Raistlin

Jove Sirocco's page

123 posts. Alias of CloakedInSmoke.


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(I think the fact that GM said we could easily jump across it means that he isn't making us roll for it. It's just easy enough (and presumably shallow enough) that failure isn't really possible).

Perception: 1d20 + 5 ⇒ (13) + 5 = 18

Hmm... could there be people living on this island? Perhaps there is a shipwright among them! Jove muses.

A shipwright on an island no one's heard of, yeah, right! Zephyrus pipes up.


Well, that was fun. Let's just hope the next set of dangers comes within the next 2 hours so my magical armor will still be up. Jove laughs a bit nervously, and Zephyrus flies back down and resumes his seat on Jove's shoulder.


Just checking in to let you all know I'm still here :)


Jove turns his evil eye on the frog once more, this time willing its estimation of its own durability to rise, for it to be fooled into stepping into blows rather than avoiding them, and then cackles once more to bind the shadows tight around the frog's dull mind. In between fits of laughter, he calls to the undead thing in the water, Eat the nice juicy frog I'm softening up for you, not Skulls!

Hexing the frog again with Evil Eye, this time for -2 to AC, then cackling.

Status:

AC: [18/20*]; Flat-Footed: [15/17*]; Touch: 13/[15*]
Breeze-Kissed: On* (+2 racial bonus to AC against nonmagical ranged attacks)
Hit Points: 11/11
Speed: 30 ft
In Hand dagger
Hexes Active
  • Giant Frog -2 to attack rolls (8 rounds)
  • Giant Frog -2 to AC (9 or 2 rounds pending Will save)

Spells Prepared
  • 1stCommand, Ray of Enfeeblement
  • Cantrips Dancing Lights, Detect Magic, Guidance, Message

Spell Effects:
  • Mage Armor (+4 armor bonus)


Oh, yeah. Didn't realize it had sunk. Fire at the frog then :)


Sorry, I've been extremely busy at work, with very little free time to post.

Jove pales a bit at the skeleton's arrival. Turning to it and gesturing wildly, Jove lets out a terrible scream audible only to it.

Sonic Damage: 1d6 ⇒ 1
(Casting Ear-Piercing Scream: DC 16 Fort save to halve damage and negate daze effect; failure means target is dazed for 1 round)

o_O wow. 1 damage.

Status:

AC: [18/20*]; Flat-Footed: [15/17*]; Touch: 13/[15*]
Breeze-Kissed: On* (+2 racial bonus to AC against nonmagical ranged attacks)
Hit Points: 11/11
Speed: 30 ft
In Hand dagger
Hexes Active
  • Frog Attacking Four Skulls: -2 to attack rolls (8 rounds)

Spells Prepared
  • 1stCommand, Ray of Enfeeblement
  • Cantrips Dancing Lights, Detect Magic, Guidance, Message

Spell Effects:
  • Mage Armor (+4 armor bonus)


Did the frog I hexed earlier make its Will save or not?


Jove concentrates on the frog approaching Four Skulls, willing its perception of the world to be off by a fraction, enough to render its aim less effective. Jove's eyes blacken while he sends shadows visible only to himself to hex the frog. Then he lets off a loud, giddy laugh which strengthens the shadows binding the frog. (Evil Eye hex imposing -2 to the frog's attack rolls & then Cackling; duration 9 rounds; 2 rounds if makes a DC 16 Will save)

Status:

AC: [18/20*]; Flat-Footed: [15/17*]; Touch: 13/[15*]
Breeze-Kissed: On* (+2 racial bonus to AC against nonmagical ranged attacks)
Hit Points: 11/11
Speed: 30 ft
In Hand dagger
Hexes Active
  • Frog Attacking Four Skulls: -2 to attack rolls; duration pending DC 16 Will save (2 or 9 rounds)

Spells Prepared
  • 1stCommand, Ear-Piercing Scream, Ray of Enfeeblement
  • Cantrips Dancing Lights, Detect Magic, Guidance, Message

Spell Effects:
  • Mage Armor (+4 armor bonus)


Jove draws his dagger and then incants Armamagi! as an invisible armor of force surrounds him. (Casting Mage Armor)


Jove eyes Ragnar's knotwork and nods. A sound idea. Swinging looks easier than climbing, and faster too. Jove will use the swing; Zephyrus will fly over around the climbers to the other side.

