Patch Cullen |
The storm breaks at about noon and the Captain orders everyone to prepare the sails and sets course on down the coast, continuing on towards The Shackles. During the evening meal, Ragnar asks if anyone has any opinion as to which port they should start their search.
Patch was in a curiously good mood all throughout the storm, torturing everyone with his pipe-playing. At the captain's question, Patch suggested, "I'd say first the closest, then the largest. Depends on how eager they are to be rid of her and whatever other captives they have. My money's on the slave market at Port Peril."
Hoga the half orc |
Hoga doesn't want the trident, and Nimwi seems a natural wielder for it, so he doesn't mind.
I know nothing of these maps, but Patch's ideas make sense. If they have no specific customer in mind, then the slave market. If she's going to someone in particular, though, they could be going anywhere.
He helps with whatever sailing duties are needed.
Sailor: 1d20 + 4 ⇒ (6) + 4 = 10
DM WaterSprite |
Nimwi: Port Peril is the largest of the ports and has a teeming market with all manner of illegal and stolen goods.
Drenchport is mainly known for its remarkably high murder rate and its cheap, but delicious beer.
Quent is the most lively and open of the ports and you can find some of the best information brokers in all the Shackles located at the House of Stolen kisses.
DM WaterSprite |
Captain Ragnar will go ahead and sail in the direction of Port Peril, though for the next day the course is the same as it would be to sail for any of the three ports since they are all south of your current position.
Captain Ragnar reminds everyone that you are currently sailing in pirate territory and to keep your eyes open for other ships.
You may roll perception checks to watch for other ships.
DM WaterSprite |
@Nimwi, you succeed in repairing the nets.
The storm has blown over and the remainder of the day looks to be sunny and beautiful with a good south east wind filling your sails. The rain had washed away any evidence of last nights fight and you find yourselves with a lack of things to do now. Signe is teaching Tashi how to fish off the side of the boat, the Captain is resting in his cabin after being up the rest of the night. Jens is taking a turn at the wheel and Olaf is down in the galley making gods only know what for lunch.
Perception dc 10
Patch Cullen |
Perception: 1d20 + 1 ⇒ (19) + 1 = 20
Wandering around in the rigging, Patch paused as he scanned the horizon, watching the "cloud" turn into smoking ships. Then he dropped to the deck and sought out Jens. "Ships burning to the south, Jens. Maybe pirates. Should we wake the captain?"
DM WaterSprite |
Nodding, Jens hollers over to Signe, Go wake your dad, possible pirates to the south! Signe will glance in the direction given, hands her fishing line over to Tashi and darts off towards the Captain's quarters. Moments later, Ragnar comes out and over to the railing. Raising his spyglass up to eye, he looks over to the ships.
Take us a bit closer Jens, I want to get a better look at what's going on out there. I'd rather not get involved in anything that could put our mission at risk, but if both ships end up sinking I can't let any survivors drown. Turning around to address everyone on deck: Remember now, the lot of us are smugglers. Best get used to acting like one now before we reach any ports. Signe, take Tashi back to your cabin and then tell Olaf what's going on.
DM WaterSprite |
As you draw closer to the two ships, you notice that the battle appears to be over and the ship flying obvious pirate colors appears to be the victor. You can't make out the flags on the other ship due to fire damage to the mast and sails. It also appears to be leaning over towards its port side.
The obvious pirate ship is pulling away from the damaged ship and now appears to be heading towards you as well.
Patch Cullen |
Was there a pirate flag among all the flags Nimwi grabbed? Maybe we should run it up if there was.
Patch clambered up to the crow's nest, wanting to get the best possible view of the pirate ship to determine how many crew members they had, and maybe how wounded they appeared. It couldn't be much, he knew, since the ship was headed their way, but a little extra information couldn't hurt. They had to have hit the other ship with magic for it to be listing so hard.
He took his weapons with him, though.
Edit: If they look like too much trouble to handle, Patch will cast Obscuring Mist in front of our ship.
Lunthawg |
Lunthawg goes below decks to get his crossbow before returning and bouncing around on the deck. He spends equal time watching and dancing around impatiently like someone that has to go to the bathroom. He figures that pirates aren't going to assume that a goblin is anything other than a criminal or a slave, so he doesn't do much else to fit in.
Do we have cannons do use or are we going to board them? If it's a vote, I say board them...and then fire.
DM WaterSprite |
During the time it takes for your two ships to draw closer together, you may notice that the defeated ship in the background appears to be getting lower in the water.
