This post has potentially manipulated dice roll results.
Peri:
It's a shame we ever have to return to that wretched little town, Peri thinks as the launch makes its way into the bay. But I suppose we're tied to it now. Peri assesses the ship as they approach, and approves of its clean hull orderly deck. He climbs the ladder to the deck and is surprised at how happy just being aboard a ship again makes him. He introduces himself to the captain (throwing in his rank of Able Seaman again) and explains the extra cargo being delivered by the barge. Windrune seems to be gruff, to the point maybe of being called surly, but he supposes an all-dwarf crew is expected to be a bit less lively than a typical mixed crew. Still, the order that they stay below for the entire voyage seems a bit off... (Insightcheck to try to tell if the captain has nefarious motives:23) "Aye, captain, we'll stay out of your way. But I was hopin' to teach my friends here a bit about navigatin' by the stars, so I'd appreciate the chance to bring them on deck in the evenings. Also, there's no end of shady dealin's in Saltmarsh; we know someone in town was workin' with smugglers and slavers. So if I might make a suggestion: you may want to take a false heading leavin' the harbor, just to throw off any potential pursuers."
Peri would also like to observe the loading of the mast, spars, and things, using his Eldritch Sight to look for any magical effect on any of them. He doesn't know much about how magic works, but it doesn't seem like it would be a stretch for someone to put some sort of tracking or eavesdropping spell on their gear. While he's at it, he'll look over the ship and crew to see what kind of magical gear they might be carrying. Probably won't have any trouble, he thinks, but always better to know...
The captain is curt. He will allow you abovedecks as circumstances allow, possibly an hour a day, perhaps in the evenings. He'll let you know. The voyage will take anywhere between 4 days and a week or more, he anticipates. He will take Peri's suggestion of a false heading under sober advisement. "We leave at sunset," he announces.
The transport begins unloading the supplies. The mast timbers are too big for the hold, so they will be lashed to the side of the vessel. Peri senses nothing nefarious about the captain's motives, nor does he detect anything magical among the supplies being loaded, nor anything else nearby, other than the arcane items already in your possession.
You are led to your new quarters on the lower deck. The guest cabins are clean and orderly, although each bed has a set of manacles attached to its frame, as the rooms evidently also serve as the brig.
Aubreck has purchased supplies for you, which await you in the cabins. His gear consists of: five sets of studded leather armor, two light crossbows with twenty bolts each, five 50-foot coils of rope, two grappling hooks, twelve torches, two healer’s kits, six vials of antitoxin, two potions of healing, and two sacks. (Take them as you wish.)
Off-duty crewmen - all dwarves armed with spears - lounge in the hold, outside your doors. They sleep on bedrolls among the crates and barrels of food, water, supplies, and cargo.
Once you have time to settle into your quarters, Captain Windrune pays a visit.
"We'll be casting off within th' hour," he announces. "Depending on th' weather, it's at least four days sailing to get to where we need to go. We haven't seen th' Emperor ourselves - we're relying on reports, and calculating drift based on wind and currents. It's a complicated business. So be patient. Stay put. We're going deep into the Azure Sea."
"Just to be clear, my crew will remain aboard th' Winter, and will not be boarding this wreck - I'm paying an old debt to Aubreck, but my goodwill only goes so far. We're not wreckers, and personally I prefer to leave ghost ships alone. My crew have not been paid for anything other than transport. If you want to hire some of 'em, that's your business."
”Thank you Captain,” says Gerrard, “We will do our best to stay out of your way. We do, however, have some fighting skill and other talents among us—please do not hesitate to call on us if you run into any...unusual situations.”
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Looking at the gear supplied by Aubrek, Peri takes one vial of antitoxin, a crossbow, and a quiver of bolts. Since he, Gerrard, Dwal, and Kei should each have 0ne Potion of Healing purchased from Xondros he suggests Oceanus takes the two here.
"Just to be clear, my crew will remain aboard th' Winter, and will not be boarding this wreck - I'm paying an old debt to Aubreck, but my goodwill only goes so far. We're not wreckers, and personally I prefer to leave ghost ships alone. My crew have not been paid for anything other than transport. If you want to hire some of 'em, that's your business."
Peri nods in agreement. "That was how Aubrek explained it to us. I believe we're plannin' on boardin' and clearin' the ship ourselves. Hopefully it'll just be a regular old wreck, with nothin' more dangerous than some hungry rats aboard, but that hasn't been our luck so far. Once she's secure we may ask for some help getting her refitted, assumin' she's worth salvagin', and we might need a coupla deckhands to get her into port. Speakin' of which, I'd planned to follow the Winter back to Saltmarsh, but if we get separated I'll need a way to navigate her home. D'you reckon I might copy some of your charts of this area?"
This post has potentially manipulated dice roll results.
