| Orslaw |
After the weeds clear out and they are able to identify and clean out that area with the queen, Orslaw recommends they bring the sahuagin along and go explore the chamber to which they were headed previously.
| Ironperenti |
They crawl through the rest of the chambers finding places where the grindylows likely lived/slept. The suspected living area has several scrimshaw carvings, bones, and small knives but nothing of real value. Eventually they make it back out to the cove and then get hoisted back up to the island level. Shortly after that they are back onboard ship and ready to head out. Destination?
| Orslaw |
"Captain," Orslaw suggests as he fingers the edge of his death-collar, "Permission to take the sahuagin back to the serpent temple near Rickety-Squibs?"
This seems like a good chance to get that closed and move on to somewhere Captain Harrigan is not going to be.
| Ironperenti |
You head north for the Slithering Coast to get Orslaw's cursed necklace removed. It was five days south and with good weather you will get the same going back. The weather responds well the first couple of days. On day three the lookout spots clouds on the horizon. A dark mass moving east.
As the storm moves in quickly through the morning the sailors prepare.
The wind is driving the storm from west to east. Do you:
Nose into the wind, reef the sails and wait out the storm: DC 15 Sailing Check by Pilot but lose a day of travel for each day the storm rages.
Run with the wind and attempt to outrun the storm: DC 18 but lose a day for driving to far east
Reach across the wind and sail north through the storm: DC 20 lose no days of travel
Captain may pilot or designate a pilot and encourage (Diplomacy or Intimidate DC 10 for a +2 to the pilot roll)
1d20 ⇒ 101d20 ⇒ 171d20 ⇒ 81d20 ⇒ 41d20 ⇒ 10
| Bessie Rodgers |
What skill is the Pilot roll? Perhaps having the Captain encourage another may be better than having the Captain be the pilot as we started off with.
Bessie watches the clouds, and starts to consider the ocean in between, opens seas and shallows, reefs, and currents, calculating their odds for a safe passage.
Besmara, you never fail to offer opportunities for greatness, with your blessings, we will prove worthy!
| Bleepos Droppo |
Piloting should be Profession (Sailor). Bleepos has a +13 for this specific circumstance; I will wait, however, to see if the Captain will try to pilot himself or ask someone to do so.
| Bessie Rodgers |
If the Captain is good with Bleepos taking the helm, and is able to diplo another +2, that is +15. I say we be bold and sail through.
Besmara blesses the bold and offers us an opportunity - what a tale to sail through this storm! Shall we sail through? Bessie has that wild spark in her eye and seems excited at the prospect of battling the storm.
| Nasifi Calaso |
Nasifi organizes a detail to get everything stowed away, tied down, closed up tight, and so forth.
Nasifi dosn't have any skills high enough in the areas needed to help. Bleepos shouldn't have much trouble piloting though.
| Bleepos Droppo |
Just trying to keep us moving here - please feel free to correct me if I'm wrong.
Maybe against better judgment, Bleepos got the helm and started moving it. Many times it looked like the Goblin had no idea what he was doing - he'd look into his charts upside down, get stuck rolling with the rudder, bite the wood and even hold it with his foot. Yet, somehow in the insanity, he seemed capable of getting the ship north through the storm.
Profession (Sailor): 1d20 + 9 + 4 ⇒ (8) + 9 + 4 = 21
| Ironperenti |
The storm has the crew hard pressed, particularly since you are down 3 sailors even counting the officers. Everyone works, no one quits. Finally somewhere around 2 in the morning the squall lets up and you find you have made it safely through. Based on the stars you think you may have knocked a day off of your travel time.
The crew sleeps in the next morning so at around 9, most are awakened by the call of the lookout (Rattsberger). He points northwest. Peering in that direction you see a ship.
"We going after her, Captain?" members of the crew ask.
| Guillaume Coeur-de-Lion |
Guillaume strokes his chin a moment, thinking. We need to get back to the island so Orslaw can get that thing removed. I'd rather not give our 'guest' a chance at escape while we're distracted. But we're pirates, why pass up a chance at a prize? After pausing, he looks around the ship, catching the eyes of important crewmembers. "Steering committee to the wheel, on the double!" once the group is assembled, he says "What're yer thoughts? Do we pause our trip back to the island to grab a prize, ladies, gentlemen, and the rest o' ye?"
| Bessie Rodgers |
We proved ourselves worthy in the storm, so Besmara has offered us a reward. We could use some loot, lest the crew get restless or abandon us at port. Bessie stands with her hands on her hips, face into the wind. The storm has empowered her spirit and she ready for the next fight.
| Ironperenti |
Best of three Profession Sailor checks. The Captain or first mate may try to aid another through Diplomacy, Intimidation, or Profession Sailor representing his actions in directing the crew and/or the pilot.