Looking on the ship closing in on yours, you are now able to make out individual figures aboard it. There is one in the crowsnest and six on the deck. Once the ships are within yelling distance a figure with a large plumed captains hat shouts over to you, Surrender your ship now and we will allow you to live and be sold as slaves. Fight us and you will die painfully.
Three of the individuals on the other ship move towards the railing and begin swinging around grappling hooks as they wait for the ships to get close enough to use them.
There were a couple pirate flags, but you get the feeling that while those might help you when you wish to go to port, they won't change these fellows minds.
Nimwi |
Would you consider anyone taking a turn in the crow's nest to be armed and/or armoured?
As no one on our ship can really see my character, I thought it might be prudent to spoiler my action.
Nimwi crouches as the other ship approaches, only his masked head topping the side, so as to gain some concealment and present a smaller target. After the opposing captain makes his pronouncement, Nimwi, keeping his low stance so his arms remain inside the crow's nest, casts lullaby targeting a spot on the opposing ship's deck where he can affect the largest group of people.
Medium range; standard action to cast; all living creatures in a 10' radius; Will DC 13 negates; failure causes -5 penalty to Perception checks and -2 penalty to Will saves against sleep effects.
A reminder that Nimwi is wearing a full face mask just like the avatar. Always up to you, but I believe it would not be possible to see his lips moving through the mask and he should be far enough away from anyone to remain unheard.
Patch Cullen |
Init: 1d20 + 2 ⇒ (11) + 2 = 13 If we're close enough, Patch will cast Mage Hand and try to catch one of the grappling hooks and drop it in the ocean. If that's not possible, he'll ready an action to attack any apparent casters (or boarders if there are no casters) with his sling.
sling: 1d20 + 2 ⇒ (6) + 2 = 8 Oh well...
DM WaterSprite |
@Nimwi - If you usually go around with your armor, then yes. As for armed, the captain makes his men take their crossbows up there with them, so you having a weapon up there too makes sense. The three grouped up by the railing would be the most you could get in range. Their will save is: 1d20 ⇒ 11
Everyone go ahead and roll Initiative now.
Pirate's Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Your crews Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
As the ship attempts to draw up alongside you close enough to toss some hooks over, you can make out the name of it on it's side; "Besmara's Pride". The captain figure wearing the big hat appears to be casting a spell, you can attempt to spellcheck it dc 13
Hoga the half orc |
Hoga, I just need an Initiative roll from you.
Aye, aye! Init: 1d20 + 2 ⇒ (17) + 2 = 19 AC:16
Hoga will stow his bow, and draw his sword, ready to move to the first pirate he can get to next round.
DM WaterSprite |
As the ships draw within range of one another, the combat begins.
Round 1
Deron darts over to the railing where a grappling hook is landing and readies an action to attack.
Nimwi's action goes unnoticed because none of you can see up in your own crowsnest.
Hoga fires an arrow that hits one of the grapple line pirates in the shoulder.
Lunthawg casts something on the enemy captain.
Patch launches his sling at the enemy captain, but misses.
Signe and Olaf fire their crossbows at the middle grappling line guy:
attacks 1d20 + 1 ⇒ (8) + 1 = 9
1d20 + 1 ⇒ (14) + 1 = 15
damage 1d8 ⇒ 4
Signe misses, but Olaf hits his target.
Pirate crew:
Grapple throws -
1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 2 ⇒ (17) + 2 = 19
1d20 + 2 ⇒ (15) + 2 = 17
Two attach their grapple lines to the ship, one failed due to the arrow in his shoulder. Those two secure their lines and both throw down planks to bridge the gap. Two other pirates dart across the planks with their weapons drawn.
Deron's readied action goes off as he slashes into one of the pirates as he jumps onto your boat. The pirate slashes back with his dagger:
1d20 + 1 ⇒ (10) + 1 = 11, but misses.
The second pirate that rushed across moves to stab Hoga for shooting his crewmate: 1d20 + 1 ⇒ (4) + 1 = 5, but he misses as well.
The captain orders you to surrender again and tells you that you have no hope of winning.
The pirate up in the crowsnest shoots a flamming crossbow bolt towards your sails: 1d20 + 3 ⇒ (9) + 3 = 12, but it lands on the deck instead.
Nimwi |
Okay, here comes the insanity.
If it appears that the main spar of the pirate ship is close enough to the main spar of our ship, Nimwi is going to vault out of the crow's nest, whip in hand, (leaving his trident behind) and move out to the end of the main spar. Once there he will grab for the opposing ship's main spar with his whip, using the Prehensile Whip trait. That should take up his action for this round.
