Shikyomaru Kuro |
Shikyo follows the conversation, he nods and speaks slowly with his thick accent.
I. Will. Kill the Man. Scourge.
he then lapses into his own tongue for a time. Probably cursing and promising bloody death.
wicked_raygun |
"Yes," Badger says, having evidently snuck up on the Pressganged. "And I think I know where we're going--Rickety's Squibs. It's an isolated dry dock on the Slithering Coast west of Bloodcove. For a price they refit ships into squibs--changing the ship lines and silhouettes, making them unrecognizable by even their former owners. And that tells me that Plugg is going rogue."
Shikyomaru Kuro |
Shikyo doesn't follow the talk of "squibs" but he understands the meaning.
The man. Scourge. He no longer is protected. he says slowly, meaning that the pirate is no longer affiliated with Harrigan.
Treggor Mynth |
Treggor peers at his companions with cold murder in his eyes, taking a moment to make eye contact with each. He speaks low, with purpose and determination. "Aye, Harrigan be a harsh captain, but no harsher than others I've served. Plugg be of a different breed altogether, a man carved by hatred an driven by greed. He kin abide not but a bootlicker n a slave, an I mean ta be neither. If we be headed fer the Squibs, we be on some side of a mutiny already. We kin stand fer Plugg, we kin stand fer Harrigan, er we kin stand fer us. N I know who I mean ta stand for."
The old pirate stands straight, his broad shoulders and scarred chest highlighted by lamplight. He takes of his hat and holds it out to the others. "Throw in yer lot with me, an I'll see us be free sailors on the high seas. T'won't be a man on the water as kin see are flag an keep is courage. We'll be the most feared sails in the near seas, an our ship will sail low in the water fer all the bounty within are stores. With Jack as me first mate, we'll hunt the seas for gold and glory. What be yer answer? Be ya ready fer a new captain?"
Mad Jack McGinty |
Chuckling Jack replied simply, "It be time fer Vengeance." To look into his eyes was disturbing, he was relishing the prospect!
Mad Jack McGinty |
I wonder if we can really take them yet. Surely they are stronger than us still. Of course Jack has basically had enough of them at this point.
Treggor Mynth |
This is just formalizing that we will. And that I'll be captain.
We'll plan logistics after this.
-Posted with Wayfinder
Mad Jack McGinty |
Jack chuckles at Scrimshaw's discomfort, before adding lightheartedly, "Sound Judgement ain't one meh strong points! I be mad enough ta think we can do dis... But we nae wanna fight em all, just Plugg and Scourge gods willing, tha rest's crew. Gotta wait, dey'll go too far, Jack knows dis fer a fact." Jack's thinking is the crew are going to come to hate the new acting captain and when it's time they won't lift a hand but that point hasn't been reached quite yet.
Dieredon D'atarisian |
We are discussing a mutiny, friend. That does not involve replacing thd entire crew, just the Captain and those in his inner circle. Let us sow the seeds of discontent amongst those NOT loyal to him.
Mad Jack McGinty |
"Fertile ground fer sure, we'll need da others too mind." replied Jack eagerly.
Treggor Mynth |
Treggor returns the hat to his head and smiles conspiratorially. "Aye, we'll learn the habits o' the devil and 'is right hand, and we'll create a diversion ta create confusion. When it be least suspected, I'll dangle that cursed Scourge from the deck by 'is own whip. The rest of ye can do as ye would with Plugg. That barnacle isn't worth tha knife fer 'is back."
Mad Jack McGinty |
Are we ready to continue?
wicked_raygun |
Day 3
The crew of the Man's Promise awaken to a gale of winds and rain. The wind blows with incredible force, driving the Man’s Promise and the ship is tossed about on the high seas. All hands are called on deck to work, including the cook’s mate. All of the crew is required in
the rigging.
The winds are strong and visibility is almost zero.
Alfonso : 1d6 ⇒ 3
Dieredon : 1d6 ⇒ 5
Grizzle : 1d6 ⇒ 4
Mad Jack : 1d6 ⇒ 1
Shikyomaru : 1d6 ⇒ 1
Treggor Mynth: 1d6 ⇒ 6
Mad Jack and Shikyomaru are ordered to repair the rigging.
Rigging Repair: The ship’s rigging frequently gets damaged and must be repaired, requiring 2 DC 12 STR (athletics) checks to reach the rigging 30 feet up, followed by a DC 10 DEX (sailor).
Alfonso is sent to do upper rigging work.
Upper Rigging Work: Work in the upper rigging, 50 feet up, requiring 3 DC 12 STR (athletics) checks, followed by a DC 10 DEX (sailor).
Grizzle is doing rope work.
Rope Work: Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 12 DEX (sailor).
And despite the poor visibility Dieredon is sent to the crow's nest.
Lookout: A climb to the crow’s nest 60 feet up, requiring 4 DC 12 STR (athletics).
Treggor is handling mainsail duty.
Mainsail Duties: Tough work raising and lowering the mainsail, requiring a DC 12 STR (athletics) check. The PC must also make a DC 12 CON check to avoid being fatigued at the end of the shift.
