For nearly a fortnight, three of you have been held hostage in the hold of The Penny Piece, the galleon of The Copper Coin Pirates, whilst one of you, despite being a member of the crew, has secretly plotted against them. The Copper Coin Pirates aren't as notorious as you would expect, as their expertise are in subterfuge and disguise. At shore, they pose as travelling merchants of exotic goods, conning common folk in any way they can just to gather a profit, and at sea, they rob other ships for whatever they've got, and don't bat an eye at taking hostages too. This act goes back and forth like the flip of a coin, though now you all think it's high time to call it.
Aethelmund, Ogble and Garagor, each of you embarked on separate quests, taking to the high seas of Simeon for whatever purpose you seek, but soon into your journey you were captured by the Copper Coin Pirates, and were imprisoned in cells beneath the ship. You have all come to bond with each other in your dismal little cells, and plan to break free and take revenge at the soonest opportunity. Meanwhile, Burrow, you already have a particularly documented career on the high seas, and you initially joined the Copper Coin Pirates believing it to be an easy source of cash, though now you realise that there is little money to be made, and you've easily grown to loathe the authority the rigorous crew holds over you. So, you have hatched a plan with the captives, aiming to let them escape and then take over the ship together, before sailing to freedom and open adventure.
You are all very familiar with the hold at this point; to the south of it is the great locked door which you have never seen any member of the crew enter, whilst to the west is the stores of products the pirates sell off as goods, i.e. fake cloths, cheap fruits, and glass beads posing as gemstones. To the east is the holding cells most of you are in, complete with just a bedroll and bedpan, and north is the ship's general supplies, including your confiscated gear, just out of reach. Burrow has came down from the lower deck as if he is delivering the lunch you're so used to now (stale oatcakes, a singular grape and half a cup of water), but actually intends to release you with the set of keys he has managed to procure through nothing but his charm, his most valuable asset as a bard.
Burrow is the orange circle, Garagor is green, Aethelmund is blue and Ogble is red. What do you do?
[Oh yeah my bad I forgot I changed it last minute cos it blended in with the floor]
Garagor reaches his arm out of his cell, stretching between the bars, and his fingers just brush the grain of the barrel nearby, though it's too far from him to actually grip, move or open.
Burrow steps towards the bilge, discarding the miserable meals and brandishes a ring of keys accompanied by a smug look. He begins to hastily cycle through them trying each key on each lock.
Burrow tries each key on Garagor’s cell door first, getting the right one on the second try as the lock satisfyingly clicks and the door swings open to freedom. He then continues on to release the other two members of his new crew, leaving you all in the hold to prepare for your upcoming mutiny.
Ogble steps out of the cell and shoots Burrow a disgruntled look.
"What took you so long?"
He then makes his way over to the pile of their gear and collects his items, taking a moment as he does so to rummage through the other piles of items to see if anything useful may be there.
Garagor grads his belongings and then walks towards Burrow grabing the keys trying the door at the back of the ship and if not open garagor trys each key on the door seeing if it opens.
Ogble recovers his gear and then takes some time to evaluate the items in the hold and take stock. To his delight, he finds that the several barrels lined along the walls contain grog, and the vertical one Garagor tried to reach earlier is pickled fish. There is also of course the phony trading goods near the cells, and the other large piles of crates contain general supplies for the ship. Overall he tallies the resources within them and scattered about to:
- 3 empty barrels - 5 baskets filled with 20 sling bullets each (assumedly for combat or even grapeshot in the cannons) - A cask of gunpowder - 2 spare bedrolls - 4 chests; one contains three neatly folded sets of common clothes and waterskins, one contains Carpenter's tools and then a hammer and crowbar for nails, and the other two are empty. - 6 unlit lamps - 5 mess kits - A 10 foot pole - Fishing Tackle, 3 nets, and a bucket - 150 feet's worth of hempen rope - Spare wood and other mundane things for repair and maintenance like cloth for sails, etc.