Acrobatics Check: 1d20 + 3 ⇒ (11) + 3 = 14


Because taking 20 is essentially trying a task 20 times--it takes 20 times as long as a single check, and it assumes multiple failures before getting the result of 20. In this case, that involves falling into water with heavy armor on and several presumably hungry giant frogs--something Four Skulls obviously wishes to avoid. :)

SRD wrote:

When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you a d20 roll enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.

Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).

Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).


Those aren't crocs, they're giant frogs! Jove whispers frantically to the others as comprehension dawns on him. They can pull you in with their sticky tongues and try to chew you up with their fangs! I think we should draw them out of the water onto the land. If we're going to have to fight those things, it should be on solid ground and not in a tree to be knocked down into that muck where they have all the advantage.


Perception: 1d20 + 5 ⇒ (10) + 5 = 15

Anyone fancy a climb? Jove asks jovially, pointing to the branches, but then, spotting something in the water, he says in a lower tone We are not alone, mates. There's a pair of eyes in the bog right there-- Jove points his finger in the direction. And another by the shore there. What could they be?

I'll make some knowledge checks to see if Jove knows about these creatures.
Kn (arcana): 1d20 + 9 ⇒ (20) + 9 = 29
Kn (nature): 1d20 + 9 ⇒ (6) + 9 = 15


Sorry guys. The internet at my house is down, and my phone is not a good platform for posting. I'll resume posting within a day or so when I can get it fixed.


I'd prefer not to split the party, too. I know IRL all the officers would not go on a dangerous mission away from the ship together, but this isn't real life :) Rosie I'm sure would keep the crew in line while we go risk our necks looking for a +1 axe of shipcrafting or whatever. :)


*coughs* psst...look right above you, GM... ninja'd :)


Alright, well, no sense in me sticking around to chop down trees until they've cut enough for me to work with. I've got a nice complement of battle spells prepared, so let's go explore! Perhaps Miss Quinn should join us? Might be useful to have a cleric with us, in case we run into something nasty. Jove sends Zephyrus to get her, if there are no objections and if she's not right in front of Jove. In that case Jove will just ask her himself.


Jove, obviously quite bored, pipes up I for one would like to get off the ship for a bit. Ayaki's right; a good exploration job would break the monotony nicely. Maybe we'll even find some woodworking tools. Have we found anyone on the crew who's a proper woodworker, or will I have to jury-rig something? I'm sure I read a book about carpentry once.

Are you sure you didn't just read the title before deciding it was a waste of time? Zephyrus sniggers. You always were rather one-sided in your taste in books. Great Hexpectations, Magical Me, Ars Arcana for Dimwits...


We're a few days out from the Slithering Coast, but I can't tell any more precisely than that, Jove sighs, still fussing with his charts. The weather will clear up tomorrow, hopefully I'll be able to use the position of the sun and stars tomorrow to pinpoint us.


Day 26
Glad of the chance to get some rest after the wet night battling the storm and the grindylows, Jove goes to sleep for the requisite 8 hours, then communes with Zephyrus to obtain his daily allotment of spells.

  • Cantrips Dancing Lights, Detect Magic, Guidance, Message
  • 1st Level Spells Command, Ear-Piercing Scream, Mage Armor, Ray of Enfeeblement

Jove spends the day (and the next if necessary) double-checking our position since we were blown off course during the storm, as well as trying to chart a course to the nearest port.

Not sure what kind of check this is. I'd like to take 10 or 20 if possible. Here are the most likely candidates for checks and my bonuses in them.

My bonuses (if I can take 10 or 20):

Kn (nature) +9
Kn (geography) +5 (untrained)
Pr (sailor) +6
Survival +0 (untrained)

If that's not possible, here's the dice rolls:

If Kn (nature): 1d20 + 9 ⇒ (3) + 9 = 12
If Kn (geography): 1d20 + 5 ⇒ (1) + 5 = 6 (untrained)
if Profession (sailor): 1d20 + 6 ⇒ (16) + 6 = 22
if Survival: 1d20 ⇒ 14 (untrained)

I'll post Day 27 once I get the results of my checks back.


Well, I don't have any experience as a carpenter, but I'm good at math and know about nature. I'd probably be able to patch us up alright. I prepared a spell to give me an invisible assistant for two hours, should help with the heavy lifting and such. Jove says with a shrug.

Don't have any ranks in Craft (ships) but it's INT based so I have a +5 to it and Craft can be used untrained.


That's alright, Captain! School's gotta come first (I'm assuming that's what the references to spring break and projects are about?)


