GM Nayr |
Sandara nods at the plan. I'm with you...I have some other things I can do, as well. I can summon things to fight for us - an octopus, or reeflaw maybe. I can make someone swim very swiftly, make an image of myself for a few seconds, or create a mist around myself to obscure view, but I don't see how that may help. In any event, I can heal quite a bit of damage in the fight.
Based upon the rest, take 1 HP / level plus your CON bonus, and you can prepare spells as you're normally able. Let me know if there are any special preparations that need to be made.
Kerruk Gahar |
Sandara, all of those things may prove useful. In any case, I believe this must be done. I have no more patience for the orders of an idiot - a fool whose follies led directly to your predicament and the loss of Rosie. They will pay. Finally. Kerruk's face darkens and his eyes grow distant. Horizons of blood he muses. Ever since my own folly brought me here.
TapTap |
Tap looks over at Rush strangely, but remembering, nods. The question I have rolling around my brains is, do only those who can be invisible sneak into the crew quarters? Rush's invisibility potion, and one potion of invisibility tis all we have. Is two enough? I can be pretty sneaky without invisibility. Tap scratches his head.
TapTap |
ahh, but I carry such a potion Tap produces the vial to show Rush.
GM Nayr |
The morning is hot...and not just as hot as it typically is in this tropical climate. It is the type of thick, oppressive heat in which one finds it hard to breathe. Deep in the tunnels of the now deceased Grindylow clan, the air is vile and threatens to clog one's nostrils. The group, thus, makes quick work of leaving the area, and everyone breathes a bit easier when they reach the open air.
A thick layer of fog covers much of the area, especially out past the breakers, where only the top of the sails of the Man's Promise can be seen. With nothing to lose save your lives, you get back in the boat and make your way out the main ship, using as much care to be silent as possible. When you've attained what you feel is a safe swimming distance...if such a thing exists in Grindylow waters, and hold in place.
You can now see the water being displaced around the hull of the ship, but you can't see the deck or anything on it through the fog. How do you want to continue?
TapTap |
Tap listens intently, before slipping into the water. Rush, Jack, and me, let's go. Take your invisibility potion Jack, it will last two minutes. Belliott, Kerruk, count to one hundred,then swim to the ship ready to fight.
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
GM Nayr |
Neither of you see any danger within the waters, though you can't help but remember your battle with the giant eel...what lurks deep under the surface and unseen can be quite deadly. The gentle lapping of the tide against the hull of the still Man's Promise ahead is about the only real sound. Soon, though the pirates' day will begin, and then Plugg will no doubt begin to set sail.
TapTap |
Tap looks back, but only feels Jack and Rush nearby, as their invisible forms slip through the waters.
GM Nayr |
You silently make your way towards the ship, taking the utmost care to move with care, often foregoing speed to keep the splashing at a bare minimum. Though it takes an agonizingly long amount of time, you reach the hull of the ship. After seeing the slim gnome, Conchobar, on patrol on the deck, you had to finish much of the end of the swim under water. You know that there's at least one other guard, though you wouldn't doubt that Plugg had added another sentry on this important of a day.
The light of the sun is just creeping up to threaten the pre-dawn darkness as you look up the hull at your objective. The thick, braided rope that holds the anchor extends down under the water line at the starboard side, near the stern.
From here it gets tricky. The climb is DC 10 due to the slick condition of the rope. If you fail by 5 or more, you fall, no doubt making quite the splash. Above you, one of the guards could roam by at any time. You can time it to pass in between their rounds, but you'd have to wait and observe for a few minutes first...at which point Belliott and Kerruk would catch up anyway.
TapTap |
Tap motions to the (presumably) invisible Rush and Jack, to indicate for them to go ahead up before him, but to take their time. Eligible for a take 10?
TapTap |
When he judges it to be clear Taptap skampers up the rope and climbs aboard.