Kei
"Captain, I offer my services as a deck hand, or what you see fit, if you desire. I've had many a year running skiffs and other such vessels across these seas. If I can be of more service than just a piece of cargo you just let me know".With that he takes his leave and heads to the cabins.
Kei picks up a crossbow and turns it over in his hands. "This is more like it". He removes his shortbow and quiver and lays them back on the pile. "This suits confined spaces a little better." He also grabs an antitoxin and a length of rope for himself. "Master Dwarf, perhaps you could stow the other small items in that little-big bag of yours?" suggests the bard. He takes a room and stows his pack and ancillary items(in the footlocker?).
If there are crew awake but lazing in the hold he will take his cittern and offer to play them some songs of dwarven battles. (Performance17 if required)
Windrune is tentatively agreeable to helping temporarily crew any ships you acquire. He is a little cagier about the copying of his charts, but he doesn't say no yet. "We'll get ye' home," he reassures you.
He politely declines Kei's offer of his services. "My job is t' get ye' safely there and back. But if we need another hand we'll be sure to call ye'. Just stay put, now."
Oceanus stores the remaining medical supplies in one of the sacks (the healer’s kit, three vials of antitoxin, and two potions of healing) and stashes it under his bunk.
Kei surveys his potential audience, but there are a number of sleeping crewmen in the hold, and a surly boatswain who eyes his cittern with a certain amount of contempt.
From a flurry of activity on the deck above you, and the motion of the ship, you deduce that the sails have been raised, and the ship is en route to depart from the bay.
Sitting on his bunk, Dwal tries to keep himself calm. "To damn far from the earth and a good Longhouse fer my liking," he mutters to himself. Dwal will spend his time in study, when trying to keep any food down, and in the spirit of the exchange Dwal will be willing to teach Dwarven. that is about the extent of his skill, besides magic.
The next few days are uneventful. The weather is cold, the wind stiff, the swells enormous.
Everyone except Peri should make a DC10 Constitution check to avoid seasickness.
Those who aren't sick in bed are occasionally let up on deck, closely supervised, for a brief period each day. The ship and crew are orderly, the captain and officers strict. The captain only makes an appearance once to check on you. What you see of the ocean is vast and humbling, with no signs of land nor ship.
This post has potentially manipulated dice roll results.
Gerrard:
Taking to the rise and fall of the sea with surprising adaptability, Gerrard finds he is enjoying to trip more than he thought, though he wishes he were allowed to be more physically active. Learning and teaching, reading and writing during this enforced downtime, he falls into a daily rhythm during the first few days, sleeping better then ever before being rocked to sleep by the gentle but powerful swells.
His thoughts straying to Esmerelda, Gerrard makes several drafts of an introductory courting letter, trying to strike a balance between propriety and daring.
Persuasion: 11
...Eh, that one was crap. Maybe Kei has the skill to help him make a better one tomorrow...
(OoC - Does Kei's proficiency help any in the fight against seasickness? Am I to add his proficiency bonus to the roll?)
(I'd argue no - proficiency with water vehicles as it related to Kei's background wouldn't give him the benefit of sea legs. It does mean he knows how this ship operates, and could definitely help sail it if needed.)
Kei feels miserable. (-2 Dex saving throws. He may reroll this again in another day or so.)
Rain comes. Dark, cold rain. The sky is low and gray. The swells ease up a bit.
The officers and crew continues to remain distant and curt. Polite and respectful, but not particularly warm or sociable. Only Dwal receives the benefit of a smile, a joke, or a short chat. He learns that twice the lookout has spotted the same sailing ship far behind them. These are not well-travelled waters, so they're not sure whether they're being followed, or whether it's just coincidence. In any event, that ship has not been seen in almost 24 hours.
They are making reasonably good time, and expect to arrive at the (calculated) search area in a couple of days.
"Ruddy Dwarven boats. Must be built like them. Rock solid but only half as tall as normal."He manages a few sentences between retches. "The rocking is..."He doesn't get a chance to finish as his head disappears inside the bucket he's nursing.
((No need to argue. ;) After all, you're the boss. I tend to agree with you. He's not built as a typical pirate. More the fence if anything.))
For your reference. The party is split into two cabins – unless you tell me otherwise, Oceanus bunks with Gerrard and Dwal; Peri bunks with Kei and his bucket. About ten crewmembers sleep in this hold at night. (There's a lower deck which houses another 15 or so.)
9. Privy Benches line the walls of this room. Four holes carved in them house chamber pots.
10. Medical Cabin Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps.
11. Guest Cabin and Brig This cabin is meant for guests and visiting high-ranking officials along for the journey. Each bed aboard such a vessel also has a set of manacles attached to its frame.
12. Hold This area houses both passengers and cargo. The ship’s off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.
