The prize crew is hustled on to the Man's Promise and the two ships part ways. Plugg wastes no time on laying down the law. As the Man’s Promise sets sail, acting captain Mr. Plugg and his first mate Master Scourge gather the crew together to inform them that although this is a new ship, the rules are the same, though discipline on the Man’s Promise will be a
As night falls, the sails of the Wormwood disappear over the horizon. Mr. Plugg does not believe in crew entertainment or rum rations, and anyone caught above decks after dusk without leave gets six lashes with the cat. Day 2
During the evening, Kroop suggests to you that he knows where the Man’s Promise might be heading — to a seedy, isolated dry dock on the Slithering Coast west of Bloodcove called Rickety’s Squibs. For a price, old Rickety Hake completely refits ships into “squibs,” providing new identities by changing ships’ lines, silhouettes, and general appearance to be unrecognizable to their former owners or anyone else familiar with them.
"You should give it to Scourge and Plugg instead. I think they plan on getting rid of you and your friends. All I have is this."
She looks at you with tears in her eyes.
Mr. Plugg and Master Scourge immediately begin picking out several of the Wormwood’s original crew and a few of the newly acquired sailors from the Man's Promise, telling them to be aboard the Man’s Promise within 10 minutes to set sail for Port Peril. Amazingly, he also chooses you to join the skeleton crew as well, and Scourge smiles evilly at you as he picks
You only have a short time, but you can gather all the gear you have acquired as well as make a quick visit with Cut Throat Grok (who actually cries at your leaving). The skeleton crew of the Man’s Promise includes Mr. Plugg, Master Scourge, Owlbear Hartshorn, and all of the surviving members of the Wormwood’s original crew of sailors, as well as the PCs, Ambrose Kroop (whom the captain is glad to be rid of ), Conchobhar Shortstone, Rosie Cusswell, and Sandara Quinn.
At dawn, a few hours after the celebration finally winds down, the ship’s bell sounds, calling all hands on deck. When the crew is assembled, a long line of captured officers and sailors from the Man’s Promise is brought on deck and paraded before the crew. Captain Harrigan addresses the captives first, offering a place on the Wormwood’s crew for any who want to throw their lot in with pirates. Several of the Rahadoumi sailors step forward; Master Scourge cuts their bonds, and the sailors take their places among the Wormwood’s crew. Harrigan then turns to address the Wormwood’s crew. “All right, you scurvy tars! You’ve done a right good job by me, we’ve got a second ship now, and she’s quite a prize from the looks of her. But I still have only one crew. So here’s the plan, the Wormwood will sail on to our planned destination with our new shipmates here, while Mr. Plugg will pick a skeleton crew to sail the Man’s Promise to Port Peril, where she’ll be worth a pretty penny as salvage. As for these fine fellows here,” Harrigan gestures at the remainder of the captured ship’s crew, [/b]“some of them will no doubt be worth a hefty ransom from their families back in Azir. And for the rest, if the life of a pirate’s not for them, they can spend the rest of their lives at sea!”[/b] To make his point, Harrigan grabs one of the Rahadoumi sailors and throws him overboard to the accompaniment of cheers and laughter from the Wormwood’s crew. As the unfortunate man sinks beneath the waves, many of the remaining sailors scramble to swear their loyalty to Harrigan. The officers are led belowdecks and the crew begins to disperse to their daily tasks.
I'm going to move along as this combat is starting to drag. This is the last fight anyhow. And poor Yar has been waiting for weeks to join the game. You stop the officer from escaping, between Nivian's curse and the fact that Sebastion knocked him down to 4 hp with that crit, he really can't escape. As your fight ends, you notice the fighting on deck dying down as well with the pirates victorious. Of the sailors you fought, three are dead, four are still unconscious, and two surrendered (I'm assuming you have bound them all). The a line of prisoners from the Man’s Promise is paraded before Captain Harrigan and the cheering crew of the Wormwood. Aboard the Wormwood, a party begins as the pirates celebrate their victory with fine food and drink from the Man’s Promise’s hold. Captain Harrigan holds a meeting with his top officers and divvies up the plunder from the Man’s Promise among the crew in the early evening. Bolstered by gold and good drink, the party lasts for 36 hours, well into the next night. Naturally, no work takes place during the party. Your share is 250gp each. In addition, you recieve 275gp, three potions of cure moderate wounds, and a potion of invisibility as a group. And Capt. Harrigan presents Ioney with an Amulet of Natural Armor +1.
The officer's eyes widen in surprise and pain as Sebastion delivers a vicious slash that deeply wounds him. Round 6
OK, Ioney is up.
Technically, you can only do that aginst one of them at a time (demoralize). I will assume you are targeting the sailor headed towards your group first. The first sailor headed towards your group has a look of doubt enter his eyes at Ioney's shout (he is shaken for two rounds). The other two sailors make for the starboard side boat to begin getting it ready to launch. The officer, along with the shaken sailor move towards you. 1d2 ⇒ 1
attack: 1d20 ⇒ 20
Somehow, the sailor manages to hit Helgash. Helgash and Nivian are up!
