| Argyri Katrakis |
Argyri thinks back to her back to her pirate youth and does her best to allay any suspicions as they approach.
"Hey, maties. Give us a hand here, eh?"
Deception: 1d20 + 5 ⇒ (2) + 5 = 7 Ulp! Can someone Aid me on this?
| Argyri Katrakis |
Thanks!
"Yeah, the boss is in a foul mood tonight. Let's not make him wait."
Deception: 1d20 + 5 ⇒ (9) + 5 = 14 OK, that's better anyways.
| DM Jubal |
Following a tense few seconds after Drusilla is prevented from attacking and Argyri's first parlay was met with silence, the rope ladder is kicked over the side of the ship with it's end splashing into tossing sea.
Using the rope ladder to climb aboard doesn't require a skill check, but does require both hands free. Need a new marching order, because Tarn doesn't appear to be here, so he is pausing for now in the boat. Old Marching Order: (front-to-back): Tarn, Argyri, Kwin, Drusilla, Badger, Blacklock
Party up!
| Argyri Katrakis |
I'm fine with keeping the original marching order, and just having Tarn hold back on the boat for now. (or assuming he was with us all along, if Grumbaki reappears in time).
Argyri steels herself–You can do this!–and then starts to climb.
| DM Jubal |
Marching Order: (front-to-back): Argyri, Blacklock, Kwin, Drusilla, Badger, Tarn
Argyri, Blacklock, and Kwin get on deck when the two smugglers realize, "hey, who are you guys?"
Drusilla is climbing on the rope ladder. Badger and Tarn wait their turn with the two guards in the jolly boat with oars.
Party up!
| Kwin Avassar |
Kwin looks at Blacklock and admonishes him in a hushed tone "Not too loud. Sounds carries far over the water. We don't want to alert the town."
Hoping to make them think twice about calling out...
Then Kwin asks one, still in a hushed tone, "Do we get help loading or not?"
| DM Jubal |
The two smugglers are about a RL day from raising the alarm on the ship unless you do something to stop them. While they may believe your Deception, they must report any major deviation to the normal plan... which your deception would be.
Argyri, Blacklock, and Kwin are on deck with the two smugglers. Drusilla is climbing the rope ladder. Badger and Tarn are waiting their turn on the ladder with the two guards and currently do NOT have line of sight to the two smugglers.
If you do not want to try to subdue them with your initiative, they will raise the alarm of the ship.
| Tarn Copperlocks |
Tarn was waiting his turn at the ladder. He didn't want to ruin what was going on, so he waited for some sort of signal that he should attack, or climb up, or...well...to do something. He knew he was their beloved leader and all, but he didn't quite know what to do and he trusted their judgmenet.
| DM Jubal |
To their surprise, Kwin draws his sword and plunges it into the nearest pirate.
Smuggler 1: 6 damage
Blacklock leaped into the fray, trying to take them down quickly and quietly...
Smuggler 1: 6 +8 = 14 damage and down
Smuggler 2: 6 +6 = 12 damage and down
And just like that, they've boarded the Sea Ghost
Combat over!
I'll update the maps to include a map. And provide our sailors some instincts about where to go in a few hours
| Tarn Copperlocks |
”Well done! That was right professional it was.” Tarn said as he climbed up.
| DM Jubal |
The map behind my profile link is updated
You're finally all aboard the Sea Ghost nice and quiet like. The two guards in the boat clutch the rope ladder, in case you to getaway.
You stand on the main deck with a stowed jolly boat and wooden grill covering the hold. There are steps to the forecastle and aft to the poop deck. You don't notice anyone up there or the crow's nest atop the main mast. There are seven closed doors: four aft and three forward.
There's a lantern mounted to the mast shedding light across the deck dispelling the darkness of the new moon.
Argyri suspects two of the four doors aft go to the captain's and officer's quarters. The other two doors aft go downward to the quarterdeck. At least one of the doors forward go down to the quarterdeck. There are probably a galley and stores under the forecastle. Considering this is a smuggler's ship, there is probably a secret hold to avoid port customs.