Captain, good news! The winds are going to blow this storm out, leaving us with just some clouds and light rain by morning!


Once again, Jove concentrates his magical energy to asking the shadows for guidance, and then begins the task of aiding Gan in getting the ship to the island.

Profession (sailor) Check + 1 competence bonus from Guidance: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19

Captain! There's a nice tailwind coming on the starboard side, might push us to the island, if we can just turn the sails just a bit that way... Jove calls through the storm. (Hope you don't mind me taking a few liberties there :)


Jove laughs after righting himself, the impact having knocked him to the deck. Well, we're alive then! We are all alive, right? Maybe we should call roll, make sure no one fell off in the storm or on impact? Jove asks Gan.

After hearing Four Skulls, he nods.

Why don't some of us head belowdecks and get an estimate to how much timber we'll need to patch up the ship? Thankfully this island is here, we can chop down some trees and patch ourselves up until we get into port. (there are trees visible right? or am I being too optimistic?) I'll stay up here and get a read on the winds again, see how much more punishment we're going to have to take. Jove says. Jove will use Weather-Savvy to check the weather for the next 24 hours.


No problem. Hope your grandmothers are doing better.


Jove concentrates, communing briefly with the shadows, pleading his patron will give him the knowhow to help this ship turn in time. (Casting Guidance, then a Profession (sailor) check to Aid Gan's check...)

Aid Another Profession (sailor) Check: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24 The shadows are pleased with Jove, lol!


And stay off! Jove calls after the grindylows, stowing his dagger in its sheath.

Jo- Jove... I ne-never th-thought I'd sa-say this... but pu-put me inside... his waterlogged familiar squeaks feebly from Jove's shoulder.

You're telling me you'd rather be warm and dry with nowhere to fly than cold and wet unable to fly? Jove laughs, and scoops his thrush from his shoulder and places him in a belt pouch. He's dreadfully claustrophobic, annoyingly so when I wanted to hide him--dead giveaway to my powers.

Alright, Captain, what orders? Jove sees Gan and Ragnar's wounds. Miss Quinn! We've got wounded!


Jove turns on the grindylow Ayaki is facing and concentrates on it, shadows blacker than the storm enveloping the grindylow in Jove's mind's eye, his own eyes growing black. Then he cackles madly, causing more shadows to surround and bind this grindylow's ability to defend itself.

Evil Eye on Ayaki's Grindylow, -2 to AC (which also affects CMD) for 2 or 9 rounds (pending DC 16 Will save)

Status:

AC: [18/20*]; Flat-Footed: [15/17*]; Touch: 13/[15*]
Breeze-Kissed: On* (+2 racial bonus to AC against nonmagical ranged attacks)
Hit Points: 11/11
Speed: 30 ft
In Hand dagger
Hexes Active
  • Ayaki's Grindylow (-2 to AC, 2 or 9 rounds, pending DC 16 Will save)

Spells Prepared
  • 1st Obscuring Mist, Silent Image, Unseen Servant
  • Cantrips Detect Magic, Guidance, Mending, Message

Spell Effects:
  • Mage Armor (+4 armor bonus)


Knowledge (dungeoneering) (untrained): 1d20 + 5 ⇒ (13) + 5 = 18

Armamagi! Jove calls as he crosses and uncrosses his arms, the air around his body slightly blurring, as though of heat. (Jove casts Mage Armor.) He then draws his dagger and moves so he's 30 feet from the closest grindylow (whether this means backing up or closing in) Afraid I don't have any damage spells, but I can still hex these grindylows!


Jove shrugs at Ayaki's concern. Shouldn't be too surprising. My soul, body, mind, all of it, is of the Plane of Air in essence if not material. I am connected to the wind, not just aware of it.

Jove smiles at Gan. Yep, this skill has kept me from getting tossed overboard more than once!

To Noche'wa, he laughs Maybe we should see if Gozreh spares us before we name the ship after the sea!

Jove also assists Gan in the preparations. Profession (sailor): 1d20 + 6 ⇒ (18) + 6 = 24


Captain! Jove nearly spits out his grog after opening his mind to the winds. The winds are now yelling in my soul. There's gonna be a HUGE storm coming in tomorrow morning. Probably too late to change course to get into a harbor in time, but we can spend some time tonight securing the ship and readying the crew.