I will assume you accept his surrender Just as you take care of the last sailor, another group of sailors, led by what looks like an officer, rush up the straboard stairs. It looks like they are trying to excspe on one of the ship's boats. Initiative:
Helgash: 1d20 + 3 ⇒ (7) + 3 = 10 Sebastion: 1d20 + 4 ⇒ (1) + 4 = 5 Nivian: 1d20 + 3 ⇒ (8) + 3 = 11 Ioney: 1d20 + 2 ⇒ (17) + 2 = 19 Officer: 1d20 + 6 ⇒ (2) + 6 = 8 sailors: 1d20 + 1 ⇒ (14) + 1 = 15 Ioney goes first, then the sailors, then Helgash and Nivian, then the officer, and finally, Sebastion. Ioney you're up.
Nivian Mazu wrote:
That's great! Congrats! No worries about posting, get caught up when you can, Ill move things along.
The sailor facing Helgash moves over to get a clearer swing. He eveades Helgash's attack and attacks back. The other sailor is cut down by a vicious slash from Sebastion. att v Helgash: 1d20 + 2 ⇒ (6) + 2 = 8 Btw, Helgash, you can post your parry and riposte rolls ahead of my attacks if you want. Nician and Ioney are up.
Oops, didn't realoze I was back up again. Round 3 Seeing his mates go down, one sailor steps up and attacks Nivian. The other begins to manuever around the compass pedestal. attack v Nivian: 1d20 + 2 ⇒ (17) + 2 = 19
damage vs Nivian: 1d6 + 1 ⇒ (3) + 1 = 4 Helgash and Sebastion have already gone this round, so just Nivian and Ioney have actions. After that, everyone can make a Percetion check.
The sailor does take the AoO, and does not have Combat Reflexes. AoO: 1d20 + 2 ⇒ (9) + 2 = 11 And misses. Will Sv: 1d20 + 1 ⇒ (2) + 1 = 3
2d4 ⇒ (1, 4) = 5
Two of the sailors drop unconscious, effectively removing them for the duration of the fight.
Two of the sailors continue attacking Helgash across from the compass pededtal. Three of the four next to Sebastion attack him while the lst one attacks Ioney. attack vs Helgash: 1d20 + 2 ⇒ (9) + 2 = 11
Everyone is up!
3 sailors move up to attack Helgash and the others attack Sebastion. Helgash, you have partial cover (+2 AC) vs two of them, the ones attacking through the compass pedesatl (though it doesn't really matter as they still need 20's to hit). 1d20 + 2 ⇒ (4) + 2 = 6
Sebastion, you are flanked by two and the other has a hhigher ground advantage 1d20 + 4 ⇒ (20) + 4 = 24
One sailor is able to hit Helgash, but two land blows on Sebastion, including a basty hit from one of them. OK, Nivian and Ioney are up, then Helgash and Sebastion start Round 2.
The two ships soon enter into reasonable firing range and continue to close together. The crew of the Man’s Promise begins to bombard the Wormwood with missiles, mainly crossbow bolts, but also with two ballistas on the sterncastle attacking the Wormwood’s rigging in a futile attempt to slow the pirate ship. At the same time, banks of heavy mist suddenly envelop the enemy ship. You see Peppery Longfarthing casting spells from the poop deck. The missile fire from the enemy is reduced slightly, and becomes wildly inaccurate. After a short while, the two ships collide, and the pirates begin hurling grapples and lowering planks to board the Man’s Promise. Sebastion: 1d20 + 4 ⇒ (12) + 4 = 16
OK, Helgash and Sebastion can move onto the ship (this takes up 20' of movement) and attack. Then the sailors go, then Nivian and Ioney (using the same movement restrictions mentioned above). You enter on the Port side railing (the bottom of map).
The rest of the day continues as normal. That afternoon, during the punishment hour, Sebastion, Tam , and Jape all receive six lashes. Because it is under the watchful eye of Harrigan, Scourge can't slack vs the two other pirates, nor go heavier on Sebastion. Regardless, all three are knoecked out by the punishment. The next day, both Sebastion and Nivian are sent to the bilges, along with Sanadara. It seems that Scourge has given up on keeping one of his men with your group at all times. Instead, Scourge and Plugg give you and anyone that is friendly to your group the worst jobs possible. A lookout cries “Ship ahoy!” late in the afternoon, and Captain Harrigan immediately turns the Wormwood to pursue its prey. As the evening wears on, the Wormwood gradually gains on the other ship, and by dawn, less than half a mile separates the two. As the Wormwood closes to within half a mile of the Man’s Promise, Riaris Krine summons you to the Wormwood’s poop deck to give them their task for the upcoming battle. "The ship’s wheel is on the aft deck, just below the sterncastle. You’re going to grapple over, kill the guards on the sterncastle, take the wheel, and guard the ship’s boats. Kill anyone who tries to get away on one of the boats. Don’t move from the wheel until the fighting’s done, or you’ll have to answer to me. Oh yeah, as we get close, it’s going to get foggy. Just stick to what I told you to do.” Krine points to Helgash.
Ioney Dragi wrote:
I love it! Ioney Dragi wrote:
It wouldn't work, Jape is in the uninfluencable group now.
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