This post has potentially manipulated dice roll results.
Seeing Erma move to tend to the fallen rider, Zaius feints in one direction, then moves back another to strike at the Star Lancer with his scimitar, trying to end the beast's charges across the deck.
Erma takes the weapon from the githyanki's limp hand. It's an ornate, silver greatsword with a delicately filigreed hilt and jeweled pommel—as much a work of art as a devastatingly sharp blade, exuding an aura of malice. [Make me a History check, please.]
Zaius can't quite connect with the space shark, succeeding only in attracting its attention: it turns and attempts to gore the hadozee with its horn. [Star Lancer Horn vs Zaius: 14 for 7 piercing damage]
Tarto takes another shot with her musket. [Musket vs Star Lancer: 19 for 5]
[And the party is up again, Rel, Erma, Roy and Zaius.]
Erma casts a spell and Qitru's wounds close enough that she's no longer bleeding out, though she remains unconscious.
It's Roy's ballista's turn again to hit its target, and the projectile strikes home with the sickening sound of shattering cartilage. There's an odd flash of light, and the creature falls to the deck, dead.
[Combat over! But you still have a prisoner to deal with…]
As the Star Lancer falls to Roy’s ballista, Zaius moves over to help Erma with the unconscious Githyanki. He quickly searches Qitru as Erma stabilizes her wounds, removing any weapons and looking for any items. Finished, he binds her hands and legs with rope and looks up at Tarto “What do we do with her now, Boatswain? I imagine Vocath will be none too pleased if this one doesn’t return.” Perception (for the search): 11.
Aside from the greatsword Erma has already taken from her, Qitru carries no weapons, but you do find attached to her belt a potion vial that appears to contain a potion of healing, and a tankard decorated with a stern-looking face on one side. Both the tankard and the sword have that certain feeling about them that you associate with being imbued with some magical quality.
While Zaius ties up the gityankki, Boatswain Tarto rekindles a half-chewed cigar on the hot metal of her musket. "Well, you could always interrogate her, but I don't know if she'd know much. Didn't exactly seem up to date with the latest news. Other than that we could take her back with us, or, I dunno, throw her overboard and see if that ship out there wants to pick her up. But make it quick, I'd rather not hang around to entertain any more uninvited guests."
Zaius nods at Erma “Aye, we will take her back and she can add to Miken’s tale when we report to the brass. We can lock her up in the old galley.” Zaius lets the others inspect the equipment and hauls Qitru’s body up to the room they had used as a galley. He secures her, still bound with rope, and arranges a guard schedule with the others to keep an eye on her.
You secure Qitru for transport back to the academy, and set off once again for home. Under questioning, the githyanki isn't very forthcoming, either not knowing or refusing to say much. But she does let slip that her ship was one of several sent to look for Miken, and aside from Qitru herself carries four more githyanki and four giff as crew.
An uneventful tenday later, Saerthe drops the tyrant ship in orbit around Toril. Shortly after, the hammerhead ship Flighty Foundling arrives to give you, Saerthe, Boatswain Tarto and the captive Qitru a lift back to the academy. Seasoned staff are left behind to take care of the tyrant ship. After returning to Spelljammer Academy on the island of Nimbral, Tarto tells you to get some rest while she and Saerthe brief the senior staff. Tarto orders you to stay away from Miken and report for maintenance work in the morning.
[Just so we're clear, who if anyone is taking the loot from Qitru? You have plenty of time to ascertain that the tankard is a tankard of sobriety, and the sword is a greatsword that deals some extra psychic damage in addition to its normal slashing damage, as well as counting as magical and silvered for the purposes of overcoming damage resistance. IIRC I think only Zaius is proficient with greatswords? Do you take it, or hand it over with Qitru to the academy brass?
Also, we're heading toward the exciting final act of the adventure, so feel free to take a moment to RP any character interactions you might want to have before than, before or after your return from your successful mission.]
Erma has very conflicting feelings about the tankard of sobriety, being a dwarf and all. After wrestling with the thought for a couple of days she decides to leave it be.
After the return, she turns to Zaius, "What do you think happens next? It feels like we did well, but so much seems to be going on at the same time. How are you holding up?"
Roy nods at the events and upon leaning of the properties of the tankard looks towards Erma, "Well if you don't want it, I might have a use or two for it." Then turning towards Zaius, "The greatsword is yours to do with as you please, as far as I'm concerned."
Zaius gives the greatsword an awkward swing with both hands, testing out the balance. “It is a might different than my scimitar, but I will get used to it. I will hold onto it for now.” The magical aura surrounding the sword grabbed his interest as well, never know when a bit of magic would come in handy.
He looks at Erma and grins as he answers her question “Why we will be viewed as conquering heroes of course! We got the rock they were looking for and a prisoner to boot. Why, I imagine we will graduate with flying colors and get assigned to a real ship in the fleet. Anything is better than this hunk of rock. How about you, what do you want to do next?”
Erma replies, "I've given it a lot of thought lately and I think I'll stick with you. Things keep happening, violent things, explosive things, and I hope I can continue to help."