First: 1d20 + 12 ⇒ (19) + 12 = 31
Second: 1d20 + 12 ⇒ (12) + 12 = 24
Third: 1d20 + 12 ⇒ (14) + 12 = 26
| Bleepos Droppo |
Profession (Sailor): 1d20 + 9 + 4 ⇒ (20) + 9 + 4 = 33
Profession (Sailor): 1d20 + 9 + 4 ⇒ (17) + 9 + 4 = 30
Profession (Sailor): 1d20 + 9 + 4 ⇒ (11) + 9 + 4 = 24
Indicated to pursue, the Goblin gets back at the helm and repeats his dance of insanity, excited with the prospect of getting some plunder after the storm.
| Ironperenti |
With Bleepos at the helm the Peril (what is the full name of the ship?) bears down on the fleeing vessel. As the sun sets, the ships are less than a hundred yards apart and slowly closing.
You have two light ballista and the light cannon which you still need to repair.
1) a piloting check from each ship. winning the check closes the gap by 30', for every 5 points you beat the opposing ship, this increases by 30'. Magic may adjust this. A ship suffers -1 to its piloting check for every 1 below the minimum crew needed for the ship. For example, you have 18 crew for a ship that requires 20. You sail at a -2.
2) The light ballista takes 2 full round actions to load and 2 full round actions to aim and fire. A ballista manned by 3 crew can fire every other round. Ballista crew do not count toward sailing crew and may increase the Pilot's sailing check.
3) Magic: magic may greatly change the pace of the ships closing and/or change the battle. We will play these as we go.
4) Individual actions: adjudicated as they happen.
5) Once you are side by side you may start a boarding action.
Round 1
1) Pilot check (someone may aid bleepos to get a +2 to cancel out the lack of crew)
2) Work ballista, tell me how many are used and how many crew each
3) Spells used
4) Actions taken
1d4 ⇒ 1
1d6 + 4 ⇒ (3) + 4 = 7
| Guillaume Coeur-de-Lion |
"Very well, let's take her! Crew, man the ballistae! Unfurl the sails! Tonight we eat their food!" Guillaume turns to Bleepos "I'll leave ye to the wheel, Bleepos. Bring us in close, as quick as ye can."
Profession(sailor): 1d20 + 9 ⇒ (4) + 9 = 13
He then heads to the front of the ship. As soon as they come within 120 feet, Guillaume starts blasting. I'll go ahead and throw a couple in, just to be sure. Unless I know IC this wouldn't work, I aim for the sails. I'm thinking maybe soaking them with water will slow the other guy down or make them harder to maneuver. Besides, they're big targets. Each turn, I take a move action to gather power, so that I don't take burn every turn.
Attack: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 2d6 + 8 ⇒ (3, 3) + 8 = 14
Attack: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 2d6 + 8 ⇒ (3, 4) + 8 = 15
| Nasifi Calaso |
We have a mascot?!
How many crew can be pulled from sailing to operate the ballistas without penalities to sailing? What is a minimal ballista crew?
Nasifi rounds up a couple of folks and gets them to work on a ballista.
Profession Sailor? 1d20 + 7 ⇒ (6) + 7 = 13
| Orslaw |
Orslaw helps with the ballista, but plans on leading the boarding party as soon as they draw close. All of his time in the Chelish navy comes back quickly as his hands go to work during the battle.
Profession(Sailor): 1d20 + 8 ⇒ (16) + 8 = 24
| Bleepos Droppo |
Profession (Sailor): 1d20 + 9 + 4 ⇒ (18) + 9 + 4 = 31
Bleepos does his best to maneuver while laughing maniacally with the prospect of flying around rigging and ropes.
Yes! Yes! Let's get'em longshanks! - he yells.
| Bessie Rodgers |
Perilous Pearl is the ship name - after the Peril Crew
Knowledge Nobility: 1d20 + 6 ⇒ (2) + 6 = 8 To determine the flag the ship is flying.
Bessie will man a ballista, also with the idea of providing healing and buffs, to the boarding party. As they near the other ship, she prepares to cast Bless on the boarding party. Ready action to cast
| Ironperenti |
With all hands, to include officers, you have 18 crew members. That puts you starting at -2 to the Profession Sailing check. Guillaume can counter this with either a Prof sailing, Diplomacy, or Intimidation roll to aid Bleepos with a +2.