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Peri:
It's a shame we ever have to return to that wretched little town, Peri thinks as the launch makes its way into the bay. But I suppose we're tied to it now. Peri assesses the ship as they approach, and approves of its clean hull orderly deck. He climbs the ladder to the deck and is surprised at how happy just being aboard a ship again makes him. He introduces himself to the captain (throwing in his rank of Able Seaman again) and explains the extra cargo being delivered by the barge. Windrune seems to be gruff, to the point maybe of being called surly, but he supposes an all-dwarf crew is expected to be a bit less lively than a typical mixed crew. Still, the order that they stay below for the entire voyage seems a bit off... (Insight check to try to tell if the captain has nefarious motives: 23) "Aye, captain, we'll stay out of your way. But I was hopin' to teach my friends here a bit about navigatin' by the stars, so I'd appreciate the chance to bring them on deck in the evenings. Also, there's no end of shady dealin's in Saltmarsh; we know someone in town was workin' with smugglers and slavers. So if I might make a suggestion: you may want to take a false heading leavin' the harbor, just to throw off any potential pursuers."
Peri would also like to observe the loading of the mast, spars, and things, using his Eldritch Sight to look for any magical effect on any of them. He doesn't know much about how magic works, but it doesn't seem like it would be a stretch for someone to put some sort of tracking or eavesdropping spell on their gear. While he's at it, he'll look over the ship and crew to see what kind of magical gear they might be carrying. Probably won't have any trouble, he thinks, but always better to know...
Dwal
Dwal frowns a bit.
'How long do ye expect till this wandering ship is found?" Dwal will ask.
The captain is curt. He will allow you abovedecks as circumstances allow, possibly an hour a day, perhaps in the evenings. He'll let you know. The voyage will take anywhere between 4 days and a week or more, he anticipates. He will take Peri's suggestion of a false heading under sober advisement. "We leave at sunset," he announces.
The transport begins unloading the supplies. The mast timbers are too big for the hold, so they will be lashed to the side of the vessel. Peri senses nothing nefarious about the captain's motives, nor does he detect anything magical among the supplies being loaded, nor anything else nearby, other than the arcane items already in your possession.
You are led to your new quarters on the lower deck. The guest cabins are clean and orderly, although each bed has a set of manacles attached to its frame, as the rooms evidently also serve as the brig.
Aubreck has purchased supplies for you, which await you in the cabins. His gear consists of: five sets of studded leather armor, two light crossbows with twenty bolts each, five 50-foot coils of rope, two grappling hooks, twelve torches, two healer’s kits, six vials of antitoxin, two potions of healing, and two sacks. (Take them as you wish.)
Off-duty crewmen - all dwarves armed with spears - lounge in the hold, outside your doors. They sleep on bedrolls among the crates and barrels of food, water, supplies, and cargo.
Dwal
Dwal will take a healer's kit, grappling hook, and a vial of antitoxin. Dwal will make his bunk as cozy as possible for him and Bjorn.
Gerrard:
As he currently has a healing potion, Gerrard will leave the other one for someone else. He will take an antitoxin, grappling hook, and rope coil.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Once you have time to settle into your quarters, Captain Windrune pays a visit.
"We'll be casting off within th' hour," he announces. "Depending on th' weather, it's at least four days sailing to get to where we need to go. We haven't seen th' Emperor ourselves - we're relying on reports, and calculating drift based on wind and currents. It's a complicated business. So be patient. Stay put. We're going deep into the Azure Sea."
"Just to be clear, my crew will remain aboard th' Winter, and will not be boarding this wreck - I'm paying an old debt to Aubreck, but my goodwill only goes so far. We're not wreckers, and personally I prefer to leave ghost ships alone. My crew have not been paid for anything other than transport. If you want to hire some of 'em, that's your business."
Gerrard:
”Thank you Captain,” says Gerrard, “We will do our best to stay out of your way. We do, however, have some fighting skill and other talents among us—please do not hesitate to call on us if you run into any...unusual situations.”
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Peri:
Looking at the gear supplied by Aubrek, Peri takes one vial of antitoxin, a crossbow, and a quiver of bolts. Since he, Gerrard, Dwal, and Kei should each have 0ne Potion of Healing purchased from Xondros he suggests Oceanus takes the two here.
Peri nods in agreement. "That was how Aubrek explained it to us. I believe we're plannin' on boardin' and clearin' the ship ourselves. Hopefully it'll just be a regular old wreck, with nothin' more dangerous than some hungry rats aboard, but that hasn't been our luck so far. Once she's secure we may ask for some help getting her refitted, assumin' she's worth salvagin', and we might need a coupla deckhands to get her into port. Speakin' of which, I'd planned to follow the Winter back to Saltmarsh, but if we get separated I'll need a way to navigate her home. D'you reckon I might copy some of your charts of this area?"
