The boat is 25 to safety The boat is moving 15 ft (Oars are still moving 15 ft) Mr. Firmin's is ready to fire once again Captain Rollo is bloody, but has some Temp HP
Cannon A: KO'd
Cannon B: KO'd
Ballista A: Retreated
Ballista B: KO'd
Ballista C: Dust in the wind
Aarokocra Group 1: 2 Dead, 1 Retreated (1/2 Cover: +4 AC) Aarokocra Group 2: 1 Dead, 1 Bloodied, 1 Fine Melee with Wilson, in the air. They do not appear like they would follow the boat outside of range of their support.
Soldiers Group 1: Retreated into their caves Soldiers Group 2: Fell 40+ down on to the ground and water. Out of commission.
Random Assortment of others: Shooting at everyone and thing (all fine and alive)
Wilson disengages and flies back down to the deck of the Windhook. A pulse of energy coming from Lafetha (+5), and a Rally from Abigail (temp HP - is lost within the hour)
Sim takes aim at one of the flying opponents, a careful shot landing through the warrior's armor and causing him to crash down into the water. A perfect shot straight at the heart.
With a bit of wind, and the oars, the boat lurches with a groan before picking up a quick speed. Rollo quickly spinning the wheel to handle the turn as what was a simple cruise returns to that breakneck speed of the beginning of the pass. The remaining bird men fly back to their base, while the archers attempt a final volley but find it unsuccessful. The now dense tree line blocking the path.
"Good work," Mr. Firmin states as he returns the ballista bolts to a more secure position. He glances at the mast, and the oars. "Could be worse..."
For the past hour, Captain Wednesday has been keeping a steady hand on the helm but... the boat ride has been anything but calm. Quick turns and sudden rapids as the water itself climbs and drops. Even talking to one another involves a lot of shouting as the boat climbs like a roller coaster.
"MR. FIRMIN. YOU HAD TO SAY IT COULD BE WORSE," Rollo yells as his eyes scan the horizon.
As the Windhook begins to crest - another much calmer river can be noticed. Through the trees and boulder filled terrain that separates the two. But it would involve trying to turn and "jump" the boat like before. Exiting the rapids, trying to get nearly airborn, and then sliding down and into the other river. There are three distinct areas that are possible to attempt such a maneuver. A insane, foolish maneuver. One that has Captain Wednesday smiling from ear to ear.
"GET THE HOOKS. WE CAN USE THE TREES AND ROCKS TO HELP DO A TURN."
Mr. Firmin looks back, then to the rest of the crew, then back to the Captain. "Aye?"
Wednesday nods.
Mr. Firmin curses in goblin, before going to grab some make shift anchors, and begin to tie them to the boat while handing them out...
Leg 3
The Windhook is going to attempt a maneuver to jump out of Dyren's pass, and into a river that seems to be running nearby... down steep cliff... and into a calmer river that's going in the direction you're all heading. There are only 3 sections to attempt this; otherwise the Windhook will continue through a more difficult part of the pass.
Everyone has 2 hooked anchor that can be tossed out and used to batmobile swing the boat into the shore with hopefully enough speed. Throwing the hook is either a STR based, or DEX based attack. Your choice. A miss on a hooked anchor results in it being lost and simply dragging behind the boat. (STR/Athletics check DC 20 to pull it up due to the force and speed of the water)
The difficulty for each attempt is 2d10+2. 4+ "Hits", and Rollo will accomplish the task without the Windhook taking Damage 3 "Hits", and the Windhook will succeed, but take 8d10 damage (collision) 2 and below "Hits" results in being able to choose is the Windhook atempts it or not (16d10 collision damage) Any "segment" you do not throw, you can get advantage on the STR/Athletics check to pull up a spent hooked anchor.
This post has potentially manipulated dice roll results.
Leg 3
First Attempt
The water stings at these speeds. Slapping against your faces as Mr. Firmin hands out the hooks. Making sure to have them tied off at strategic positions around the Windhook. "This shouldn't work... but he's really going to try it compared to continuing to the end of the scar on the world."
Mr Firmin connects some bits of rope to everyone, then ties it off with parts of the Ballista's tesion. Not wanting anyone to be knocked off, and knocked out, while the Windhook shoots down. He says a small prayer to himself while doing so. A reminder that this pass was named after the lost leader who rebelled against the Iron Queen, and scarified the Elder Rana people in a effort to follow the Queen in her Divinity.
Target AC: 10
"HERE WE GO" shouts Captain Wednesday, before letting out a excited yell.
Thinking this is beyond insane and he would almost rather risk the iron queens dungeons than this Wilson throws trying not to show left over exhaustion from the fight.
Morgan tosses without aiming, and it clunks and falls to the wayside. Dragging behind the speeding boat. Abigail attempts to toss, but finds herself in the same perdicament. The hook simply falling over he side and dragging behind the boat.