Acrobatics check to run across the spar: 1d20 + 7 ⇒ (13) + 7 = 20
Ranged scorpion whip attack: 1d20 + 3 ⇒ (6) + 3 = 9 Special: prehensile whip allows for using a whip as a rope with grappling hook. In this case, it has a range of 15' feet, but no range increments. Usually objects with ample places to attach the hook are AC 5. (Which I am sure you already know since you just used three of them)
Next round's actions will be:
Nimwi swings across on his whip to the other ship. If it looks like he'll end up on the deck, he will pull out his scorpion whip in his other hand. If it looks like it's too high to hit the deck, he'll continue the swing as far up as he can to the opposing main spar/crow's nest where he will try to grab on.
Acrobatics to swing across: 1d20 + 7 ⇒ (17) + 7 = 24
Melee touch attack to grab on if necessary?: 1d20 + 1 ⇒ (20) + 1 = 21 Of course!
Lunthawg |
Lunthawg takes a step away from the melee and continues to mumble in goblin.
Init: 18, AC: 14, HP: 8
Each round he'll continue to use Evil Eye, targeting AC, on the pirates. He'll start with targets on our ship and then any target engaged in melee with a friend. DC is 15 and failure means the hex lasts 7 rounds, success means it lasts 1 round. He'll reuse it on targets that succeed on the next round.
Patch Cullen |
Init: 13, AC: 12, HP: 7
Patch will use Mage Hand to lift the flaming crossbow bolt into the other ship's sails if possible, while abandoning the crow's nest to approach the sleeping pirates. If for some reason that's impossible, he'll just try to coup de grace the sleepers with his club.
coup de grace dmg: 2d6 + 2 ⇒ (2, 5) + 2 = 9
DM WaterSprite |
Hoga takes down his opponent in one blow.
You think Lunthawg is casting again.
save 1d20 ⇒ 4
Patch casts and the flaming crossbow bolt goes flying into the other ships sails.
Deron fells his opponent.
Your crew stand ready to defend their ship.
The pirate captain runs over to his sleeping crew trying to wake them and the one in the crowsnest sees Nimwi swinging over and attempts to shoot him.
1d20 + 2 ⇒ (20) + 2 = 22
confirm 1d20 + 2 ⇒ (19) + 2 = 21
damage 2d8 ⇒ (5, 4) = 9
Apparently that pirate is a crackshot and delivers a deadly bolt to Nimwi which drops him. Nimwi almost seems to fall in slow-motion as his body drops from the main spar and rolls down the ships sails to finally land upon the deck of the ship.
Patch Cullen |
Init: 13, AC: 12, HP: 7
"Hey there, looks like your ship is going up in flames!" Patch gestured up behind the captain before bringing his club down on the head of a sleeping pirate.
Hopefully the well-oiled sails are catching fire easily. Now Patch will dispatch the nearest sleeper.
Bluff (if needed): 1d20 + 7 ⇒ (14) + 7 = 21
coup de grace dmg: 2d6 + 2 ⇒ (2, 3) + 2 = 7
Deron |
Round 3 Initiative: 6 (just before the Pirates), AC: 20
Deron bounds over to the other ship and attacks the Captain directly.
Acrobatics (if needed to cross the planks, -4 acp): 1d20 + 4 ⇒ (3) + 4 = 7
Attack with Scimitar (Power Attack): 1d20 + 3 ⇒ (19) + 3 = 22
Crit confirmation with Scimitar (Power Attack): 1d20 + 3 ⇒ (14) + 3 = 17
Damage with Scimitar (Power Attack): 2d6 + 10 ⇒ (1, 6) + 10 = 17 (6 damage if 17 doesn't confirm)
Hoga the half orc |
Init: 19 AC: 16
Hoga, seeing the shot from the crowsnest, will drop his weapon, draw his bow, and return fire.
I'm assuming he's got cover, so this may be at a -4, or not even doable at the moment. Hoga just wants to let him know he won't get another easy shot.
Atk: 1d20 + 3 ⇒ (16) + 3 = 19
Dmg: 1d8 ⇒ 8
DM WaterSprite |
Hoga's shot hits it's mark and the pirate in the crowsnest takes an arrow to the shoulder.
Lunthawg casts again.
save 1d20 ⇒ 12
Patch clubs a sleeping pirate.
Deron drops the Captain with a deadly blow.
Signe and Olaf will attempt shots at the one in the crowsnest:
1d20 + 1 ⇒ (19) + 1 = 20
confirm 1d20 + 1 ⇒ (12) + 1 = 13 nope
damage 1d8 ⇒ 1
1d20 + 1 ⇒ (2) + 1 = 3 miss
Signe manages to scratch the one in the crowsnest with a bolt.
The three sleeping pirates take this turn to wake up and stand.