It's up to you whether you want to take any of this with you, since if all goes to plan, you'll be taking over the ship and it'll all be yours anyway, and there's sure to be more valuable loot up ahead. Garagor then takes the rack of keys from Burrow, though checking them on the mysterious locked door is in vain, as the three keys open the cells and nothing more.
[I'm probably missing a bunch of gear that a ship would need lmao but I think the list we've got is solid for now unless there's something seriously major which isn't kept elsewhere]
Garagor sneaks up the stairs and crouches down just below the floor of the lower deck so he can get a look around without being spotted. It seems this is the main living area for the pirates; there are at least 6 of them lounging about on their beds, one on a sofa near the hull of the ship, and another two sat at the very long dining table that covers the majority of the floorspace, eating their lunch. The deck is very well furnished, and it seems that the majority of the pirate's plunder goes straight back into making the place as nice as they can, as there is no shortage of rugs, large, comfy beds, or fine cutlery and decorations along the table.
Burrow turns to his right scoffing at the human sitting idly in the cage,
”Suit yourself then?” He says locking the door.
As he hears the door lock, Aethelmund jolts out of his trance,
”Oh! Sorry I was spaced out a bit there,” He says while looking at his surroundings and the empty cells next to him, “Can you unlock the door again? You’d be better off taking over the ship with me than leaving me to rot down here.”
As he says this he stands up and walks to the cell door, looking intently at the keys in Burrow’s hand.
Burrow tosses the keys at Aethelmund’s feet, “there’s no room for spacing out in a mutiny.” He says turning to the others.
”Alright I’ll head up first and distract them, you three rush in and take as many in their beds as possible. We’ll have to be swift as there’s no doubt many more on deck,”
For nearly a fortnight, three of you have been held hostage in the hold of The Penny Piece, the galleon of The Copper Coin Pirates, whilst one of you, despite being a member of the crew, has secretly plotted against them. The Copper Coin Pirates aren't as notorious as you would expect, as their expertise are in subterfuge and disguise. At shore, they pose as travelling merchants of exotic goods, conning common folk in any way they can just to gather a profit, and at sea, they rob other ships for whatever they've got, and don't bat an eye at taking hostages too. This act goes back and forth like the flip of a coin, though now you all think it's high time to call it.

Aethelmund, Ogble and Garagor, each of you embarked on separate quests, taking to the high seas of Simeon for whatever purpose you seek, but soon into your journey you were captured by the Copper Coin Pirates, and were imprisoned in cells beneath the ship. You have all come to bond with each other in your dismal little cells, and plan to break free and take revenge at the soonest opportunity. Meanwhile, Burrow, you already have a particularly documented career on the high seas, and you initially joined the Copper Coin Pirates believing it to be an easy source of cash, though now you realise that there is little money to be made, and you've easily grown to loathe the authority the rigorous crew holds over you. So, you have hatched a plan with the captives, aiming to let them escape and then take over the ship together, before sailing to freedom and open adventure.
You are all very familiar with the hold at this point; to the south of it is the great locked door which you have never seen any member of the crew enter, whilst to the west is the stores of products the pirates sell off as goods, i.e. fake cloths, cheap fruits, and glass beads posing as gemstones. To the east is the holding cells most of you are in, complete with just a bedroll and bedpan, and north is the ship's general supplies, including your confiscated gear, just out of reach. Burrow has came down from the lower deck as if he is delivering the lunch you're so used to now (stale oatcakes, a singular grape and half a cup of water), but actually intends to release you with the set of keys he has managed to procure through nothing but his charm, his most valuable asset as a bard.
Burrow is the orange circle, Garagor is green, Aethelmund is blue and Ogble is red. What do you do?
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
BTW burrow is purple not orange but I sea if i can reach the barrel to the right of me
[Oh yeah my bad I forgot I changed it last minute cos it blended in with the floor]
Garagor reaches his arm out of his cell, stretching between the bars, and his fingers just brush the grain of the barrel nearby, though it's too far from him to actually grip, move or open.
