Kargeld's Fortitude save: 1d20 + 4 ⇒ (16) + 4 = 20
GM notes:
hp: 4d12 + 32 - 17 - 14 - 9 - 12 ⇒ (12, 1, 10, 9) + 32 - 17 - 14 - 9 - 12 = 12 using previously posted-and-removed numbers
nice rolls Aerent, Kargeld would have to cheat to make that check. "What's that, blasphemer? You never seen the auroras before?" but, secretly afraid it might be one of those Mephits again, the captain comes over anyway. Aerent's DC5 heal checks for quietly waking up a friend
Aerent's gentle touch wakes Caladwhen from a dream, and she makes some startled sounds.
Asmodeus himself must be blowing against my dice...! Well, it looks like you have the surprise round all to yourself.
ok, I see enough consensus to move the story forward a bit. thanks for the quick and effective posts. Since the moment the last crate was unloaded, it's obvious that Captain Odenkirk is more than anxious to leave the bugbear camp. Already bugbear warriors have been eyeing his ship and although they haven't yet built up enough courage to attack, the Captain constantly mutters how it can only be a matter of time. He does not trust Sakkarot in particular, and is not shying about saying so. "Look in that one’s eyes. He’s smart -- always plotting. Bugbears should not be smart. Or plotting. Just unnatural. I don't get paid enough for this Tidsödvat!*" Even before you left for Sakkarot's feast, he warned you:"if you linger any longer than I think is necessary, you can walk the rest of the way." However, Odenkirk’s superstitious nature, Caladwhen's Draugr blocking access to the ship's wheel, and the fear of Cardinal Thorn’s magic that keeps him from departing without you. As soon as the first of you returns to the ship to rest, Captain Odenkirk comes to you and explains his plans: He intends to cross the mist-shrouded Lake Tarik under cover of pre-dawn darkness the very next morning. He then intends to sail all day and then all night, and hopefully deposit your team on the western shore just after the dawn the day after. You should be at most a couple of hours walking distanct from the small town of Aldencross. Since dawn is only a couple of hours away, he asks of whomever is the first "You'd better tell those who wish to be on the ship when it departs they need to be here two hours before dawn." Norspik: short for 'tidsödande tidvattensström', time wasting riptide
"yah, that's it. straight as she goes. now slow down. slow down! Slow Down!! SLOW DOWN! STOP! STOP!!! BREAK AWAY TO STARBo-yeah....? like that..." as the cargo violently shifts around in the ship's belly, Kargeld seems utterly surprised Aerent is already feeling confident enough to pull off a stunt with his ship like the seafaring equivalent of a handbrake turn. But - Aerent manages! and due to the wild movements, a great splunge of water is sent over the dock, soaking the first two bugbears to the bone. The four brutal Bugbears grab hold of their axes, and one of the wet ones at the front makes that inverse-nod at you, telling you in the universal language of alpha-males "do NOT tell me you actually think you're in charge here..?" The Frosthamar is now lying for anchor next to the dock. The crew look at their captain to see if they should extend the planks, to allow disembarking. Also, Talon's assessment of the situation is spot on!
The snow continues to fall, but to everyone's annoyance, the wind slows down to a light breeze.
Sindran Eithe wrote: "Is that all of them?" well... nothing happens in the next minute or so...and it's very tiresome to peer through the falling snow into the dark night with nothing but a few torches. Kargeld screams in frustration, and spits on the deck. "ARGH!!! Sküldeflossen den kühlholen!!" Norspik: yeah... That is actually quite rude. It is probably best if I don't translate that bit. awww, come on:
*sigh* The gist of the message concerns the act of dragging a particulary underappreciated individual by their eyesockets under a ship...This is normally fatal. He looks the injured in his crew over, and tells them "put a bandage on that and get yourself warm! I don't want any of you to play sharkbait. HELM! get her moving! We are not staying here!" Caladwhen wrote: "How much further out are we?" Kargeld spits again. "Farther than I'd like, and it might be further still.", then, as he realizes who he's talking to and what type of pets she owns, he pipes down, "We still have two days to go until we reach Lake Tarik. Then, " he shrugs, "I hope this bugbear can remember the signal, or it could easily take a month of searching for the stupid furballs."