Climb: 1d20 + 6 ⇒ (16) + 6 = 22
GM Nayr |
You make the climb up in near silence, and hunker down on the deck behind the various ropes and equipment about the area from which the boat that you took to shore was lowered. You're not invisible, correct? Stealth roll then, please
Jack and Rush come behind, invisible but louder than Tap. Still, all three of you hunker down amid the various tools as Conchobar passes, and then the big body of Jaundiced Jape passes on the port side in the distance.
Okay, where to - the crew quarters? They're on the left, about 20 feet away and down a short flight of stairs and through a pair of doors.
The doors have small glass windows in them, though the glass is tainted yellow with age and hard to see through.
TapTap |
I am the weak link
Stealth: 1d20 + 12 ⇒ (16) + 12 = 28
The stealthy weak link.
Tap motions, and they head down to crew quarters.
xeyed-jack |
Jack looks at Tap's crouching form, looking for all the world like Tilo the Thief who steals children's boots on Hilda's Eve. Jack smirks, and suppresses a laugh. Careful now. Tap might be a big smiler, and little to boot, but he's a killer, of that I've no doubt.
Jack follows Tap feeling oddly exposed for being so hard to see. Aye. Here we are, and like as not, Rush and I will trip over each other's feet.
Jack motions to everyone to stop, a silently curses. You are invisible, you fool.. He whispers I will look through that little window, and see what I can see.
Jack cautiously approaches the door, and peers through the yellowed encrusted window.
perception: 1d20 + 8 ⇒ (15) + 8 = 23
stealth: 1d20 + 4 + 20 ⇒ (3) + 4 + 20 = 27 +20 for invisibility
Rush: Weather Wise |
Rush follows behind Tap, holding back just a bit presuming Jack will be right behind Tap and not wanting to run into him (and also out of uncertainty). He will quietly whisper ahead Make sure to let Tap open the doors, otherwise it might disrupt your invisibility.
Stealth: 1d20 + 5 + 20 ⇒ (13) + 5 + 20 = 38
GM Nayr |
Jack looks into the crew quarters. Though the glass is tarnished and blurry, some shapes can be made out. A fat form that could only be Fipps stands on the other side of the doors, only a few feet into the room.
He seems to be issuing muffled orders to the gathered crew, gesturing in a self-important manner to make his point. Rousing the crew...a ritual you're more than familiar with.
TapTap |
Use your wand of summon nature's ally Tap whispers.
Rush: Weather Wise |
Unseen by anyone else, Rush pulls the wand with a mischievous grin crossing his face.
You got it, be ready. he whispers, then adds to himself silently I love this part
Rush will use the wand to summon 1d3 ⇒ 3 animals from the lower tier.
And 3 ponies show up in front of Fipps to cause a distraction.
xeyed-jack |
1... 2... 3!
Jack slips through the door. Frantically, he scans the scene for his target, and sees three... Ponies???. And there, standing before them, looking in comic astonishment, the burly form of the hated Fipps Chumlett. Let us end this now, and I will make the first strike, may it strike thee dead.
perception: 1d20 + 8 ⇒ (7) + 8 = 15
stealth: 1d20 + 4 + 20 ⇒ (11) + 4 + 20 = 35
intimidate: 1d20 + 10 ⇒ (11) + 10 = 21
attack: 1d20 + 8 + 1 + 2 ⇒ (13) + 8 + 1 + 2 = 24 assuming flank because ... ponies. and now using guidance.
damage: 1d6 + 7 ⇒ (3) + 7 = 10
TapTap |
Taptap steps through with Jack and fires two clear shots directly into Fipps back.