She leans in closer, "But we've angered some important faction or factions now and I don't like that kind of attention."
The next morning, you're assigned basic maintenance on the Flighty Foundling, which is moored partway down the spire of the academy, roughly alongside the gymnasium. It's not quite a celebration for conquering heroes, but the work is simple enough, if a bit dull: swabbing decks, splicing out worn sections of rope, disassembling the mangonels to oil the winches, replacing warped or damaged timbers, and so on. As you're deep in your tasks, a shadow of another ship passes over the deck of the Flighty Foundling seemingly preparing to dock on the level directly above you. The ship looks like a giant metal insect, its hull gleaming in the sunlight.
Suddenly ropes drop from the vessel and land on the main deck of the Flighty Foundling, near the sterncastle. Two brawny, hippo-headed humanoids dressed for combat zip down the lines on steel loops. They land on the deck with a resounding thud. One of them points at you, snorts, and says, "Get off our ship."
This post has potentially manipulated dice roll results.
Zaius looks up from where he is reassembling the aft mangonel as the two Giffs land on the deck. He moves close behind Erma where he can provide support as he wipes the oil from his hands with a dirty cloth. He feels a growing irritation as they are ordered to get off the ship, but before he responds it quickly goes away. He looks up at the ship above to see if he can recognize any distinguishing characteristics from his studies. “Everything alright here Erma?”
Roy looks up from his work and smiles politely, "I'm sorry but we answer to the Dockmaster, not you. The Dockmaster ordered us to repair this ship and that we were in charge of it until the repairs were finished. As the repairs are not yet complete this ship is still ours. If you don't like it take it up with The Dockmaster. If the Dockmaster orders us to turn over the ship we will happily do so with a smile, but until such time as that happens you lot can bugger off. Order are orders."
(Taking a liberty with the title, Dockmaster is whoever is in charge of the dock and ship maintenance/repair.)
This time the trusty ballista just misses, but the firebolt flies true, leaving a nasty mark on the creature.
[Still looking for a turn from Erma, but Qitru is down so I'll also take Zaius's turn as well.]
[Qitru death save 17]
Erma goes to the downed Qitro and disarms him.
Seeing Erma move to tend to the fallen rider, Zaius feints in one direction, then moves back another to strike at the Star Lancer with his scimitar, trying to end the beast's charges across the deck.
Attack: 24 Damage: 5.
(Spending on superiority die for advantage)
Erma takes the weapon from the githyanki's limp hand. It's an ornate, silver greatsword with a delicately filigreed hilt and jeweled pommel—as much a work of art as a devastatingly sharp blade, exuding an aura of malice. [Make me a History check, please.]
Zaius can't quite connect with the space shark, succeeding only in attracting its attention: it turns and attempts to gore the hadozee with its horn.
[Star Lancer Horn vs Zaius: 14 for 7 piercing damage]
Tarto takes another shot with her musket.
[Musket vs Star Lancer: 19 for 5]
[And the party is up again, Rel, Erma, Roy and Zaius.]
Histor check for Erma: 6.
She will also cast spare the dying on him.
Roy rinses and repeats.... though he switches to his crossbow.
Crossbow Attack: 18 Damage: 10
Force Ballista Attack: 22 Damage: 12
Oriovar - Wood Elf Cleric (1) - Sword Coast Campaign
Roy Quigley - Human Artificer (1) - Karrion's Spelljammer Academy Starboard
It's a very pretty sword…
Erma casts a spell and Qitru's wounds close enough that she's no longer bleeding out, though she remains unconscious.
It's Roy's ballista's turn again to hit its target, and the projectile strikes home with the sickening sound of shattering cartilage. There's an odd flash of light, and the creature falls to the deck, dead.
[Combat over! But you still have a prisoner to deal with…]
As the Star Lancer falls to Roy’s ballista, Zaius moves over to help Erma with the unconscious Githyanki. He quickly searches Qitru as Erma stabilizes her wounds, removing any weapons and looking for any items. Finished, he binds her hands and legs with rope and looks up at Tarto “What do we do with her now, Boatswain? I imagine Vocath will be none too pleased if this one doesn’t return.” Perception (for the search): 11.
.
Aside from the greatsword Erma has already taken from her, Qitru carries no weapons, but you do find attached to her belt a potion vial that appears to contain a potion of healing, and a tankard decorated with a stern-looking face on one side. Both the tankard and the sword have that certain feeling about them that you associate with being imbued with some magical quality.
While Zaius ties up the gityankki, Boatswain Tarto rekindles a half-chewed cigar on the hot metal of her musket. "Well, you could always interrogate her, but I don't know if she'd know much. Didn't exactly seem up to date with the latest news. Other than that we could take her back with us, or, I dunno, throw her overboard and see if that ship out there wants to pick her up. But make it quick, I'd rather not hang around to entertain any more uninvited guests."
Erma says, "Let's just take her with us and have the higher-ups figure it out once we're safely back."
Zaius nods at Erma “Aye, we will take her back and she can add to Miken’s tale when we report to the brass. We can lock her up in the old galley.” Zaius lets the others inspect the equipment and hauls Qitru’s body up to the room they had used as a galley. He secures her, still bound with rope, and arranges a guard schedule with the others to keep an eye on her.