I would recommend "working diligently" but you can do what you think is best.
Treggor Mynth |
duties: 1d20 + 7 ⇒ (19) + 7 = 26
con: 1d20 + 2 ⇒ (16) + 2 = 18
Treggor works the sail with all the aptitude of a seasoned sailor and all the strength of a hardened brawler. Yet even while he works, he keeps an eye open for an opportune moment to lose a man or two overboard: Plugg and Scourge.
-Posted with Wayfinder
Dieredon D'atarisian |
Dieredon works diligently in climbing to the crow's nest.
STR: 1d20 + 1 ⇒ (8) + 1 = 9
STR Adv: 1d20 + 1 ⇒ (18) + 1 = 19
STR: 1d20 + 1 ⇒ (12) + 1 = 13
STR Adv: 1d20 + 1 ⇒ (13) + 1 = 14
STR: 1d20 + 1 ⇒ (4) + 1 = 5
STR Adv: 1d20 + 1 ⇒ (8) + 1 = 9
Dietedon is nearly at the top of his climb when his foothold slips.
Acrobatics: 1d20 + 5 ⇒ (1) + 5 = 6
Ruh Roh...
Shikyomaru Kuro |
Shikyo notices the storm and works diligently to finish his task.
Perception: 1d20 + 2 ⇒ (8) + 2 = 10 Is anyone that is closely allied to Plugg/Scourge on deck?
Athletics1: 1d20 + 3 ⇒ (6) + 3 = 9
Athletics1: 1d20 + 3 ⇒ (10) + 3 = 13<--
Athletics2: 1d20 + 3 ⇒ (6) + 3 = 9
Athletics2: 1d20 + 3 ⇒ (14) + 3 = 17<--
Sailoring: 1d20 + 6 ⇒ (6) + 6 = 12
Sailoring: 1d20 + 6 ⇒ (10) + 6 = 16<--
Rolled with advantage since I'm working diligently...
Mad Jack McGinty |
Torn and damaged rigging was no joke, so Jack worked hard with the taciturn Tian man to repair it. Jack had one wobble getting up as some frayed rope disintegrated in his hand, but fortunately he was able to arrest his fall before any damage was done.
Athletics1: 1d20 + 1 ⇒ (12) + 1 = 13
Athletics1: 1d20 + 1 ⇒ (5) + 1 = 6
Athletics2: 1d20 + 1 ⇒ (15) + 1 = 16
Athletics2: 1d20 + 1 ⇒ (11) + 1 = 12
Sailoring: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Sailoring: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
Grizzle. |
Grizzle works diligently, coiling and stowing ropes. He also ties his beard hair to them in his spare moments, for luck.
Sailor (Dex): 1d20 + 3 ⇒ (5) + 3 = 8
Sailor (Dex) 2: 1d20 + 3 ⇒ (10) + 3 = 13
wicked_raygun |
Shikyomaru -- technically anyone that's not in your immediate circle of allies has allied themselves with Plugg and Scourge. So,
yes, there are allies of his nearby.
***
Fall Damage: 3d6 ⇒ (2, 1, 1) = 4
Dieredon falls from 30 feet while climbing to the crow's nest. He tumbles badly, bad manages to land in some ropes that mostly break his fall. His shoulder hurts like misery, but it could have easily been much worse. He climbs right back up and gets to work; although with the wind and rain, it seems a fool's errand. He could be right next to an island and not see anything.
***
The Pressganged manage to stay steady on their feet throughout most of the day. But the storm rages on, and everyone has to pull double shifts working into the night.
You all automatically take one point of exhaustion. I'll roll for new tasks for you momentarily. If one of you would like to retroactively take a certain action let me know.
wicked_raygun |
Alfonso: 1d6 ⇒ 1
Dieredon: 1d6 ⇒ 2
Grizzle: 1d6 ⇒ 3
Mad Jack: 1d6 ⇒ 5
Shikyomaru: 1d6 ⇒ 6
Treggor Mynth: 1d6 ⇒ 5
Treggor Mynth reroll: 1d6 ⇒ 1
Alfonso and Treggor are assigned to repair the rigging.
Rigging Repair: The ship’s rigging frequently gets damaged and must be repaired, requiring 2 DC 12 STR (athletics) checks to reach the rigging 30 feet up, followed by a DC 10 DEX (sailor).
Dieredon is ordered to do line work.
Line Work: Hard work hoisting and lowering sails, requiring a DC 10 DEX (sailor). The PC must also make a DC 10 CON check to avoid being fatigued at the end of the shift.
Grizzle is sent to do upper rigging work.
Upper Rigging Work: Work in the upper rigging, 50 feet up, requiring 3 DC 12 STR (athletics) checks, followed by a DC 10 DEX (sailor).
Mad Jack is given the pointless task of being lookout.
Lookout: A climb to the crow’s nest 60 feet up, requiring 4 DC 12 STR (athletics).