Stealth: 1d20 + 12 ⇒ (3) + 12 = 15
Attack 1: 1d20 + 8 + 1 + 1 - 2 + 1 ⇒ (18) + 8 + 1 + 1 - 2 + 1 = 27
Damage 1: 1d4 + 2 + 1 + 1 ⇒ (1) + 2 + 1 + 1 = 5
Attack 2: 1d20 + 8 + 1 + 1 - 2 + 1 ⇒ (6) + 8 + 1 + 1 - 2 + 1 = 15
Damage 2: 1d4 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7
GM Nayr |
Many of the pirates gathered here on the Man's Promise, as well as any that call the Shackles their home, have seen more than their fair share of odd or wondrous things. As a general rule, they don't scare easily and are quite good at adapting to a situation...Besmara is a fickle b@*%+, they say.
That said, no one that morning expected to awaken to their usual routine and their fat botswain yelling at them, only to have the moment interrupted by magically-appearing...ponies?
perception Fipps: 1d20 - 3 ⇒ (13) - 3 = 10
perception pirates: 1d20 - 4 ⇒ (1) - 4 = -3
The ponies play their part to perfection; their summoner had bade them to cause a distraction, and that's most certainly what they did. The trio pranced about in between the fat officer and the crew, their large bodies wreaking havoc in the cramped quarters of the crew cabin. A ship was no place for a horse, for certain, and ponies in the crew quarters was a step above as far as mass chaos and potential for damage.
Fipps watches the display with a look of shock and anger. He looks as if he's about to chastise the ponies for their behavior, but can't escape the ridiculous nature of the situation. Then, Jack's sword enters his lower back, just barely missing his kidney. The blade plunges deep and through, and Jack feels the flow of blood on his hand. He glances down to see his hand...now visible, slick and red.
Jack's hair skips as if dancing, and one of Tap's arrows passes just to the left of his chin, taking Fipps in the back of the throat. Tap's second arrow isn't even needed, but thuds into the now lifeless Fipps with a wet sound. The fat officer drops to the deck, dead.
The crew inside the quarters, still waking up and now confronted by prancing ponies, hasn't yet recognized the situation. Rush, in the back of the group, hears footsteps approaching in a hurry...and not from the direction from which Belliott, Kerruk, and Sandara would be coming.
Well done; I'm fine going another bit without initiative and a map...will do that next if needed. Just try and keep your actions to the space of a round...this one is more fun to play out in RP than combat mechanics anyway.
TapTap |
Taptap wades in. I am captain Taptap. Jack here is my first mate. I will take this ship. Join me, my good prates, or die.
Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27
Rush: Weather Wise |
Rush will send the ponies towards the noise in an attempt to slow down/block whoever is coming towards us. He then warns the others (quietly) of the approaching footsteps and tries to get to the side, out of the way so he doesn't get bowled over.
Someone is coming, he whispers, mostly to Tap, And they don't sound like our friends.
xeyed-jack |
Captain Tap? That dirty back-stabbin' bastard!
Jack withdraws his blade from Fipps bloody corpse by shoving the corpse to the ground with his boot.
Listen, mates. Word is that when this ship reaches port, the captain is gonna sell us to slavers. Time to rise up. If we are gonna be pirates, free pirates by damn we'll be.
diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22
GM Nayr |
Rush directs the ponies back, and Jack and Tap skip out of the way as the animals rush out onto the deck. Exclamations of what could only be surprise can be heard outside as the beasts' hooves tap out a loud cadence on the wooden deck.
Tap and Jack, meanwhile are incredibly convincing....and the body of the now dead officer Fipps certainly helps to make the case. Within the room are many familiar faces, most of them friendly, and one grinning widely. Ambrose Kroop steps forward, then turns slightly to address the crew. Ye heard 'em...and ye seen first hand what these fellas can do. Now, I for one am tired of the way this be...spending our lives watching over our backs, never knowin' when those in charge are gonna' grow tired of us.
Jape scowls, his eyes darting to Fipps' body then back to Fishguts. Kroop fixes him with a stern gaze, and continues. I know these fellas'...and can't be worse than we got now. C'mon, it's time for a change!
Several of the pirates nod their heads, one or two even pumping their fists and whooping. However, two voices call out with questions. One, Sully, the man who had come aboard from the previous crew of the Man's Promise speaks up. What about Captain Harrigan? When he finds out about this, we're all dead. I've been on the wrong end of that one once...I won't survive another.
