
GM Piratey Steve |

I am going to be out of communication from this Thursday at about noon, until next Wednesday (4/20). Please bot Aghon as needed.
Thanks!
Will do! Thanks for the notice.

GM Piratey Steve |

* * * * * LULL ALERT! * * * * *
This coming Monday is a state holiday (Patriots' Day, a.k.a. Marathon Monday), so the library's closed. I'll be without internet for Sunday and Monday. Should be back to posting on Tuesday morning, though.

GM Piratey Steve |

Meh--not as prepared as I'd like to be for the coming encounter. I'm planning a full day at the library tomorrow--I'll have the encounter ready then and will set the scene for you all first thing. If you've got any last-minute things to do or want to cast preparatory spells beforehand, let me know.

Jordan Bain |

I'm back from my mini-vacation and ready to roll. Just let me know if you guys are gonna try talking or go the "shoot first, ask questions later" route.
Thought maybe we should get group consensus. I'm for charging in, but others may have a different perspective. thoughts, anyone?

Culder 'the Captain' Hargraves |

Captain Hargraves of the merchant ship Resolve was far too honorable to murder a bunch of men and steal their ship. That man died in the stormy waters that took the Resolve. So if anyone objects to the Cap'n doing just that, best speak up quickly...

GM Piratey Steve |

Since I have to bot Aghon today, I'll make his vote a wishy-washy one. He's mostly for attacking but, being a long-time islander, doesn't want to kill any innocents in the process. So he's for an attack but one that's nonlethal (or that he and Moina can heal up opposing sailors/foes before they perish).

GM Piratey Steve |

Would it be possible to try and stealthily climb up a mooring line to get a vantage point on the ship?
Possible but very difficult, with the two guards on the dock and an addition one up on deck peering over the side occasionally.

GM Piratey Steve |

Feel free to uses this thread to bounce ideas off one another (or me).

Jordan Bain |

Is there any cover on the docks that would allow us to sneak closer?
We could also try the whole "wandering drunks" routine to get close enough to the guards to "accidentally" knock the ones on the pier into the water or something.

Jarvis X. Crookrows |

I could use ghost sound projected over somewhere else on the pier (25' range at the moment) to try and draw attention. Doesn't allow discernable conversation or specific messages to be heard, but it could be roughly the sound of a squabble over amid some barrels or something.
Alternatively, if I'm within about 100', I could use Message and see if I can get in their heads somehow. At least pull one of them off guard.

Jordan Bain |

...stop me if this is too complicated, but what if we used ghost sound to make it seem like there were some undead coming? We could have some folks shuffle a bit back from the light, where they can't be seen too well, and we could have Moina play the part of the damsel in distress (sorry, i know it's an overused ruse). Jarvis could run forward and plead with them to come and save Moina, and we jump'em in the dark.

Jarvis X. Crookrows |

Oh that could be a lot of fun! I'd be down to do it just for the dramatic flare of it all.

Moina Luft |

That would sound perfectly exciting and adventurous to Moina.
I think they would be likely to be on their guard from a bunch of drunks. Though pretending undead would have them weapons ready for sure.

GM Piratey Steve |

I LIKE IT!
(Especially since I've spent the last 20 minutes trying unsuccessfully to draw a crude diagram of the docks in this thread--the MBs don't seem to like beginning spaces).
(Moina's domain spell is whispering wind, BTW).
There are some stacks of supplies on the docks and a small shed or two, but it'd be difficult for a group of five to hide behind this stuff.
I'll also add that one or more of you could possibly get close to the ship by swimming. The water in the harbor is pretty calm, though there could be bad things hidden below the surface.
EDIT: Remember: this is the only ship currently moored on these docks, so you guys would have no legitimate reason to be there (unless you pretended to be crewmen, perhaps).