You're up!
| Badger the Rover |
If the smugglers are still alive. Badger will take a moment to bind and gag them so that they cannot yell.
Badger looks at the fallen smugglers.
Medicine: 1d20 + 2 ⇒ (8) + 2 = 10
He takes a bit of rope and binds the hands of the smugglers and cuts a bit of fabric from their vest to serve as a gag.
| DM Jubal |
The two smugglers are trussed up. The starlight and slight breeze would be pretty if you weren't readying to take the ship. Your calm before your storm.
You stand on the main deck with a stowed jolly boat and wooden grill covering the hold. There are steps to the forecastle and aft to the poop deck. You don't notice anyone up there or the crow's nest atop the main mast. There are seven closed doors: four aft and three forward.
| Drusilla Orizorwyn |
"We should head to the Aft, see what those doors hold before going to the fore and then below. Better to clear the top most decks before heading down only to walk back up into an ambush" Drusilla suggests as she slowly draws her scimitar.
"Just a precaution" She says as the wizard looks about ship to try and see if she can discern basic possible lay out for were these doors go
| Tarn Copperlocks |
"Right, makes sense to me. Do this step by step and then we can enjoy this nice weather and the loot." Tarn said.
| Tarn Copperlocks |
Stealth is not something Tarn is going to be good at. Which is why he offered moral support there rather than just opening a door himself
| Argyri Katrakis |
Argyri nods to the plan. "I suspect I've of these may be the Captain's and officer's quarters. Wouldn't mind surprising them before they get wind of us."
| Drusilla Orizorwyn |
"Yes I do not want to scuttle the ship. I have a spell that would definitely destroy the hull. Spew forth some highly corrosive acid to burn holes in the bottom and let it sink. At least that is a contingency of mine"Drusilla says her hand going to one of her pockets.
| DM Jubal |
A single bunk, made up with bed linen, has its head against the bulkhead running along the centerline of the ship next to a wooden partition squaring off the corner near the main deck.
A human figure sits with its back to you at a writing desk which is set against the hull toward the stern; it has a drawer on each side and three trays on the top. Beside the desk is a wooden, brass-bound chest.
Against the hull on the starboard side is a padded leather couch. In front of it, a bearskin rug lies on the deck, while beneath the couch can be seen a large metal box. An lit hooded lantern hangs from the ceiling.
Map updated in the spoiler
| Argyri Katrakis |
Argyri nods, mouthing Knock him out.
She holds up fingers–three...two...one!–and then leaps in, theatrically, and attempts to clobber him over the head with the pummel of her rapier and dagger.
Rapier: 1d20 + 5 ⇒ (10) + 5 = 15 Damage+sneak: 1d8 + 3 + 1d6 ⇒ (4) + 3 + (4) = 11
Dagger: 1d20 + 5 ⇒ (8) + 5 = 13 Damage: 1d4 ⇒ 2
| DM Jubal |
This cabin is clean, and its furniture in good repair. A single bunk, made up with bed linen, has its head against the bulkhead running along the centerline of the ship next to a wooden partition squaring off the corner near the main deck.
A human figure sits with its back to you at a writing desk which is set against the hull toward the stern; it has a drawer on each side and three trays on the top. Beside the desk is a wooden, brass-bound chest. Against the hull on the starboard side is a padded leather couch. In front of it, a bearskin rug lies on the deck, while beneath the couch can be seen a large metal box. An lit hooded lantern hangs from the ceiling.
Argyri clobbers him over the head with the pummel of her rapier.
pirate captain takes 11 damage
Blacklock charges in, putting an arm around the smugglers neck and lifting up off the ground, punching him hard in the spine...
pirate captain takes 11 +5 +6 = 22 damage
pirate captain AC 14. Everyone else is up!
| Badger the Rover |
Badger grabs the bear skin rug and throws it over the man's face, pulling on it to hold it over his eyes giving his allies a shot at getting in good shots.
Help action to give advantage for the next attacker.