Seraphis just nods as they hurry to the docks "Sounds good, since I'm new I'll follow you're lead. No need to step on any toes."
As they get to where they see the argument going on he just looks at Drexon "Should we just enlist his help, or split up and try to get as much information as possible. From the sounds of it that ship passed inspection somehow." he just looks around as he noticed Cob firing at the ship "Your friend is quick to action, we should be prepared for if that ship is empty as the harbour master says this could be seen as a hostility by security."
"I expect we will need a vessel, and if he has one, then I think requisitioning it might be our best hope", Drexon replies. "As I expect even if the harbourmaster were to be persuaded, any action he might take would be too little too late".
He frowns at mention of Cob's actions, but he can't disagree, at the moment if any were watching their actions would not look great.
"Let's just hope the Warrant we have is enough to keep us away from potential repercussions. And if the children aren't aboard, then they are frankly in serious trouble".
McGee blinks as the small fairy looking creature blinks from one spot to another. His jaw likely would have dropped if he wasn't running. Gods, McGee hates running... These do seem to be strange people indeed, making them the likely source of the odd coins indeed.
"Perhaps we just need a little persuasion," McGee offers as he catches up to the others on the docks.
Looking around for the uncooperative harbormaster McGee tries his own powers of persuasion. "It's children, my good man. Children. If the fates of innocents isn't enough to tug at your soul then perhaps a bit of coin can help you accept that this man's Warrant of Investigation supersedes any of your other concerns...."
((Persuasion: 17)
If McGee cannot persuade the harbormaster to point the group to the quickest boat of suitable size to give chase either by bribe or threat then he will switch to magic instead. McGee would make a suggestion if his more mundane efforts were ineffective and attempt to compel the harbormaster to cooperate in procuring the group an appropriate ship, quickly finding them someone who knows how to sail it and providing any information he knows about the other ship...
Seraphis nods as Drexon makes it clear the priority is getting there "Then looks like we need to ask that man for a ride. I'll be right back." he says approaching the dwarven man "Sir, did you say you were going out to that ship. We would appreciate being able to ride with you, if you'll have us."he says pointing to his companions "If children are in danger then please let us help.
Cob does his best to describe where the reef and peninsula are in relation to the docks. “It looks like it’s underwater but shallow enough for you to make it along. The ship will have to pass right by it. If you can get there before the ship does you should be able to board.”
Cob continues flying after the ship for now until he can see where Drexon heads.
After hearing back from Cob, Drexon looks across to Seraphis who is speaking with the dwarf Lorgas, and then to the other individual who offered help who has captured the attention of the harbourmaster.
He replies to Cob, before speaking ton the others present.
"If we don't make it, all will be lost. I will try and obtain a vessel to make chase"
"There is a peninsula that the ship will have to pass. If any of you feel you can make it before that happens, make haste", he says, pointing in the direction Cob explained.
At the same time, he withdraws the Warrant of Investigation, or at least shows the metal tube it is held in to the harbourmaster.
"A Warrant from the Conclave does give you some authority," the harbourmaster hesitantly says as soon as the Warrant of Investigation is mentioned. He ponders for a moment before letting out an exasperated sigh. "Tch, very well. I don't want this to get back to my superior. Lorgar has a ship that can be used to chase it. I know he won't be leaving this alone despite my word on it. He will want to rescue the children in any way he can if there are indeed illegally kept children that the security missed. I will look the other way and sign the permit for Lorgar's ship to depart early but don't make too much mess. At least wait until the ship clears the barrier reef if you want to do something so it will be out of my jurisdiction. Otherwise, I would have to call the city guard and the harbour security to help defend the ship."
The man, Lorgar, stops for a moment to take a look at Seraphis before continuing on his way. He nods and moves his hand in an inviting gesture. "Well, come on then, we have children to rescue. No time to dilly-dally." He lets out a deep sigh and murmurs mainly to himself, "Small mercies that there are people who still care about missing or probably kidnapped children, else I don't know how I would rescue them by myself while also steering the ship."
Lorgar moves toward the part of the harbour where the smaller vessels are docked. Without looking back and noticing who will follow him, he beelines toward a grey ship with the word The Everingham painted on the stern. The ship is loosely docked and not anchored, probably infringing harbour regulations, but it appears to be ready to leave at a moment's notice.