GM Piratey Steve |

...stop me if this is too complicated, but what if we used ghost sound to make it seem like there were some undead coming? We could have some folks shuffle a bit back from the light, where they can't be seen too well, and we could have Moina play the part of the damsel in distress (sorry, i know it's an overused ruse). Jarvis could run forward and plead with them to come and save Moina, and we jump'em in the dark.
I'd give Jarvis (or whomever) a +2 bonus to his Bluff check against that guards in this case, since the undead are a continuing threat and thus an excellent choice for your bluff...and maybe more if the 'shufflers' could make for convincing undead.

Jordan Bain |

That would sound perfectly exciting and adventurous to Moina.
I think they would be likely to be on their guard from a bunch of drunks. Though pretending undead would have them weapons ready for sure.
So, I'm thinking Jarvis goes running up, Aghon and Culder shuffle along, and Moina screams, and I can either help get the drop on those guards or try and sneak onto the ship.

Culder 'the Captain' Hargraves |

If you'll allow me to quote another famous captain: "bring 'em on... I prefer a straight fight to all this sneaking around."
I will, however, try it your way.

Jarvis X. Crookrows |

As soon as I get home I'll sit down and get my approach typed up. Phone is almost dead.

GM Piratey Steve |

Good timing...I was composing my next big in-game post when I noticed this post. I'm currently looking it up but will edit this post when I find something.
P.S. - Prince died.
UPDATE: The lantern's AC is 7 (I've added in a partial cover bonus from the guards being near it). As for whether or not it would spook the guards...they'd likely need to make Perception checks to glimpse or hear the incoming arrow.
UPDATE 2: Going to lunch. Will check back in soon.

GM Piratey Steve |

@ Jordan: Not going to try shooting the lantern?

Jordan Bain |

Sorry, I work afternoons/nights, so I didn't see your edits. Give me a quick sec...
Edit: Updated. Again, my apologies for holding things up. please let me know if i need to add a stealth roll for the shot as well.

Jordan Bain |

Just a question, but Port Peril is a pirate town with a semblance of some sort of law and order. I don't know if anyone else was thinking this, but if we take out everyone on the ship, couldn't we potentially find ourselves in possession of a ship? or would it be much more advisable to go about a more traditionally legal method of acquiring a ship?

Jarvis X. Crookrows |

I mean, in theory wouldn't the piratical code state that if you manage to take the ship, the ship is yours? Standard maritime laws would require pesky things like some receipt of sale or something, but in terms of pure piracy....yeah, we'd be in possession of one. :)
I'd be down to steal a ship. Seems like it would be a better use than whatever they're doing today.

Aghon |

My plan (since it was revealed that we're fighting our way onto the ship) has been to put out to sea (possibly as soon as we clear the deck, or after we kill everyone if people prefer) and change the ship's name (and flag if possible) then sail back into port as a 'new' ship...
OOoooooohhh!! Does this mean we can start sketching ideas for our own flag?!

GM Piratey Steve |

Darned internet.... So much to see, so much time it takes to see it :)
Anyhow, I found something that puts a major snarl into your plans for commandeering the Gale's Teeth. According to the Skull & Shackles Player's Guide, a sailing ship like the Gale's Teeth requires a minimum crew of 20 (plus a pilot).
Another issue....
There's a small industry in and around the Shackles called squibbing, wherein talented carpenters and/or shipwrights make cosmetic changes to captured ships to change their appearance and lines so as to make them (hopefully) unrecognizable to their former owners and crews. This refitting generally costs 20% of a ship's total value (so around 2,000 gp for a sailing ship).
There's a small industry in and around the Shackles called squibbing, wherein talented carpenters and/or shipwrights make cosmetic changes to captured ships to change their appearance and lines so as to make them (hopefully) unrecognizable to their former owners and crews. This refitting generally costs 20% of a ship's total value (so around 2,000 gp for a sailing ship).
Some larger pirate fleets and a few lone Free Captains have their own squibbing dry docks; the closest 'freelance' squibber is Rickety's Squibs, located somewhere south along the Slithering Coast.