Every man you take for a ballista reduces the sailing check because you have such a small crew. A single person can work a ballista but you have to meet the number of full round actions. 2 full round actions to load, one full round action to aim, and a standard action to fire. So, a 4 man crew could load, aim, and fire every round; a 3 man crew every other round, a 2 man crew every other round (both use a full round action to load, then one aims, the other fires), a 1 man crew every 4th round (rd 1 loading rd2 loaded rd3 aiming rd4 fire).
| Ironperenti |
@Bessie: a ship's cannon costs 2000gp. They don't have costs for the carriages so we will say 50gp with a craft DC of 15. This allows it to be properly aimed with no limitations. With your roll of 20 that will give you 300sp worth of work complete after 1 week. I think you could have up to 3 assistants each targeting a DC 10 which would give you a +2 each to your check. So it will take you two weeks to complete the item at your current pace. Now, you can build a solid, immobile housing for the cannon in a single day that has it pointing straight ahead. In this instance it can be fired at a -6 to hit. Last but not least is gunpowder, Nasifi should be able to cover that with her craft alchemy.
| Ironperenti |
Bleepos closes the distance on the ship (120' now) and Guillaume blasts a sizable hole in the ship's sails. For their part, they fire a catapult at the Pearl. The stone hits and crashes into the deck causing wood to splinter and general mayhem. You can see now that their ship is crawling with sailors and marines, perhaps twice your number.
Fleeing ship pilot check: 1d20 + 12 ⇒ (18) + 12 = 30
Catapult: 1d20 + 3 ⇒ (19) + 3 = 226d6 ⇒ (4, 1, 5, 4, 3, 2) = 19
Perilous Pearl: 1601/1620 HP 360 sails
Truewind: 1620 HP 466/480 sails
| Bleepos Droppo |
Profession (Sailor): 1d20 + 9 + 4 ⇒ (3) + 9 + 4 = 16
Bleepos maneuvers as he can, but this time he gets distracted with a juicy cockroach climbing the nearby mast.
| Guillaume Coeur-de-Lion |
"Bleepos! Pay attention! Take us closer!"
Profession(sailor): 1d20 + 9 ⇒ (15) + 9 = 24
Guillaume gathers power and fires again, still aiming to shred their sails.
Attack: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 2d6 + 8 ⇒ (6, 4) + 8 = 18
As he fires, he shouts to the crew "Man those ballistae! Take out their sails!
| Bessie Rodgers |
Bessie mans one ballista with Orslaw, letting Nasifi operate the other with the crewman she orders to help.
I think keeping 2 man crews on the ballista will be hard enough to keep up with the other ship. That will be a -6. And lets be honest, the way this is shaping up, we may be better off if they outrun us!
Nasifi, lets alternate fire, keep them under pressure!
We need to recruit enough crew to man the ballista, cannon and sail the ship.
@Iron Bessie will keep working on the swivel cannon carriage (assuming we live through this!) as she has time. Let me know when you sufficient time has passed to role the next craft role.
| Ironperenti |
Bleepos out guesses himself and tacks to port but the fleeing ship goes to starboard opening the gap (180'). Because of the range, Guilluame's blast does little more than spray the combatants manning the rear catapult. Nasifi's show however tears through the sails.
It looks like the Truewind is running a 5 man crew on their rear catapult and able to fire every round. Another heavy rock comes arcing toward the ship. This time they take a note from the Pearl and fire into the rigging.
The ballistae were loaded prior to closing, they were aimed last round and can be fired this round. A light ballista has a range increment of 120' so you are at -2, I did not see proficiency with siege engines for either character so that is another -2 to hit.
Nasifi's shot: 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 93d8 ⇒ (3, 6, 6) = 15
Truewind shot: 1d20 + 3 - 2 ⇒ (19) + 3 - 2 = 206d6 ⇒ (5, 4, 4, 2, 4, 1) = 20
Assuming orslaw fires next round as Nasifi reloads as per Bessie
Perilous Pearl: 1601/1620 HP 340/360 sails
Truewind: 1620 HP 451/480 sails
| Bleepos Droppo |
Is there anything else I can be doing? How far are the ships right now? Do I have any idea on how many rounds I'd have to "win" to get the ships close enough to board?
| Ironperenti |
180' apart, if you win a piloting check against the other ship you close by 30', for every 5 you win by you close an additional 30'. If you can keep winning, you should close to boarding distance in at least 6 rounds. People shooting and not sailing make that difficult. You could always decide you do not have enough sailors for this and break off. The Truewind does not seem interested in fighting.
| Bleepos Droppo |
Guys, what do you think? I’m up to keep trying. @GM: no need to wait for me. Whenever is the time to roll again, please feel free to roll for Bleepos so we keep it moving.
| Orslaw |
Orslaw fires the ballista at the ship they are pursuing. Wow, that is a full complement of sailors. However, we can probably bolster our ranks a bit if the captain thinks we can take them, he thinks to himself. "Targeting their main sail, Captain!" he shouts!