Senni was ready to start running towards the peninsular when Drexon mentioned it, but then when it became apparent that a boat would be available, decided that would be a safer course of action. After all, he isn't cut out for too much running and if he missed it he would have to swim. Or abandon the children. Neither appealed to him. He followed Lorgar to The Everingham and made sure to position himself as close to the front of the boat as possible.
"Thank you friend."he said looking at the man as he turns back to the party "We have a ride, shall we get going? or maybe split up and one group takes the peninsula and the other takes the boat? Personally, I'll take the boat."he says getting into the boat and staying near the back to help balance out the weight of him and Senni as best as possible.
"You are a peach," McGee says to the harbormaster by way of thanks, grabs whatever slip of paper or permit may be readily available, and then heads off for the ship in question.
"You Lorgar? It does seem that we have permission to launch, sir. I suggest we do so post haste and make this a good and proper chase," he says as he arrives at and climbs aboard the Everingham. McGee is uneasy aboard the ship - He manages the rocking well enough to keep his feet, certainly, but his constitution is a different matter.
Drexon tips his hat to the Harbourmaster, and rushes over to Lorgar's ship, The Everingham.
Hopping in, he looks around at his fellow crew-mates, and then at Lorgar himself. "Well, I will confess I have not a clue how to sail, so if there is anything I need to be doing to help get this vessel moving, just say".
Cob continues on towards the ship, not sure what he'll be able to manage on his own if he gets there before the others, but maybe enough to cause a distraction.
"One of you have to steer," Lorgar says curtly. "If we want to move fast, I will have to man the sail because my crew is still on shore leave. Two of you will have to help me; one to man the front sail and another to man the main sail." He pulls a few ropes and the sails slowly open. He points toward a set of three triangular sails at the front, "speed boost," and then points toward the main sail, "main speed and direction."
He spies Senni moving to the front of the boat and nods, "Good spot, gnome! Make sure to keep an eye out. There's little hazard before we get out to international water, but there may be some. Reefs are dangerous, and this ship doesn't have any armament or bulky hull. Yell if you see the other ship attacking."
After waiting for the group to board, he lets go of the rope tieing the Everingham to the dock and quickly start helping the two who would man the sail.
Cob, you keep your pace, but you're not sure you will be able to catch up if this goes on any longer. Still, your flight has given you much info about the situation aboard the Cobalt Restitution. You can see five people doing chores on the deck of the ship who don't seem to be that much of a threat. Three more standing at the edge of the ship, heavily armed with cutlasses looking intently at Cob. The one steering the ship also appears to be heavily armed to be a simple trade ship sailor.
Seraphis nods as he looks at the group as he makes his way to the helm of the ship and grips it tight "I can take the helm, probably where I'll be best used." he says just looking at the others as they all begin to take their positions. As they set out to sail he just maintains focus on where they are going and keeping his hands on the wheel to keep the ship sturdy and straight.
Drexon stays in the middle of the boat, ready to jump in and help wherever his needed.
"Mr Lorgar, what do we do when we catch up to the Cobalt Restitution? Will we be able to board her? Or do you just mean to cut her off?", he asks, making sure they all knew what the goal was, and how to achieve it.
His brow furrows and he turns to Senni and McGee, "I have not thanked you for your aid, nor asked your names. I am Drexon, how might I address you both?".
Cob messages back to Drexon that "There are four on deck that will fight back when we board. Might be more below but think these might be the main threat."
He'll continue on after the Cobalt Restitution to at least keep the attention of those on deck. But he'll also keep an eye out for Drexon and the newcomers in case he can make it to their ship when it comes.
"McGee," Mcgee quickly answers Drexon. "Heard kids were in trouble, figured I'd lend a hand..." He's a bit brief but sincere in his reply then quick to move off towards the sail. McGee is a bit too thin and his pallor suggests he may have some illness or other - Or just really quick to get seasick.
"I'm quick but not the strongest," he says as way of introduction of himself to Lorgar. "The three smaller sail may be best for me?" Without waiting for much agreement, McGee moves into position and looks to Lorgar for further direction, doing his best to ignore the rocking of the ship and his complete unfamiliarity of anyone he is working with.