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
I just wait for burrow to open my cell then
Burrow steps towards the bilge, discarding the miserable meals and brandishes a ring of keys accompanied by a smug look. He begins to hastily cycle through them trying each key on each lock.
Burrow tries each key on Garagor’s cell door first, getting the right one on the second try as the lock satisfyingly clicks and the door swings open to freedom. He then continues on to release the other two members of his new crew, leaving you all in the hold to prepare for your upcoming mutiny.
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
Ogble steps out of the cell and shoots Burrow a disgruntled look.
"What took you so long?"
He then makes his way over to the pile of their gear and collects his items, taking a moment as he does so to rummage through the other piles of items to see if anything useful may be there.
[Investigation: 15 + 1 = 16]
Garagor grads his belongings and then walks towards Burrow grabing the keys trying the door at the back of the ship and if not open garagor trys each key on the door seeing if it opens.
Ogble recovers his gear and then takes some time to evaluate the items in the hold and take stock. To his delight, he finds that the several barrels lined along the walls contain grog, and the vertical one Garagor tried to reach earlier is pickled fish. There is also of course the phony trading goods near the cells, and the other large piles of crates contain general supplies for the ship. Overall he tallies the resources within them and scattered about to:
- 3 empty barrels
- 5 baskets filled with 20 sling bullets each (assumedly for combat or even grapeshot in the cannons)
- A cask of gunpowder
- 2 spare bedrolls
- 4 chests; one contains three neatly folded sets of common clothes and waterskins, one contains Carpenter's tools and then a hammer and crowbar for nails, and the other two are empty.
- 6 unlit lamps
- 5 mess kits
- A 10 foot pole
- Fishing Tackle, 3 nets, and a bucket
- 150 feet's worth of hempen rope
- Spare wood and other mundane things for repair and maintenance like cloth for sails, etc.
It's up to you whether you want to take any of this with you, since if all goes to plan, you'll be taking over the ship and it'll all be yours anyway, and there's sure to be more valuable loot up ahead. Garagor then takes the rack of keys from Burrow, though checking them on the mysterious locked door is in vain, as the three keys open the cells and nothing more.
[I'm probably missing a bunch of gear that a ship would need lmao but I think the list we've got is solid for now unless there's something seriously major which isn't kept elsewhere]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
Garagor stealthily sneaks up the stairs to check how many enemies are on the deck above.
17+2=19 perception
13+4=17 stealth
(I dont know which one you want)
Garagor sneaks up the stairs and crouches down just below the floor of the lower deck so he can get a look around without being spotted. It seems this is the main living area for the pirates; there are at least 6 of them lounging about on their beds, one on a sofa near the hull of the ship, and another two sat at the very long dining table that covers the majority of the floorspace, eating their lunch. The deck is very well furnished, and it seems that the majority of the pirate's plunder goes straight back into making the place as nice as they can, as there is no shortage of rugs, large, comfy beds, or fine cutlery and decorations along the table.

Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
Garaglor informs his party about the enemies and recommends that we all attack at the same time to do it as quickly as possible
Burrow turns to his right scoffing at the human sitting idly in the cage,
”Suit yourself then?” He says locking the door.
Fein
As he hears the door lock, Aethelmund jolts out of his trance,
”Oh! Sorry I was spaced out a bit there,” He says while looking at his surroundings and the empty cells next to him, “Can you unlock the door again? You’d be better off taking over the ship with me than leaving me to rot down here.”
As he says this he stands up and walks to the cell door, looking intently at the keys in Burrow’s hand.
Burrow tosses the keys at Aethelmund’s feet, “there’s no room for spacing out in a mutiny.” He says turning to the others.
”Alright I’ll head up first and distract them, you three rush in and take as many in their beds as possible. We’ll have to be swift as there’s no doubt many more on deck,”
”Sound good?”
Garagor agrees readying his crossbow. He waits for Burrow to go in before he engages