) + 11 = 27 on Tam "Narwhal" Tate
Diplomacy Check: 1d20 + 11 ⇒ (14) + 11 = 25 on Tam "Narwhal" Tate
Diplomacy Check: 1d20 + 11 ⇒ (16) + 11 = 27 on Tam "Narwhal" Tate
Should improve their attitude towards us some
Those are my 5 retro active ship actions
| Satinder Morne |
Satinder will have some fun with all the other people on the boat.
Singing, dancing, drinking and merriment, let it be known they were victorious!
Perform sing: 1d20 + 6 ⇒ (6) + 6 = 12
Diplo: 1d20 + 6 ⇒ (15) + 6 = 21
Diplo: 1d20 + 6 ⇒ (8) + 6 = 14
Diplo: 1d20 + 6 ⇒ (15) + 6 = 21
Diplo: 1d20 + 6 ⇒ (2) + 6 = 8
Diplo: 1d20 + 6 ⇒ (1) + 6 = 7
She'll influence whoever is around her, but nothing too direct. She wants to have fun, and I think it makes most sense if you make all these rolls count as "aid" for the others :)
@ my fellow PC's: Satinder will be diplomacing the *** out of you, but that's not a rolling thing :)
Yo ho, yo ho a pirates life for me
we pillage, we plunder, we rifle and loot
Drink up me 'earties, yo ho.
we kidnap and ravage and don't give a hoot
Drink up me 'earties, yo ho.
..
Yo ho yo ho, a pirate's life for me.
we extort, we pilfage, we filch and sack.
Drink up me 'earties yo ho
Maraude and embezzle and even hijack
Drink up me 'earties, yo ho.
..
Yo ho, yo ho a pirate's life for me.
We kindle and char and flame and ignite
Drink up me 'earties yo ho.
We burn up the city, we're really afright
Drink up me 'earties, yo ho!
We're rascals, scoundrels, villans and naves
Drink up me 'earties, yo ho.
We're devils and blacksheep and really bad eggs
Drink up me 'earties, yo ho!
..
Yo ho, yo ho a pirates life for me
We're beggars and blighters and ne'er do well cats
Drink up me 'earties, yo ho
I think we're loved by our mommies and dads.
Drink up me 'earties, yo ho!
| Alwen Gaelarean |
Up to five ship actions, eh?
Action 1: Shop and party with Rosie!
Seeing as he'd used up about half of his allotment of arrows during the raid, and knowing it was better to replenish them as soon as possible, Alwen pays Grok a visit - and fulfills a promise he made a while back.
Action 2: Party With Rosie Cusswell!
After restocking his arrows, Alwen heads back up to the party with the pirate crew and finds his favorite halfling amongst the bunch, letting her play her fiddle while dancing around her with his elvish grace - unfortunately for him, he trips and falls flat on his face about halfway through, laughing with the rest at his misfortune.
Perform: Dance: 1d20 + 1 ⇒ (2) + 1 = 3
Action 3: Party with Sandara Quinn!
After extracting himself from his embarrassing situation, he goes to see Sandara, grinning at the pirate cleric and in good nature asking if she'd like to join him for a drink in private. Depending on her response, he either shares a drink with her amidst the rest of the revelers, or somewhere they can share a moment alone.
Diplomacy: 1d20 + 7 ⇒ (3) + 7 = 10
Action 4: Party with Satinder!
Alwen finds his peg-legged compatriot later on, the elf waggling his eyebrows at her and raising his cup to her. "Up for a more personal celebration?" He asks her.
Action 5: Party with Owlbear!
Later on, the dashing elven pirate goes and raids the ship's galley for some meats and cheeses, before bringing them down to his friend, winding down the celebrations with him.
When he leaves and Grok brings him a parting gift, he smiles at the half-orc. "I will always treasure the moments we had together," He tells her as they part ways. A small comfort to know he'll be missed by someone left on that ship.
| Dantes Goldforge |
Retro ship actions.
Though hardly the friendliest of folks himself, Dantes tries to reach out to some of the bitter swabs to bring them around somewhat to the PCs way of thinking. He'll look for small treats he can bring them discreetly (a biscuit lathered with butter, or a cup of "water" that's actually ale, etc.). He'll commiserate with them about the treatment they get, or just listen while they gripe. If they remain hostile, he'll back off.
Diplomacy Aretta 1d20 - 1 ⇒ (5) - 1 = 4
Diplomacy Fipps 1d20 - 1 ⇒ (16) - 1 = 15
Diplomacy Jape 1d20 - 1 ⇒ (20) - 1 = 19
Diplomacy Fipps 1d20 - 1 ⇒ (6) - 1 = 5
Diplomacy Jape 1d20 - 1 ⇒ (11) - 1 = 10
| Chumtooth |
Daytime Action 1: Buy-back equipment
Chumtooth visits the Quartermaster's Store with his newly acquired coin and listens to Grok's speech with a dark scowl. He begrudgingly counts out the coin needed to release his seized armor, weapons and gear (66 gold, 2 silver, and 9 copper to be precise).