Ready


DM Bound Shade wrote:

Day 24 - 25 Sarenith 4712

** spoiler omitted **

In the Hold

Fishguts, Gan, and three others emerge from below, each dripping with bilgewater. "A'right. Ya'll heard th' rumors goin' 'round, eh?" His face takes on a serious look, "Well, wit' th' change, I'm pretty sure where Plugg's takin' us. Place called 'Rickety's Squibbs,' a ol' drydock run by ol' Rickety. He'll squibb th' ship afore strikin' out on his own. Th' real question here is, 'Where's we gonna be in all that?' an' I think I know th' answer: In th' drink."

IIRC, that's all we've been told about the place.


Jove playfully scoffs. Everything's put away. Not much but some basic--and I mean basic--supplies. Buckets of nails and some coils of rope. Some woodworking tools, lanterns, and the like. We're in for it if we take much damage.

At Gan's question, Jove closes his eyes and listens the winds. We're going to have good sailing weather tomorrow. Hot, but partially cloudy, so with any luck we'll avoid the sun in our eyes. Moderate breeze should be enough to push us along nicely. I'll make the preparations. Do we have any nautical charts?

After consulting them, Jove yawns. Well, best get my eight hours of shut-eye so I can get up before the bell and prepare my spells. I've tried to get Zeph to tell me what is so magic about eight--why not seven hours of sleep? Everybody knows seven is the most magically powerful number, but eight hours it is or no new spells for me. I sometimes wonder if Zeph just wants me to keep quiet for eight hours before he'll cough up his spells...

Zephyrus nips Jove's ear. Any more complaints and it'll be 10 hours! Then you'll never have to bother me again!

On the contrary, I'd bother you even more! No spells to occupy my time! the bird and Jove banter as he heads to his quarters.


What did the winds say about the weather conditions? I mentioned I was using Weather-savvy earlier :)


Cutlasses are curved one-handed slashing blades mechanically equivalent to scimitars, whereas short swords are light weapons (always Finesseable). Rapiers, Aldori dueling swords, and whips are the only nonlight finesseable weapons that come to mind.


Aye, aye, captain! Jove gives a jaunty salute. Here, before I go belowdecks, let me listen to the winds for a second, see what we'll be sailing with tomorrow. Jove will use Weather-Savvy to check tomorrow's conditions.

Rosie:
Hmm, that is troubling. Guess it makes sense, if this ship was destined for sale in port. Of course the Wormy would gobble all the yummy timber and sail it could and leave the dregs for the trip to market. Jove says, adding a bucket of nails and a coil of rope to the inventory.

I stowed away while the ship was docked in Port Peril, and they caught me shortly before the battle. I didn't have gold to book passage and couldn't get a job as a sailor even though I have skill because I am so weak in body. Most captains are too superstitious of my arcane magic to knowingly let me aboard in any case. Kind of hard to keep Zeph quiet for long... Zephyrus bites Jove's ear at this. Ow! Anyway, I stowed away, hunkered down with my Pathfinder Chronicles: Journey into the Arcane! in the cargo hold. I was about halfway through it when my hiding spot was discovered, and the sailors roughed me up, tied me up, and were probably going to throw me overboard when they spotted the Wormwood's sails. Then I made my escape and threw in with Gan's lot. The rest is history. Jove explains as he organizes the meager store of supplies.

How about you, Miss Cusswell? What did you do before--as I hear--you were pressganged with the rest?


Hmm, still analyzing, may require a few more minutes, Jove says, brow furrowed over the manacles though these I'm a little hazy on. Maybe you could give a second opinion, Ayaki? Noche'wa? Jove pushes one box he's been sorting into toward Ayaki (the potions, the cutlass, and the amulet).

I may have beaten the DCs on any or all of these, who knows? However, I rolled low on them and Ayaki or Noche'wa could potentially roll higher with their +4 to Spellcraft. Note that Noche'wa would have to wait until he prepared Detect Magic to identify them.


DM Bound Shade wrote:
Hello? Listens for the echoes.

Hello?


I couldn't agree more, Ragnar. As our first act as free pirates, well, second act, well, our first act other than talking, let's go get our treasure! Jove's curiosity makes him waste no time searching the ex-captain and ex-first-mate's bodies.

Scourge was married? Jove asks, his mouth agape when he finds the ring.

Of course not, you knucklehead! He obviously stole it from some poor sap. Who in the world would willingly... Zephyrus shudders, still gazing at the ring.

Ooh, magic items, my favorite. Let's see what secrets you hold... Jove begins his assessment of their loot.

Jove will use Detect Magic and try to identify each of the magic items, and report his findings to the group.