You secure Qitru for transport back to the academy, and set off once again for home. Under questioning, the githyanki isn't very forthcoming, either not knowing or refusing to say much. But she does let slip that her ship was one of several sent to look for Miken, and aside from Qitru herself carries four more githyanki and four giff as crew.
An uneventful tenday later, Saerthe drops the tyrant ship in orbit around Toril. Shortly after, the hammerhead ship Flighty Foundling arrives to give you, Saerthe, Boatswain Tarto and the captive Qitru a lift back to the academy. Seasoned staff are left behind to take care of the tyrant ship. After returning to Spelljammer Academy on the island of Nimbral, Tarto tells you to get some rest while she and Saerthe brief the senior staff. Tarto orders you to stay away from Miken and report for maintenance work in the morning.
[Just so we're clear, who if anyone is taking the loot from Qitru? You have plenty of time to ascertain that the tankard is a tankard of sobriety, and the sword is a greatsword that deals some extra psychic damage in addition to its normal slashing damage, as well as counting as magical and silvered for the purposes of overcoming damage resistance. IIRC I think only Zaius is proficient with greatswords? Do you take it, or hand it over with Qitru to the academy brass?
Also, we're heading toward the exciting final act of the adventure, so feel free to take a moment to RP any character interactions you might want to have before than, before or after your return from your successful mission.]
Erma has very conflicting feelings about the tankard of sobriety, being a dwarf and all. After wrestling with the thought for a couple of days she decides to leave it be.
After the return, she turns to Zaius, "What do you think happens next? It feels like we did well, but so much seems to be going on at the same time. How are you holding up?"
Roy nods at the events and upon leaning of the properties of the tankard looks towards Erma, "Well if you don't want it, I might have a use or two for it." Then turning towards Zaius, "The greatsword is yours to do with as you please, as far as I'm concerned."
Oriovar - Wood Elf Cleric (1) - Sword Coast Campaign
Roy Quigley - Human Artificer (1) - Karrion's Spelljammer Academy Starboard
Zaius gives the greatsword an awkward swing with both hands, testing out the balance. “It is a might different than my scimitar, but I will get used to it. I will hold onto it for now.” The magical aura surrounding the sword grabbed his interest as well, never know when a bit of magic would come in handy.
He looks at Erma and grins as he answers her question “Why we will be viewed as conquering heroes of course! We got the rock they were looking for and a prisoner to boot. Why, I imagine we will graduate with flying colors and get assigned to a real ship in the fleet. Anything is better than this hunk of rock. How about you, what do you want to do next?”
Erma replies, "I've given it a lot of thought lately and I think I'll stick with you. Things keep happening, violent things, explosive things, and I hope I can continue to help."
She leans in closer, "But we've angered some important faction or factions now and I don't like that kind of attention."
The next morning, you're assigned basic maintenance on the Flighty Foundling, which is moored partway down the spire of the academy, roughly alongside the gymnasium. It's not quite a celebration for conquering heroes, but the work is simple enough, if a bit dull: swabbing decks, splicing out worn sections of rope, disassembling the mangonels to oil the winches, replacing warped or damaged timbers, and so on. As you're deep in your tasks, a shadow of another ship passes over the deck of the Flighty Foundling seemingly preparing to dock on the level directly above you. The ship looks like a giant metal insect, its hull gleaming in the sunlight.
Suddenly ropes drop from the vessel and land on the main deck of the Flighty Foundling, near the sterncastle. Two brawny, hippo-headed humanoids dressed for combat zip down the lines on steel loops. They land on the deck with a resounding thud. One of them points at you, snorts, and says, "Get off our ship."
Erma has just been repairing a damaged metal ladder nearby, using physical strength, hammer and mending to make it look like new again.
She sighs, steps a bit closer and waves "Hello!", casting calm emotions right off the bat at them (WIS 14 save).
"I'm Erma, we're repairing her right now. Who might you be?"
Zaius looks up from where he is reassembling the aft mangonel as the two Giffs land on the deck. He moves close behind Erma where he can provide support as he wipes the oil from his hands with a dirty cloth. He feels a growing irritation as they are ordered to get off the ship, but before he responds it quickly goes away. He looks up at the ship above to see if he can recognize any distinguishing characteristics from his studies. “Everything alright here Erma?”
Perception: 21.
.
Roy looks up from his work and smiles politely, "I'm sorry but we answer to the Dockmaster, not you. The Dockmaster ordered us to repair this ship and that we were in charge of it until the repairs were finished. As the repairs are not yet complete this ship is still ours. If you don't like it take it up with The Dockmaster. If the Dockmaster orders us to turn over the ship we will happily do so with a smile, but until such time as that happens you lot can bugger off. Order are orders."
(Taking a liberty with the title, Dockmaster is whoever is in charge of the dock and ship maintenance/repair.)
Oriovar - Wood Elf Cleric (1) - Sword Coast Campaign
Roy Quigley - Human Artificer (1) - Karrion's Spelljammer Academy Starboard