He steps out of the store and takes time to examine all of his gear, then don it. It felt good to wear armor and bear proper weapons again.
Daytime Action 2: Request (again) healing from Sandara, and remind her that she must request boons from him for the healing.
"Chumtooth is shamed with each asking when Sandara does not ask for a boon in return," he grumbles.
Daytime Action 3: Standing around with his mates, looking fearsome.
Chumtooth stares down anyone who gives him or his companions a sour or unfriendly look. If anyone becomes actively hostile towards any of the PCs or Sandara (especially Sandara), he intervenes physically.
Intimidate: 1d20 + 6 ⇒ (15) + 6 = 21
Daytime Action 4: Repeat of Action 3
Intimidate: 1d20 + 6 ⇒ (13) + 6 = 19
Daytime Action 5: Parting Wager
The last day on board, Chumtooth lays out a challenge for any (NPC)member of the crew, giving a long, hard look at Scourge's toadies.
"Chumtooth makes a challenge to one for the three games hog-lob, arm-wrestle, and heave. If the one wins more of the games than Chumtooth, the one wins the wager. Chumtooth wagers thirty gold coins. The one who accepts the challenge must matach the wager!"
WhtKnt
|
CLW: 1d8 + 4 ⇒ (8) + 4 = 12
| Bangkha |
Bangkha spends the first part of the celebration trying to drink grok under the table and looking for any useful gear in the quartermaster's shop. Leather armor and a Heavy wood shield are both under 10gp, but since daggers and bucklers are listed, I'm not sure if armor is included in mundane gear? If it's available, I'll buy it. If not, I'll try to kill someone with something I can use. Eventually.
The rest of the party, he spends drinking and recuperating. Should he regain spells, he'll take CLWs and top himself off.
As he drinks, he'll approach members of the crew in his most affable manner.
diplomacy Jape: 1d20 - 2 ⇒ (4) - 2 = 2
diplomacy Maheem: 1d20 - 2 ⇒ (1) - 2 = -1 Is that bad enough to actually provoke a brawl?
diplomacy Fipps: 1d20 - 2 ⇒ (17) - 2 = 15
diplomacy Aretta: 1d20 - 2 ⇒ (18) - 2 = 16
WhtKnt
|
No, sorry, Armor and weapons are not considered mundane gear. But she does have some nice studded leather outfits.
WhtKnt
|
Apologies, all. Family came in for Mother's Day and only left yesterday.
I have applied all of the modifiers to the NPC attitudes, including those efforts of the bad guys influencing. Sandara applies healing where necessary to bring everyone up to full. Chumtooth appears quite fearsome, and even manages to intimidate a couple of NPCs. Maheem the rigger accepts Chumtooth's wager, but is no match for the kuru (Chumtooth picks up 30 gp).
As the Man’s Promise sets sail, acting captain Mr. Plugg and his first mate Master Scourge gather the crew together.
"Lissen up," Plugg says. "She's a new ship, but the rules don' change. We've a smaller crew, so everyone has ta work harder ta make up fer it. I also don' believe in rum rations nor entertainment. Anyone on decks without leave after dusk gets six lashes with the cat. Got it?"
Due to the reduced crew, the DC to avoid fatigue for a daily task increases by +2, and you must now make DC 8 Constitution checks to avoid fatigue for those tasks where no fatigue chance previously existed. As before, you seem to consistently get the worst tasks that you hate the most. The crew can no longer be influenced, so that is not an option.
It is on the second day of the voyage that Sandara and Rosie approach you between tasks. "If the Man's Promise is going back to Port Peril, what the #%&@ is to become of us?" Rosie asks.
During the day, you notice subtle shifts in direction, away from Port Peril. That night, Kroop mentions over serving dinner that he thinks he might know where the ship is going.
"I think that we be heading to a seedy, isolated dry dock on the Slithering Coast west of Bloodcove called Rickety’s Squibs. For a price, old Rickety Hake completely refits ships into “squibs,” providing new identities by changing ships’ lines, silhouettes, and general appearance to be unrecognizable to their former owners or anyone else familiar with them.
"I expect that Plugg's plan to is refit the Man's Promise and claim it as his own. An' that leaves us out in the cold, I'm afeared."
| Satinder Morne |
Satinder looks at the rest of the people around, and remembers their faces.
"I have an idea on what to do, and it can't be any worse than what Plugg's got in mind for us after the ship has been changed."
She looks around, making sure everyone understands what she means by running her finger across her dagger, quite visibly.
"I'm sure we can take him, and his lackeys. I'm not sure it will be easy though, so we will need all the help we can get.
If you're with me..." and she cuts two straight lines into the ball of her thumb.
They need a strong leader, and a way to feel connected.
I am strong, and I am a leader. Let's see what happens.
I am not getting ***ed by Puggs, that's for sure!