Spellcraft Check: 1d20 + 10 ⇒ (1) + 10 = 11 Scourge, Potion #1
Spellcraft Check: 1d20 + 10 ⇒ (8) + 10 = 18 Scourge, Potion #2
Spellcraft Check: 1d20 + 10 ⇒ (19) + 10 = 29 Plugg, crossbow bolts
Spellcraft Check: 1d20 + 10 ⇒ (7) + 10 = 17 Plugg, cutlass
Spellcraft Check: 1d20 + 10 ⇒ (4) + 10 = 14 Plugg, amulet
Spellcraft Check: 1d20 + 10 ⇒ (20) + 10 = 30 Plugg, leather bracers
Spellcraft Check: 1d20 + 10 ⇒ (15) + 10 = 25 Plugg, manacles


He means metaphorically branded--we've been fated to a life of piracy by Besmara or whichever god your character allies with. Although, I think Gan is thinking his loss of hand as a "brand" of sorts. :)

Well, that's a relief, having finally settled captain and first mate. If I might give my recommendation, I think Ayaki would make a fine boatswain. As for the quartermaster, I think perhaps we should require regularly updated inventory charts to be reviewed periodically by the first mate or captain. Our hopeful for quartermaster, Mr. Shortstone, has a penchant for games of chance. I don't begrudge him the position or his wagers, I just have some worries about ship supplies ending up in the pot during our nightly gambles. I'd prefer to keep him honest and make sure if his losses are heavy, it is his purse and not the ship's which takes the blow.


Jove is a relatively new character, having come on only during the Man's Promise vs. Wormwood battle, but as a player I've been on as long as Gan and Four Skulls and DM Bound Shade, or Avakor as he was known on the Wormwood. I lost my Besmaran Inquisitor to Plugg's machinations so as a player I was glad for revenge on the bastard who arranged my character to be murdered. :)

Mechanically, Gan is the best choice as captain, because he has the highest Profession (sailor) skill of any of us at +9 (Noche'wa is the only one of us who could match Gan's skill at driving the ship, if he put ranks in Profession (sailor). The captain is generally the pilot of the ship, and piloting the ship requires Profession (sailor). Charisma is good, but not vital, since the captain only has to keep his officers in line (which Gan can through roleplaying): the officers will keep the crew in line. Charisma is more useful for those who deal with the crew regularly and make Diplomacy/Intimidation checks, so Ayaki would make more sense as a first mate or boatswain than a captain, IMHO.

Master Gunner is a tricky position for any of us to take, because (short of penalized attack rolls in siege weaponry) it requires someone taking a feat for proficiency in 1 siege weapon (though I guess Gan is already proficient with cannons with proficiency in firearms). Then if they want to proficient in all (especially since cannons are expensive), they'd have to spend 5 skill ranks (Kn (engineering) or Pr (siege engineer) and yet another feat for Siege Engineer which would grant proficiency in all siege weapons and prevent mishaps. Let's be honest, though, I don't think any of us want to spend our feats to take a job none of us really want. It would be best if we could pick up an NPC in port for that one.

EDIT: Ninja'd by the Gameplay post of our DM. We don't have any weaponry at the moment, so it would be pointless to assign a Master Gunner until we get some anyway :)


Hey maybe it's best to handwave Four Skulls' silence a little. His player is, as he said, "jammed" with RL issues right now, so cut his character a little slack.

Sense Motive: 1d20 + 2 ⇒ (7) + 2 = 9

Yeah, both Rosie and Ayaki would make good bosuns, although Ayaki's magic songs could be a tipping point in her favor, boosting the crew morale and all. Jove answers Sandara.

As for first mate, I don't know. I know Four Skulls better and I think he would get along with the Captain better, but I don't know who the crew would fare better under. Jove shrugs, Guess we can put that one to a vote.

We still need a master gunner and a carpenter, though. Noche'wa, you're a druid, aren't you? Would you be up for taking care of the ship's timbers? (As a player, I know you aren't optimized for that, but I'm just asking because Jove would ask.)

Just remembering, Jove leans over to Gan and says in a low voice, Maybe we should offer to make Jack Scrimshaw there cabin boy, since he put together that hook for you.

DM, is the Man's Promise equipped with cannons, or just ballista and catapults or what? None of us is proficient with Siege Weapons, or even ready to go down that route, right, but someone has to do it right?