Jack Scrimshaw pipes in, more concerned for the now than any future retribution. What about Tilly? They've got her up there! He points up to the ceiling, and no doubt to the captain's cabin above.
Rush: Weather Wise |
Rush speaks to the dissenters, knowing full well that it'll seem a disembodied voice.
Nothing great ever comes without some risk, and we are risking it all. Stay behind if you wish, hide in your bunk. But no matter who wins the day, they will know of your actions. Choose a side or go over the side, up to you.
Diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28
TapTap |
Tap listens, then nods. As Jack said, live free or be damned. If any wish to not stay aboard my ship, he will be let off at a port, with a bit gold in his pocket. 'Course, any who stay with us will have more than just a bit of gold.
As far as our mate Tilly. Belliott, Kerruk, and Sandra are aboard now, preparing for our assault. Tap looks around. Yes we found Sandra, saved her from the Grindylows.
Tap looks downcast though for a moment, putting a hand to his heart. Our poor soul Rosie though, oh I'll miss thee, twas eaten by ghouls in a whirly pool of grindylows. Tap then looks up something fierce.
Tap looks behind him. eh Rush, how 'bout sending a beasty or three up into the captain's quarters, right up there?
GM Nayr |
The pirates, even Jape, shut their mouths in surprise, confusion, and fear for some, but greed, excitement, and hope for others. Not a man or woman among them disagrees with the terms.
From outside comes a shout. A quick glance out shows Sandara speaking with Conchobar, who was on watch. The ever-angry Rahadoumi man, Crimson, is there as well, but off to the side and looking up into the frightening visage of an enraged Belliott, as the barbarian goes on at length about how he was going to tear his legs off like a crab before throwing him to the sharks. Crimson is weaponless and standing with his hands out and open, as ponies prance about in the background.
Kroop comes forward, and shakes Jack's hand. Heh...knew you boys were sumpthin' more than ya' let on. Can't say I didn't see something like this comin', but I didn't think it'd be for quite some time. I'm with ye, lads, and I think these boys here are true...so long as the plunder is good. As fer those bastards up there... He gestures at the captain's quarters. Kipper, Scourge, and Plugg are up there, by my count, with Tilly and Owlbear. The only way up is the stairs outside or the stairs up here. If ye poke yer head up here, yer likely to get it chopped off. I'd suggest the stairs outside, if ye've a mind...err, captain.
TapTap |
Tap nods, Let the seas carry us on then! He turns and heads determinedly out to the deck.
GM Nayr |
At the sight of Tap hurrying out onto the main deck, Conchobar turns from Sandara to look at the newly self-appointed captain. The gnome grits his teeth in anger, his eyes smoldering, then turns abruptly and stalks away to the port side.
Sandara hurries over to Tap. He's going to need some time. I told him what happened to us, and he doesn't blame anyone, but he's angry. She puts a hand on Tap's arm as she watching Conchobar take up watch at the railing. I believe he'll come around.
xeyed-jack |
If only enough of her had remained for something proper. Still, I suppose we might do something. Some memorial or something... Jack trails off, uncomfortably.
Now isn't time, I think. I think a proper keelhauling for the lot is the way to go, and let Her judgement preside.
TapTap |
Tap nods at Jack and Sandara As long as Conchobar is not against us.
Are we ready? Let's buff. Tap begins to take out potions and such.
xeyed-jack |
Okay crew! Rush is going to open that door. Never you mind you can't see him; Rush, mind that they can't see you. You don't want an arrow in your belly, or to lose an eye to a dagger.
Jack quaffs a potion proffered to him from the captain. It tastes ... strange. Sort of minty, but with a hint of mushroom ... and everything ... comes into balance, his every movement a trajectory along an extra-dimensional labyrinthine path as still as death and as lithe as an eel in the water.
I can get used to this.