GM Piratey Steve |

One more thing....
I have an important delivery coming tomorrow and need to be home to sign for it, so there's a chance I won't be posting tomorrow (or Sunday, as usual).
I also have obligations next Tuesday and Wednesday that might limit my ability to post (Tuesday especially).

Jordan Bain |

Darned internet.... So much to see, so much time it takes to see it :)
Anyhow, I found something that puts a major snarl into your plans for commandeering the Gale's Teeth. According to the Skull & Shackles Player's Guide, a sailing ship like the Gale's Teeth requires a minimum crew of 20 (plus a pilot).
Another issue....
** spoiler omitted **
** spoiler omitted **
Perhaps, then, we'd do better to build a strong reputation so that we can get a decent crew?

Culder 'the Captain' Hargraves |

20 people?!? This must be a bigger boat than I realized... Also, are we really trying to fight our way through 20 people right now? This was not the right way to approach this...

GM Piratey Steve |

20 people?!? This must be a bigger boat than I realized... Also, are we really trying to fight our way through 20 people right now? This was not the right way to approach this...
Yeah, the "minimum crew: 20" bit surprised me as well; I think the number was a lot lower in 3.5's Stormwrack. But I'm trying to use Pathfinder now, so....
You guys would probably know it's unlikely the whole crew will be onboard. Those who can afford it are either enjoying a real bed in an inn or carousing in town.

GM Piratey Steve |

Hmm...At this point, I'm wondering what the odds are that we'll be able to talk our way out of this.
If/when the watch or other reinforcements show up, shrug your shoulders, smile, and deadpan, "pirate"? :)

GM Piratey Steve |

One more thing....
I have an important delivery coming tomorrow and need to be home to sign for it, so there's a chance I won't be posting tomorrow (or Sunday, as usual).
I also have obligations next Tuesday and Wednesday that might limit my ability to post (Tuesday especially).
Delivery came yesterday! And my Tuesday appointment isn't next week...it's the following one.

Jordan Bain |

So, just to make sure no one is caught by surprise, but if it comes down to fight or flight, i'm guessing it will probably be flight? We may be able to take them if Culder can keep them bottled up, but at this point it's looking really close.

Culder 'the Captain' Hargraves |

I tried to create a bottleneck at the door but (with the help of some atrocious rolls) I seem to have failed... It looks to me like our options now are flee or shuffle off with our tails between or legs...

Aghon |

He who shuffles off with his tail between his legs live to raise his tail another day. :)

Jordan Bain |

Can we get a count real quick of how many of the ship's crew are on deck at this moment? It sounds like one on deck and one in the doorway with more inside the ship trying to get out. Depending on how many there are (and how the rolls go) we might be able to take them if we can get the bottleneck idea to work.

GM Piratey Steve |

OK...looking at the map of the Gale's Teeth, Culder's in the square where the 3 is; Moina and Jordan are somewhere on the deck--I'm assuming in 2 of the 4 open squares near the rail near the gangplank.
For opponents: the first sailor/guard (the one who was originally up on the poop deck) is in the square SW of Culder, blocking the doorway. The sailor Culder missed with his AoO is in the square to Culder's left. Two other sailors also slipped out after Culder's missed AoO but they went south, up the stairs to the poopdeck (area 5), and across. One is now one the stairs NW of Culder while the second is in the square behind the sailor on the stairs.
There is also at least one person (but maybe more) in area 9 somewhere.

Culder 'the Captain' Hargraves |

So there's at least 5 here right now (plus one on the dock). I can't rage for the next 3 rounds... I can still kill most 1st level guys in one hit, but its definitely not guaranteed. If all 4 guys on the deck hit me in one round I'll probably die.
That said, Culder's not quick to back down from a fight, so if someone gives him a reason to keep swinging he will... He's no hero either though, so if people take off he'll (most likely) bail too.