"My lovely Everingham only has one weapon," Lorgar answers gruffly. "Underwater harpoon for the rare occasion that killer whales migrate too close to the city. I can shoot it when we're close enough to be essentially attached. I only planned to cut her off, but with you here, we can board when we're close enough. I must stay aboard the Everingham to maintain a gap so the ships won't crash too badly into each other. You all have weapons? If not, check under the deck. Should be some blades and axes."
Lorgar nods to McGee and hands him the ropes attached to the front sails. "Listen to my instruction and we'll be fine," Lorgar adds. He then turns toward Amber who is remaining quiet. "Girl, best move to the front of the ship. Seems like the gnome will be helping with the sail and we have nobody keeping watch at the front."
Without waiting for anyone to utter a word, Lorgar pulls the rope of the main sail and leaves the sail to slowly unfurl by itself. The wind quickly catches the sail, jolting the ship forward.
{{So, first roll for the new people. I need a dexterity check from McGee and Senni. Drexon can help via guidance or via the help action for one of them. Amber will offer Guidance, as I assume Drexon will too, so McGee and Senni each got a d4 bonus to their check. If anyone else has an action they want to do, go ahead.}}
Drexon does indeed stay in range to be helpful and provide support.
"Ok, it seems there are at least four armed crew members on deck, probably more below where we can't see yet. Hopefully we can thin their numbers before we get aboard though".
"This is fascinating. How are you getting all this information? Are you a wizard with a fairy familiar? I have heard about such links but never saw one. I am Senni by the way. Tinkerer and alchemist." He then moves to pull the sails, having watched it done but never tried it, therefore following Lorgar's instructions. Dex check, 10+ 2(guidance) +3 (Lorgar) for 15total.
And the potion he was creating when he walked into the room after Amber screamed, turned out to be a "Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour." (which was the d6 roll). Lasts until the next long rest when I will roll again.
Seraphis just nods as they hurry to the docks "Sounds good, since I'm new I'll follow you're lead. No need to step on any toes."
As they get to where they see the argument going on he just looks at Drexon "Should we just enlist his help, or split up and try to get as much information as possible. From the sounds of it that ship passed inspection somehow." he just looks around as he noticed Cob firing at the ship "Your friend is quick to action, we should be prepared for if that ship is empty as the harbour master says this could be seen as a hostility by security."
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
"I expect we will need a vessel, and if he has one, then I think requisitioning it might be our best hope", Drexon replies. "As I expect even if the harbourmaster were to be persuaded, any action he might take would be too little too late".
He frowns at mention of Cob's actions, but he can't disagree, at the moment if any were watching their actions would not look great.
"Let's just hope the Warrant we have is enough to keep us away from potential repercussions. And if the children aren't aboard, then they are frankly in serious trouble".
McGee blinks as the small fairy looking creature blinks from one spot to another. His jaw likely would have dropped if he wasn't running. Gods, McGee hates running... These do seem to be strange people indeed, making them the likely source of the odd coins indeed.
"Perhaps we just need a little persuasion," McGee offers as he catches up to the others on the docks.
Looking around for the uncooperative harbormaster McGee tries his own powers of persuasion. "It's children, my good man. Children. If the fates of innocents isn't enough to tug at your soul then perhaps a bit of coin can help you accept that this man's Warrant of Investigation supersedes any of your other concerns...."
((Persuasion: 17)
If McGee cannot persuade the harbormaster to point the group to the quickest boat of suitable size to give chase either by bribe or threat then he will switch to magic instead. McGee would make a suggestion if his more mundane efforts were ineffective and attempt to compel the harbormaster to cooperate in procuring the group an appropriate ship, quickly finding them someone who knows how to sail it and providing any information he knows about the other ship...
Seraphis nods as Drexon makes it clear the priority is getting there "Then looks like we need to ask that man for a ride. I'll be right back." he says approaching the dwarven man "Sir, did you say you were going out to that ship. We would appreciate being able to ride with you, if you'll have us." he says pointing to his companions "If children are in danger then please let us help.