Kargeld looks at the walking bones properly for the first time. Already stressed because of the weather, the sight of the walking dead makes the normally so foul-mouthed sailor turn very polite.
He swallows.
Kargeld points over the bow.
The helmsman hands the 10" pole he was using to clear the sails from ice over to another sailor, and spends the rest of the day showing Talon and Aerent how to handle a ship. The rest of you are not deemed strong enough to handle the wheel. Talon, Aerent, Oret : roll 1d6 + your INT bonus; that's your profession(Sailor) skill as of now! It's a class skill for all of you, so add +3.
diplomacy DC 15 (sizing up an opponent):
Taking their most prized item will rattle their chains quite a bit. If they can deal with fierce creatures such as these (their weapons are BIGGER than yours), it could cost you more than necessary. "I have no idea who these savages are. I usually trade with Westcrown in Cheliax, I don't often come east."
but I'll be happy to wrap this up, np :)
Talon quickly changes back to his bodyguard look, and moments later everyone is back on their respective ships. The sailors on both sides remove the ropes and planks between the Frosthamar and the Blade, and both can go on their merry way. If you look really close, the Blade already seems a little jumpy...and we know the pressure is building up, with nowhere to go but 'boom'... As the Frosthamar crew waves friendly-like to the folks on the Blade, Kargeld releases a sigh of relief, and grabs the nearest crewman by the shoulder : "Open up a keg of Ol' Husky Stout. We have to celebrate our first successful escape from The Law!" and while you share a few pints, to the sight of the sun sinking into the sea, you see the pride of the Andoran navy explode into an enormous mushroom cloud of a million bits of wood, soldier, and brass. "Heheheh" Kargeld actually has a wicked smile on his face, "The sharks will eat well tonight..."
Just as you've managed to cool Kargeld's head, one of the chimneys bellows out two or three puffs of thick, black smoke. Kargeld, eyes bulging, notices it as well. He hisses through his teeth:
Kargeld is getting restless. He is far too close to far too many soldiers with far too many crossbows ready to be aimed at far too many pieces of contraband in the hold of his trusty Frosthamar. Captain Odenkirk edges towards Aerent and Caladwhen, anxiously whispering: "this is taking way too long! they've been caught! We should do something! We HAVE to get the hell out of here!"
"DAMNATION"
Realize that the Frosthamar and its crew look very suspicious to the patrol ship even from afar. You are a loaded foreign ship headed east. You still have about ten minutes to come up with something, but here's what happens next: As soon as the ship gets close enough, the Anodran sailors begin shouting "Heave to in the name of the Supreme Elect!"
The Captain of the patrol ship formally requests permission to come aboard, knowing all too well that there's only one option; this is more a statement, showing everyone who's in control, than a question. He and four armed sailors board the Frosthamar, and after introtudcing himself as Captain Sambryl of the st Martius, he demands to speak to whomever is in charge.
Talon Dalkar wrote: "I know little of water travel, what possible lies would seem convincing for our prescense of cargo and heading?" The captain seems sincerely worried. "These guys usually come prepared; I expect that boat to be full of men, armed to the teeth, trained soldiers as well. I've never been caught before!" After he regains some of his composure (which even on a good day, isn't much with regards to stability), he continues: "they're known to be strictto the letter. If anything is off with that document you're forging, we're all screwed. Our best bet may be a lie involving their own rules of the military orders."
finally, the concept that you disagree with him is taking root within the captain's brain. "you....what?!" he takes a few steps back*, and for a moment, he shakes his head in disbelief.
the tension is tangible, as even the crew stobs scrubbing for a few seconds, to observe the ongoing...negotiations. For a moment, it can go either way...1d100 ⇒ 30
*I'm sure Aerent would respond by closing the gap, so there's no running start for the captain.
"Pah - but he's not HERE, now, IS he?"
The crew do not like the rising tempers. Those on deck suddenly remember chores near the bow and stern of the deck, where they work fiercely, scrubbing the deck and repairing nets, pointedly ignoring the unpleasantness amidships. profit sounds like fun, but surviving sounds great...
"Gesundheit. Anyways - It's my boat. You're just passengers. STOP GETTING IN THE WAY."
sense motive DC20: They're not quite as eager as Captain Kargeld, though. The crewmen are greedy, sure, but they're also doing as they're told because they know that's healthier for them.