Just to recap, we have:

  • Gan as Captain
  • Ayaki and Four Skulls vying for First Mate
  • Ayaki and Rosie (and maybe Four Skulls) vying for Boatswain
  • Jove as sailing master
  • Ragnar as master-at-arms
  • Fishguts as cook
  • Sandara as surgeon (no one was fighting her on that right?)
  • Conchobhar as quartermaster

And the positions we still need:

  • Master Gunner
  • Carpenter
  • Cabin Boy (though I suggest Jack for that role)


I agree with Ragnar and Noche'wa. The less rules the better, and what's wrong with gambling? Some might say that every purchase is a gamble--lord knows Grok took a huge gamble on that rum served on the Wormwood, and I don't think she came out ahead. As long as you aren't stealing anyone else's gold and aren't cheating, who cares what you do with your hard-earned coin?

Jove strokes his chin thoughtfully. I don't think your Code really presents any more of an obstacle to Gan losing another hand than his proposals, although I daresay he's learned a great deal from that lesson--he'd be a fool not to. Some of the stuff in the Code was good, the stuff about leaving quarrels at the shore and fair division of treasure and equal votes and such, but it's really not that different from what Gan said, other than the liberal addition of lashes and some nonsense about magical flames. Jove laughs, I'll have you know I've only set one ship on fire... After waiting for a beat or so, That was a joke! I don't even know any flame spells. Jove beams.

Anyway, I think Ragnar would be a good fit for Master-at-Arms, being in charge of ship discipline and security and all. And yeah, if those Rahadoumi are still floating out there, we probably should throw them a rope. Captain's call though. Jove gives a jaunty salute to Gan.


Hmm, there are a lot of extra provisions for "bards" in that Code you quoted, Miss Hu. Are you sure they were originally there? I mean, morale is important, but under Gan's rules, I think you won't need as much magic boost to morale as under yours, with lashes for every infraction. Jove laughs, And I would think that a shipboard cleric, like Miss Quinn, or a wizard, witch, or warlock like myself, who needs an hour of spell preparation each morning--not to mention the requisite 8 hours of rest--should have a claim to separate quarters first, before bards, who get their spells and magic songs for the day no matter how little sleep they get.

Jove turns to Gan and says, I offer my services as sailing master. I think you'll find my sailing experience, supernatural connection with the weather, and knowledge of the seas will serve me well in that regard. And, an extra plus, I wouldn't be dealing with the crew a whole lot.

Zephyrus sniggers and says, Yeah, you won't want him mucking up crew morale haha!


Did we lose Four Skulls? Haven't seen him post for awhile.


Well, I'm sorry you feel that blowing another man's head out with a pistol is too civilized, but like Gan said, you step up and put your name up for captain if you think that the captain must wield either his fists or his blade; captains skilled with bows, guns, or whips need not apply, even if they have faced dangers in melée before. It kinda sounds like you're saying you're the only one qualified, so let's hear it. What would Captain Ragnar bring to the table? Jove calls conversationally between castings.


Ragnar, I'm sorry. I forgot that Gan and Ayaki have the chance to become captain because they sat down and had a lovely cup of tea with Plugg and after an hour or so of "Pass the crumpets, please' and 'I insist.' and 'No, my good man, I insist.' Plugg agreed that one of them should become captain, excused himself, and laid down on the deck there for a nap. Yes, we should all be ashamed at the thoroughly un-pirate-like way the change of power happened. Jove turns to look at the dying being ministered to by Noche'wa and the dead Plugg with his head blown out.

I should probably help you out, Noche'wa, shouldn't I? Sounds like Gan is willing to let Plugg and Scourge's goons off at the next port, if they don't want to stay. Best have a full crew to get there then.

Jove will help Noche'wa out, casting Stabilize on the dying.


Hear, hear! Jove cries in assent to Gan and Ayaki. Come off it, Ragnar. If this man losing his bleeding hand to a powerful foe doesn't count because it was 'martyrdom,' then how in the Pirate Queen's name is a fight between two allies any better? Jove raises his eyebrows.

For my part, I think that everyone on deck right now have proven they are not afraid of taking wounds. Every one of us mutineers would have faced grievous wounds, and probably death, had we failed. Wounds are a red badge of courage for those who receive them in battle, but only a mark of folly for those who seek them out.

Jove turns to Sandara. Miss Quinn, you know the Code better than anyone on this ship. What is the accepted method of voting on a pirate ship? Raising of hands? Calling 'aye' or 'nay'? Secret ballot? Or are we sailing into uncharted waters voting on a captain instead of fighting for it?

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