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Cob does his best to describe where the reef and peninsula are in relation to the docks. “It looks like it’s underwater but shallow enough for you to make it along. The ship will have to pass right by it. If you can get there before the ship does you should be able to board.”
Cob continues flying after the ship for now until he can see where Drexon heads.
After hearing back from Cob, Drexon looks across to Seraphis who is speaking with the dwarf Lorgas, and then to the other individual who offered help who has captured the attention of the harbourmaster.
He replies to Cob, before speaking ton the others present.
"If we don't make it, all will be lost. I will try and obtain a vessel to make chase"
"There is a peninsula that the ship will have to pass. If any of you feel you can make it before that happens, make haste", he says, pointing in the direction Cob explained.
At the same time, he withdraws the Warrant of Investigation, or at least shows the metal tube it is held in to the harbourmaster.
"A Warrant from the Conclave does give you some authority," the harbourmaster hesitantly says as soon as the Warrant of Investigation is mentioned. He ponders for a moment before letting out an exasperated sigh. "Tch, very well. I don't want this to get back to my superior. Lorgar has a ship that can be used to chase it. I know he won't be leaving this alone despite my word on it. He will want to rescue the children in any way he can if there are indeed illegally kept children that the security missed. I will look the other way and sign the permit for Lorgar's ship to depart early but don't make too much mess. At least wait until the ship clears the barrier reef if you want to do something so it will be out of my jurisdiction. Otherwise, I would have to call the city guard and the harbour security to help defend the ship."
The man, Lorgar, stops for a moment to take a look at Seraphis before continuing on his way. He nods and moves his hand in an inviting gesture. "Well, come on then, we have children to rescue. No time to dilly-dally." He lets out a deep sigh and murmurs mainly to himself, "Small mercies that there are people who still care about missing or probably kidnapped children, else I don't know how I would rescue them by myself while also steering the ship."
Lorgar moves toward the part of the harbour where the smaller vessels are docked. Without looking back and noticing who will follow him, he beelines toward a grey ship with the word The Everingham painted on the stern. The ship is loosely docked and not anchored, probably infringing harbour regulations, but it appears to be ready to leave at a moment's notice.
Senni was ready to start running towards the peninsular when Drexon mentioned it, but then when it became apparent that a boat would be available, decided that would be a safer course of action. After all, he isn't cut out for too much running and if he missed it he would have to swim. Or abandon the children. Neither appealed to him. He followed Lorgar to The Everingham and made sure to position himself as close to the front of the boat as possible.
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
"Thank you friend." he said looking at the man as he turns back to the party "We have a ride, shall we get going? or maybe split up and one group takes the peninsula and the other takes the boat? Personally, I'll take the boat." he says getting into the boat and staying near the back to help balance out the weight of him and Senni as best as possible.
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
"You are a peach," McGee says to the harbormaster by way of thanks, grabs whatever slip of paper or permit may be readily available, and then heads off for the ship in question.
"You Lorgar? It does seem that we have permission to launch, sir. I suggest we do so post haste and make this a good and proper chase," he says as he arrives at and climbs aboard the Everingham. McGee is uneasy aboard the ship - He manages the rocking well enough to keep his feet, certainly, but his constitution is a different matter.
Drexon tips his hat to the Harbourmaster, and rushes over to Lorgar's ship, The Everingham.
Hopping in, he looks around at his fellow crew-mates, and then at Lorgar himself. "Well, I will confess I have not a clue how to sail, so if there is anything I need to be doing to help get this vessel moving, just say".
"I am able to assist though".
He relays to Cob that they are coming by sea, and won't be at the peninsula.
(OOC: He will cast guidance to help whoever can effect our speed most)
Cob continues on towards the ship, not sure what he'll be able to manage on his own if he gets there before the others, but maybe enough to cause a distraction.
"One of you have to steer," Lorgar says curtly. "If we want to move fast, I will have to man the sail because my crew is still on shore leave. Two of you will have to help me; one to man the front sail and another to man the main sail." He pulls a few ropes and the sails slowly open. He points toward a set of three triangular sails at the front, "speed boost," and then points toward the main sail, "main speed and direction."