Judging from the cowering crew, Odenkirk does not handle suggestions very well.
knowledge(local)DC12: Each seal fur would easily fetch a price of 50gp, and Seal Island is named that for good reason: the richest seal colony of the wide region lives there. But even though the plan is good, the time is probably not. So far, the winds have been in your favor, but there's still a very long way to go. A detour of 3 - 4 days could be risky.
"Listen, hotshot," Kargeld strengthens his argument by pushing his index finger into your chest with every line, "This is my boat! I’m the captain! I say we need water! So, we go and get it!" Sense Motive DC 13: Clearly, water is not the issue here, and now he knows you know. The question that hangs in the air unspoken, is: will you allow him to make the detour and spend the extra days to run his profitable side operation, or are you going to confront him and cause a fuss?
1d20 + 5 ⇒ (10) + 5 = 15
Instead of harpoons, the tritons are thrown out of the water by a huge torpedo-like shark. As it bites the Triton Oracle in half, Nerianus' last words are ominous: "The shining sun has seen the wickedness you hide in hearts. And thus it will be the son who brings your doom." Kargeld just raises an eyebrow, and takes in the spectacle of two and a half tritons battling two and a half tons of shark.
"I said, GEROFF!"
Now that the deck is clear, he shouts to the Triton (E) "What's come into you, you ambitious fish! I'll give you ten seconds to get out of my sight before I set loose the harpoons on yer!"
"Get your filthy wet paws off my SHIP!"
anyone with int 12+: It's going to be quite the task to dispatch of the good captain, once the time is there... But for now, you're glad he's here.
---The Journey East--- The first leg of the journey is placid and peaceful. Everyone has plenty of time to gain their sealegs and get acclimated to shipboard life. The Frosthamar may be a fine ship, but it is not a ship that caters to delicate sensibilities. It has no cabins and everyone must sleep under the stars, with the rest of the crew. There are no garderobes or chamber pots. The crew simply relieve themselves over the railing. The rations are hardtack and small beer, though Kargeld does intend to stop a couple of times to hunt deer along the wilder part of
It takes half a day to sail down the Varnyn River and out into the open ocean. The Frosthamar hugs the coast, and from the ship you can see countless farming communities and fishing villages go by. More than a few fishermen wave at the Frosthamar. Kargeld is always sure to smile broadly and wave back. "Yeeees, hello stupid peasant! Wouldn’t want ‘em to get suspicious, eh?" he explains with a glower. The Frosthamar is not swift so heavily-laden and averages about forty eight miles a day. It takes a couple of days for the ship to pass along the southernmost tip of Andoran.
Kargeld looks at you as if he's just seen someone steal his boots - even though you were quite polite. "The Frosthamar is a foul, mean b**$#; and before long I'm sure you will see that for yourself. But she is my b$*&$, and if any of you speaks ill of her," with a mock bow, he continues "you are most welcome to swim the rest of the way." He barely waits for all of you to come aboard before raising the plank and hoisting the sail. he likes to dash-dash-star-asterisk a lot. being a foul-smelling, grog-swilling pig of a pirate, after all
The Frosthamar is a single-masted knarr with a square sail. It is similar to a Viking longship, but wider and with a deeper hull better suited to carrying cargo. And the Frosthamar is obviously loaded with cargo.
The captain is a grizzled north-man with a wiry beard, pale blonde hair and countless scars. This is Kargeld Odenkirk and he is, as promised, a ruthless mercenary with little thought of anyone but himself. His crew consists of a half dozen grim sailors who speak little of the common Andoran tongue. "You will guard our boat all the way east, yes? he asks of Aerent, who he has decided is the leader of your group. If answered yes, he grunts his assent. "Then I will take you to the cursed east past hope and life."
wisdom DC 12: For all Kargeld’s grimness, the Frosthamar is a fine ship, seaworthy and strong hulled. Its clinker-built hull is resilient but flexible and well suited to surviving the rough icy seas of the southern and eastern seas.
It is smartly rigged and lovingly maintained. Kargeld, it seems, loves nothing save for this ship. And if you want to immediately earn Kargeld’s undying enmity all you need do is insult her even once. |