And Shikyomaru is handling the mainsail.
Mainsail Duties: Tough work raising and lowering the mainsail, requiring a DC 12 STR (athletics) check. The PC must also make a DC 12 CON check to avoid being fatigued at the end of the shift.
***
Remember, you all have 1 point of exhaustion which means you all have disadvantage on ability checks. If you work diligently then the disadvantage and advantage cancel each other out, and you roll regurlarly.
Dieredon D'atarisian |
Dieredon will work diligently on the lines. After his spill yesterday, he is glad to not be climbing to the crow's nest, again.
Dex: 1d20 + 3 ⇒ (17) + 3 = 20
Con: 1d20 + 4 ⇒ (19) + 4 = 23
Mad Jack McGinty |
Jack can scarcely believe it, being given the job of Lookout in a raging storm, utter madness. The way the ship was pitching about made the crows nest dance crazily with rigging whipping this way and that. Laughing deeply he tells the others, "Dey be tryin ta get meh killed fer sure."
Jack tried his darnedest to get up there, but he ends up falling repeatedly as the ship bucks underneath him. I'm guessing he eventually gets up there, but is battered and bruised in the process.
Athletics: 1d20 + 3 ⇒ (1) + 3 = 4
Athletics: 1d20 + 3 ⇒ (14) + 3 = 17
Athletics: 1d20 + 3 ⇒ (7) + 3 = 10
Athletics: 1d20 + 3 ⇒ (1) + 3 = 4
Athletics: 1d20 + 3 ⇒ (18) + 3 = 21
Athletics: 1d20 + 3 ⇒ (6) + 3 = 9
Athletics: 1d20 + 3 ⇒ (19) + 3 = 22
Athletics: 1d20 + 3 ⇒ (9) + 3 = 12
Grizzle. |
Grizzle diligently works on the rigging.
Athletics: 1d20 + 5 ⇒ (9) + 5 = 14
Athletics: 1d20 + 5 ⇒ (16) + 5 = 21
Athletics: 1d20 + 5 ⇒ (1) + 5 = 6
Dexterity: Sailor: 1d20 + 3 ⇒ (19) + 3 = 22
Mad Jack McGinty |
Forgot to say Jack was working diligently, the extra rolls are because he is too stubborn to give up.
Treggor Mynth |
Treggor, finding himself overly tired from working too long, sets to his task more diligently to ensure his own safety as well as that of the crew.
Athletics: 1d20 + 7 ⇒ (20) + 7 = 27
Athletics: 1d20 + 7 ⇒ (10) + 7 = 17
Sailor: 1d20 + 4 ⇒ (11) + 4 = 15
wicked_raygun |
Mad Jack falls once, but is lucky enough to barely jar his shoulder. He then makes it up to the crow's nest.
Mad Jack Damage: 1d6 ⇒ 1
Grizzle takes a harder spill, but manages to keep at it.
Grizzle Damage: 1d6 ⇒ 3
And the rest manage quite ably despite their exhaustion.
***
Perception DC 15: 1d20 + 2 ⇒ (16) + 2 = 18
Mad Jack is on lookout when suddenly he spots a sharp piece of reef that she ship is on collision for. He is aware enough to call out a warning so that everyone on deck can brace themselves.
And incidentally since he saw this he gets to roll a DEX Save with advantage.
DEX Save DC 12: 1d20 + 3 ⇒ (18) + 3 = 21
DEX Save DC 12: 1d20 + 3 ⇒ (19) + 3 = 22 <--
He is nearly thrown down from the crow's nest, but manages to catch himself just in time.
The rest of the crew are thrown about but no one suffers any serious injury thanks to Mad Jack.
wicked_raygun |
The ship is taking on water, and soon a group is send to the bilges to bail out as much water as they can. If the crew can survive for a few more hours, then they can start to make repairs.
It is tiring exhausting work that lasts for hours. But eventually the storm lets up. The immediate danger has passed and the Pressganged get a chance to rest in their hammocks--if they so choose.
Are you guys going to take a long rest, or will you do something else? Resting will remove 1 level of exhaustion from you.
Mad Jack McGinty |
Looking shattered emotionally as well as physically, Jack totters down the rigging with a curiously satisfied, yet not, really grin. He then goes off in search of somewhere safe to flop.
wicked_raygun |
Everyone who took the long rest has their exhaustion level go down by one. I think that brings everyone down to zero, but I could be wrong. Also everyone take an inspiration point, if you don't already have one. Awesome job.
After a very satisfying but all too brief respite, the Pressganged is woken up by the young Jack Scrimshaw. He shakes you all awake and there is very clear panic in his voice.
"Get up! Get Up! Badger and Sandara are missing!"
Mad Jack McGinty |
A wild look crosses Jack's face but incongruously his voice was calm but urgent as he grabbed Scrimshaw by the arms to steady him and asked, "What jobs did dey 'ave today? Been taken nae doubt, but where..." Looking at the others with a certain wildness in his eye, he adds "Today be a fine day fer a rescue or mayhap a mutiny..."