He spies Senni moving to the front of the boat and nods, "Good spot, gnome! Make sure to keep an eye out. There's little hazard before we get out to international water, but there may be some. Reefs are dangerous, and this ship doesn't have any armament or bulky hull. Yell if you see the other ship attacking."
After waiting for the group to board, he lets go of the rope tieing the Everingham to the dock and quickly start helping the two who would man the sail.
Cob, you keep your pace, but you're not sure you will be able to catch up if this goes on any longer. Still, your flight has given you much info about the situation aboard the Cobalt Restitution. You can see five people doing chores on the deck of the ship who don't seem to be that much of a threat. Three more standing at the edge of the ship, heavily armed with cutlasses looking intently at Cob. The one steering the ship also appears to be heavily armed to be a simple trade ship sailor.
Seraphis nods as he looks at the group as he makes his way to the helm of the ship and grips it tight "I can take the helm, probably where I'll be best used." he says just looking at the others as they all begin to take their positions. As they set out to sail he just maintains focus on where they are going and keeping his hands on the wheel to keep the ship sturdy and straight.
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Drexon stays in the middle of the boat, ready to jump in and help wherever his needed.
"Mr Lorgar, what do we do when we catch up to the Cobalt Restitution? Will we be able to board her? Or do you just mean to cut her off?", he asks, making sure they all knew what the goal was, and how to achieve it.
His brow furrows and he turns to Senni and McGee, "I have not thanked you for your aid, nor asked your names. I am Drexon, how might I address you both?".
Cob messages back to Drexon that "There are four on deck that will fight back when we board. Might be more below but think these might be the main threat."
He'll continue on after the Cobalt Restitution to at least keep the attention of those on deck. But he'll also keep an eye out for Drexon and the newcomers in case he can make it to their ship when it comes.
"McGee," Mcgee quickly answers Drexon. "Heard kids were in trouble, figured I'd lend a hand..." He's a bit brief but sincere in his reply then quick to move off towards the sail. McGee is a bit too thin and his pallor suggests he may have some illness or other - Or just really quick to get seasick.
"I'm quick but not the strongest," he says as way of introduction of himself to Lorgar. "The three smaller sail may be best for me?" Without waiting for much agreement, McGee moves into position and looks to Lorgar for further direction, doing his best to ignore the rocking of the ship and his complete unfamiliarity of anyone he is working with.
"My lovely Everingham only has one weapon," Lorgar answers gruffly. "Underwater harpoon for the rare occasion that killer whales migrate too close to the city. I can shoot it when we're close enough to be essentially attached. I only planned to cut her off, but with you here, we can board when we're close enough. I must stay aboard the Everingham to maintain a gap so the ships won't crash too badly into each other. You all have weapons? If not, check under the deck. Should be some blades and axes."
Lorgar nods to McGee and hands him the ropes attached to the front sails. "Listen to my instruction and we'll be fine," Lorgar adds. He then turns toward Amber who is remaining quiet. "Girl, best move to the front of the ship. Seems like the gnome will be helping with the sail and we have nobody keeping watch at the front."
Without waiting for anyone to utter a word, Lorgar pulls the rope of the main sail and leaves the sail to slowly unfurl by itself. The wind quickly catches the sail, jolting the ship forward.
{{So, first roll for the new people. I need a dexterity check from McGee and Senni. Drexon can help via guidance or via the help action for one of them. Amber will offer Guidance, as I assume Drexon will too, so McGee and Senni each got a d4 bonus to their check. If anyone else has an action they want to do, go ahead.}}
Drexon does indeed stay in range to be helpful and provide support.
"Ok, it seems there are at least four armed crew members on deck, probably more below where we can't see yet. Hopefully we can thin their numbers before we get aboard though".
"This is fascinating. How are you getting all this information? Are you a wizard with a fairy familiar? I have heard about such links but never saw one. I am Senni by the way. Tinkerer and alchemist." He then moves to pull the sails, having watched it done but never tried it, therefore following Lorgar's instructions. Dex check, 10 + 2 (guidance) +3 (Lorgar) for 15 total.
And the potion he was creating when he walked into the room after Amber screamed, turned out to be a "Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour." (which was the d6 roll). Lasts until the next long rest when I will roll again.
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)