Ballista: 1d20 + 6 - 4 ⇒ (20) + 6 - 4 = 22
Damage: 3d8 ⇒ (7, 8, 6) = 21
Not sure if you can critical on a ship, but I'll roll it just in case.
Crit Confirm: 1d20 + 6 - 4 ⇒ (1) + 6 - 4 = 3
+Crit Damage: 3d8 ⇒ (5, 5, 6) = 16
| Guillaume Coeur-de-Lion |
While they're out of reach of his blasts, Guillaume will move to a ballista and assist with it. He also tries to encourage the crew, and especially Bleepos. "Put yer backs into it, lads and lasses! We'll get them yet. Keep up the good work Bleepos! Close the gap!
Profession(sailor): 1d20 + 9 ⇒ (3) + 9 = 12
| Ironperenti |
Truewind shot: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 66d6 ⇒ (2, 4, 1, 3, 1, 3) = 14
The large rock from the other ship comes sailing in but just misses the sails.
Round 4
Perilous Pearl: 1601/1620 HP 340/360 sails
Truewind: 1620 HP 431/480 sails
Bleepos sailing check (please roll)
Truewind Sailing Check: 1d20 + 12 ⇒ (9) + 12 = 21
character actions
Truewind attack
| Bleepos Droppo |
Profession (Sailor): 1d20 + 9 + 4 ⇒ (3) + 9 + 4 = 16
The insane goblin shakes his head towards the captain, agreeing he should avoid being distracted. He then bites the helm and jumps leftwise, and somehow his body attaches and goes full round. Maybe there’s a method to the madness, but at this point he isn’t very much well succeeded.
| Ironperenti |
Slowly but surely the Truewind manages to increase her lead, sometimes losing ground but usually gaining it. Being shorthanded the sailors are just unable to meet the demands of the chase. Finally, a hundred plus yards apart it becomes evident to all the chase is over. A loud cry of joy can be heard coming from the Truewind. Surprisingly, all is not bad on the Pearl. The men's blood is up and they seemed to have enjoyed the chase. Obviously this is not how you want most to go but this could still be used to engender others. To tell the tale of the ship with twice as many sailors who fled at the sight of the Perilous Pearl.
Two days later you are in sight of Rickety Squibs. They run up the green flag signaling you may approach. How do you proceed?
| Guillaume Coeur-de-Lion |
As the Truewind pulls away, Guillaume steps away from the ballista, and waves his arms above his head, like a conductor finishing a piece. "ALRIGHT! THAT'S IT! THAT'S IT! We're headed for Rickety's! When we get there, I want every mother's son of ya to tell yer mates how we drove off a ship with twice our crew! What we need to catch ships is more men. Men," he pauses, and glances to Bessie and Nasifi "and women, enough to man the ballistae and work the sails together. The command crew's got a special job to handle inland, but when we get back, I want able bodies lined up stem to stern wanting to join the Perilous Pearl! Now, I'm hungry. Let's eat!"
diplomacy: 1d20 - 1 ⇒ (20) - 1 = 19Not sure a roll is really needed there, but that one can't hurt.
Later...
Guillaume stands near the Bleepos at the wheel. Once it's clear that Rickety's got the green flag up, he nods to the goblin. "Take us in, Mr. Droppo."
| Ironperenti |
Soon afterward they dock at Rickety's small village and the men exit to find drink and what little companionship there is to have in such a small place. It's obvious shopping for new crew is going to require a larger port. Rickety welcomes the crew. Since you don't need squibbing, he is dubious on why you are back.
| Bleepos Droppo |
Bleepos walks with the group, many times hiding behind the taller members as he gets acquainted with the place. His eyes circle around with curiosity, and he scratches the leg with an old wooden plank he found hear the pier.
| Bessie Rodgers |
Bessie will suggest selling the little loot they have for repairs and will look for Vlad, then check the shrine to Besmara she started when last here.
Mr Droppo, tis a rough port. Would you keep me company, I could use the back-up? Bessie asks the goblin helmsman.