Kei
"Captain, I offer my services as a deck hand, or what you see fit, if you desire. I've had many a year running skiffs and other such vessels across these seas. If I can be of more service than just a piece of cargo you just let me know". With that he takes his leave and heads to the cabins.
Kei picks up a crossbow and turns it over in his hands. "This is more like it". He removes his shortbow and quiver and lays them back on the pile. "This suits confined spaces a little better." He also grabs an antitoxin and a length of rope for himself. "Master Dwarf, perhaps you could stow the other small items in that little-big bag of yours?" suggests the bard. He takes a room and stows his pack and ancillary items(in the footlocker?).
If there are crew awake but lazing in the hold he will take his cittern and offer to play them some songs of dwarven battles. (Performance 17 if required)
Windrune is tentatively agreeable to helping temporarily crew any ships you acquire. He is a little cagier about the copying of his charts, but he doesn't say no yet. "We'll get ye' home," he reassures you.
He politely declines Kei's offer of his services. "My job is t' get ye' safely there and back. But if we need another hand we'll be sure to call ye'. Just stay put, now."
Oceanus stores the remaining medical supplies in one of the sacks (the healer’s kit, three vials of antitoxin, and two potions of healing) and stashes it under his bunk.
Kei surveys his potential audience, but there are a number of sleeping crewmen in the hold, and a surly boatswain who eyes his cittern with a certain amount of contempt.
From a flurry of activity on the deck above you, and the motion of the ship, you deduce that the sails have been raised, and the ship is en route to depart from the bay.
Dwal
Sitting on his bunk, Dwal tries to keep himself calm. "To damn far from the earth and a good Longhouse fer my liking," he mutters to himself. Dwal will spend his time in study, when trying to keep any food down, and in the spirit of the exchange Dwal will be willing to teach Dwarven. that is about the extent of his skill, besides magic.
The next few days are uneventful. The weather is cold, the wind stiff, the swells enormous.
Everyone except Peri should make a DC10 Constitution check to avoid seasickness.
Those who aren't sick in bed are occasionally let up on deck, closely supervised, for a brief period each day. The ship and crew are orderly, the captain and officers strict. The captain only makes an appearance once to check on you. What you see of the ocean is vast and humbling, with no signs of land nor ship.
Dwal
Constitution Save: 16
Gerrard:
Constitution Save: 23
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Gerrard:
Taking to the rise and fall of the sea with surprising adaptability, Gerrard finds he is enjoying to trip more than he thought, though he wishes he were allowed to be more physically active. Learning and teaching, reading and writing during this enforced downtime, he falls into a daily rhythm during the first few days, sleeping better then ever before being rocked to sleep by the gentle but powerful swells.
His thoughts straying to Esmerelda, Gerrard makes several drafts of an introductory courting letter, trying to strike a balance between propriety and daring.
Persuasion: 11
...Eh, that one was crap. Maybe Kei has the skill to help him make a better one tomorrow...
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kei
Constitution 18
(OoC - Does Kei's proficiency help any in the fight against seasickness? Am I to add his proficiency bonus to the roll?)
(I'd argue no - proficiency with water vehicles as it related to Kei's background wouldn't give him the benefit of sea legs. It does mean he knows how this ship operates, and could definitely help sail it if needed.)
Kei feels miserable. (-2 Dex saving throws. He may reroll this again in another day or so.)
Rain comes. Dark, cold rain. The sky is low and gray. The swells ease up a bit.
The officers and crew continues to remain distant and curt. Polite and respectful, but not particularly warm or sociable. Only Dwal receives the benefit of a smile, a joke, or a short chat. He learns that twice the lookout has spotted the same sailing ship far behind them. These are not well-travelled waters, so they're not sure whether they're being followed, or whether it's just coincidence. In any event, that ship has not been seen in almost 24 hours.
They are making reasonably good time, and expect to arrive at the (calculated) search area in a couple of days.
Kei
"Ruddy Dwarven boats. Must be built like them. Rock solid but only half as tall as normal." He manages a few sentences between retches. "The rocking is..." He doesn't get a chance to finish as his head disappears inside the bucket he's nursing.
((No need to argue. ;) After all, you're the boss. I tend to agree with you. He's not built as a typical pirate. More the fence if anything.))
For your reference. The party is split into two cabins – unless you tell me otherwise, Oceanus bunks with Gerrard and Dwal; Peri bunks with Kei and his bucket. About ten crewmembers sleep in this hold at night. (There's a lower deck which houses another 15 or so.)
9. Privy
Benches line the walls of this room. Four holes carved in them house chamber pots.
10. Medical Cabin
Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps.
11. Guest Cabin and Brig
This cabin is meant for guests and visiting high-ranking officials along for the journey. Each bed aboard such a vessel also has a set of manacles attached to its frame.
12. Hold
This area houses both passengers and cargo. The ship’s off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.