Skrelznit Stinklaw
|
We don't gots enough sailors, Cap'n-k-k-k. Can we rig one of the ships to be towed-k-k-k?
(That's actually a question for the GM.)
| Taalik Amun |
His fury quickly subsiding with the easy defeat of the other pirate captain, Taalik lets out a terrifying roar across the decks of the ships.
Given their limited numbers, Taalik looks over both ships, trying to determine which has more value for them. "We take da betta prize, an' de odda, it goes to da deep."
profession(sailor): 1d20 + 6 ⇒ (7) + 6 = 13
| Grauchi |
Grauchi goes on and checks the armory and cargo of the other ship. He then addresses the rest of the crew.
Perception: 1d20 + 10 ⇒ (13) + 10 = 23
"Go and collect anything of value. We needs this ship stripped clean of anything useful."
| Hokina |
The nearest town is goatshead, but all long the coast are Villages to small to be worth mapping.
Looking around the ships Grauchi marked up 3 plunder worth in Fruits, wood, and arsenal. On the ships there was also 4 light ballistae, and a catapult. The warship also has 3 castles (firing platforms for large weapons like ballistaes and catapults), magically treated sails, and a ram (all the raise the value of the warship and more information about them can be found in the players guide).
I put the siege weapons and plunder on the loot sheet.
Skrelznit Stinklaw
|
I votes we keep the other pirate ship-k-k-k.
Gringe
|
Gringe looks at Sligi before sspouting out, Sligi likes small things, but that is because he is small. I like power, Bigger ship! Gringe holds up he hand, the bones hanging off rattle as she moves.
| Sassarra |
Those who have spoken suggest keeping the warship as ours and selling the dragon's kin. Last chance to argue otherwise.
Before selling anything, we take to the city to tell of our adventures and bring in new crew.
diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18
Skrelznit Stinklaw
|
...and we defeated two ships at once-k-k-k!
Skrelznit talks up the notoriety of the ship to help out.
Diplomacy, Aid Another: 1d20 + 0 ⇒ (16) + 0 = 16
Skrelznit Stinklaw
|
Do we know of any scuttlebutt about treasures to be had? I'm not averse to a little light railroading toward the interesting bits personally.
Knowledge Local: 1d20 + 2 ⇒ (16) + 2 = 18
Gringe
|
Gringe shrugs and says, "I not captain, You is! ... I think..." it's obvious she doesn't care where you go.
| Huek Schmerlap |
"Dragons could be cool, I guess... Oh, who am I kidding. Of course we should go that way."
| Hokina |
Using the trading of stories to hide his inquiries, Skrelznit was able to learn the location of many places on the map. Many of the locations are faraway, and in waters that would be less kind to less know pirates.
After hearing your tales, you hear some of the people in the pub comment that your stories are nice; but you have not made much of a name for your self.
If you could spread your tales, and gather more plunder, maybe the lady of the rock with link her name with the Captain's. "creaking the Rock" would giving your a even bigger boost to your Infamy, and access to a safe port to store, repair, and improve ships.
Skrelznit Stinklaw
|
North the the nearest "X" sounds good to Skrelznit, but Cap'n Sassarra has the final say.
| Hokina |
Knowledge Local: 1d20 + 2 ⇒ (18) + 2 = 20
1d100 ⇒ 42
1d100 ⇒ 2
1d100 ⇒ 9
1d8 ⇒ 6
1d100 ⇒ 91
1d3 ⇒ 1
1d3 ⇒ 3
1d8 ⇒ 7
1d100 ⇒ 33
Skrelznit overheard among the tales of a thief that ran afoul of the pirate; something about the thief, the pirate's wife, and the pirate walking in on them.
The thief was chased to the area near the 'x' before being lost in a nasty fog.
After setting sail:
On the 2nd day out you find a weak Hamlet. With ease you are able to raid the village. The village you attacked before was stronger.
On the 3rd day the crows nest calls out that a felmale human looks to be floating in the water up ahead. After getting closer you can tell is it not a real human (DC 10 Perception that some of you can't fail) as she has greenish skin, and her body looks odd.
The female is both not and is female. She is a Kelpie; a plant. They commonly lay in wait pretending to be drowning. They feed on what ever comes to 'save' them.
| Huek Schmerlap |
Kn. Nature: 1d20 + 8 ⇒ (8) + 8 = 16
"Be careful, guys-looks like a Kelpie over there. They like to pretend they're drowning, only to eat whoever's nice or dumb enough to come save them."
| Grauchi |
Knowledge Nature: 1d20 + 6 ⇒ (14) + 6 = 20
"Yes, and there's not a lot of meat on it, so I think it safest to stay clear of it, unless we want to check what it caught, maybe some shinies?"
Skrelznit Stinklaw
|
I can't remember, doos kelpies grow in packs, or alone-k-k-k?
Knowledge Nature: 1d20 + 5 ⇒ (9) + 5 = 14
| Grauchi |
"Maybe I cast a water elemental to search if it has treasure? And if its hostile it can attack it?
I've also heard a story about men who were almost lured overboard by such creatures, but put wax in their ears not to hear them lure them overboard. Do we have candles?"
| Huek Schmerlap |
"I thought that was sirens? Man, why are all the weird sea monsters in the shape of human women? Why not a nice-looking kobold lady?"
| Huek Schmerlap |
"Hmm. What do you say, mates? Anyone up for beating up a lonely plant woman and taking her gold?"
Skrelznit Stinklaw
|
Yup-k-k-k! Next time we're in port we should get a ballista-k-k-k!
Skrelznit climbs the rigging and prepares his shortbow.
Gringe
|
Gringe is humming to herself when she heard the comment about kobold women. I is a Kobold woman! Right Sligi? Yes, he knows! Humans are more common than Kobolds, humans everywhere! So are their bones.
Skrelznit Stinklaw
|
Skrelznit calls down from his perch,
They breed like rats-k-k-k!
| Grauchi |
"Sure they do, that's because they're both mammals. Why bring mating habbits up? This woman is a plant, neither they nor you can breed with it."
Somehow Grauchi missed Skrelznit's joke completely.
Gringe
|
Gringe holds up her left hand and says "May your Bones strike truest!"her hand glows and you all feel better. Gringe cast Bless
| Huek Schmerlap |
Huek smiles at Gringe as he pops the cork on his mutagen and drinks it. "Thanks, Gringe. Right back at ya. Man, this stuff tastes nasty today. Gotta get some peppermint or something when we're in town next, cover up the taste of butt."
Drinking my dexterity mutagen, and if he has time before the fighting starts, will also drink an extract of touch of the sea. I have this really bad habit of falling off of ships in every nautical campaign I've ever been in...trying to at least survive in the water this time around.
Gringe
|
Gringe perks up. I lab make the hurt go away, Yark! she holds up a hand, the bones hanging off already clattering.
| Hokina |
Looking around the shipwerek you find a dead body. While salvaging what you can, you find a pickled hand made into a candle.
The hand is a Hand of Glory. When lit and held, only the holder can see the light giving off. Acts like the Darkvision spell (Darkvision 60 ft). Base value: 6,000 gp.
You also find 2 plunder in salvage.
Gringe
|
Know (religion): 1d20 + 6 ⇒ (18) + 6 = 24
Gringe grabs the pickled hand. Glory! Glory made of bones!
Gringe chuckles strangely and hugs the thing.