Sim tosses the rope, feeling it slide and nearly connecting. Meanwhile, Lafetha and Wilson's both connect - but the speed of the boat strips the hooks straight out of the trees they connected to. The three of them notice that the ropes aren't normal. They have too much ability to hold and pull...
Pass 2
"This isn't smart Rollo!"
"We need to get off this thing!"
"Down further it's likely calmer!"
"No, Mr. Firmin, I think we're riding on something right now. Not necessarily water."
Target AC: 9 (Remember, you can always attempt to pull up a missed throw. You only get advantage if you do not throw)
If possible Morgan gives someone advantage on getting their hook back. And then tries to notice what Rollo is talking about. perception23 but most importantly Morgan uses that other Hook they totally have. 10
The boat lurches and seems to groan as the Captain does a sharp turn. Morgan, looking around, notices nothing but water. But the crew tosses their lines, connecting to the large and sturdy trees. The ropes tense; able to burden the weight of the boat. The Windhook shifts in the water before seeming to move in a brief circle. Using the lines to whip itself in a sharp turn. The crew hits the muddy side with the thud; before skidding to the top.
"Cut 'em!"
Mr. Firmin begins to cut the lines keeping the boat attached, the Windhook sliding down the embankment. A trail of flattened grass and shrubs, churned earth, and odd skidmarks follow the Windhook as it eventually settles into a rather calm river.
And exhausted Rollo leans over the helm. "Can't believe that worked."
"That was dumb...." Mr. Firmin counters with, beginning to gather the rope. Looking at the cut cords that are beginning to mend back together. The four partial becoming two whole. "Nowhere near the Cliffs of Homoc to get more," he raises the ropes that are stitching themselves together.
"It's stuff, Mr. Firmin. We can replace stuff. If we kept going along that beast, we may not have been so lucky..."
((You can roll History to see what you may know about the Cliffs of Homoc))
Rollo looks out over the crew. "Good job, everyone. Now, get back to the oars. Abigail, take a look at the map and make sure we're on the right rivers. Someone take lookout while you begin to rotate your...." he continues on into the usual orders when setting sail.
The Windhook begins to pull into port of the Tri-River-City. A medium sized metropolis built around the confluence of three separate rivers that merge and head out to sea as one new, wide river. Small fishing and ferries dot the area. Larger vessels that head up and down to the ocean sit at the docks, as well as a few Wreckers and other sea worthy vessels docked.
Along the docks, several large statues sit and look down on arrivals. The base of the stone statues are carved with the local laws. Most dealing with stealing, theivery, lying to the protectorate, and murder. In a majority of cases, it seems to be the offending party to pay back 5 fold the worth of what they took, damaged, or destroyed. If they are unable to, they work off debt through some kind of indentured servitude. Murder, or going against the Protectorate, including inciteful mischief, results in death. The laws are repeated in multiple languages: Common, Rana, Dwarven, Goblin, etc... making sure that all who come see it. Know it. And understand.
"Keep your wits about you. Ossian's are pleasent people, with a history of violence and absolute authority for those that work for the Crown," Rollo says as the Windhook approaches one of the docks.
((Anyone may roll History to know more about Ossus. Or, Religion to know more about it's history in and out of the Faith))
Mr. Firmin and the crew tie up at the docks, while Rollo goes over to discuss with the port authority. Showing some documentation. Some discussion. A exchange of coins. Someone else coming over, wearing the colors of the Mortis Foundation, more talking, and some further exchanges of paperwork.
The Exchange...
The Mortis Foundation members come and check out the materials. One taking the larger box, while the other checks the smaller. Making sure they're both unopened. They nod, and hand over a few bank notes to the Captain before walking off the boat and away. Sim - as they do walk away - you see them open the smaller box. It lined with 6 casket gems, like the one in your chest, all neatly arranged for storage, before you lose sight of them in the crowd..
The Bank...
After getting back to shore, and going over a few minor details in making sure papers and passports are "official," from the Port Authority, Captain Wednesday meets up with the crew at one of the more prominent buildings that dot the city. A Bank, owned and operated by the transnational Blackmire Company. It's easy to tell who is a Ossian in the city, their clothing light and airy. Brightly colored jackets, shirts, and pants. Extra fabric dangling down and catching the breeze. No so much adorned with elegant buttons, or metals. Singular pieces designed to be put on in layers, with a bit of panache. Even what could be considered the 'lower class' are wearing older clothing where the color has been muted.
Captain Wednesday works with a banker in a more private office, going over the bank notes and finishing the legal parts of pulling off this job for the Mortis Foundation. After, he pulls the crew into the room.
"So... I don't know how you all want to be paid. Bank note? Coin? Trade bar? Precious metals? Let the banker know," and with that... Captain Wednesday slips over a piece of paper to each of the crew, stating their cut of the job and associated bonuses.
Morgan: Eldest Serving Crew of the Windhook + Job Completion + Job Bonus + Time Bonus - 1 Box Lost - Windhook Resupply 750 Gold
Wilson Mid Point Serving Crew of the Windhook + Job Completion + Job Bonus + Time Bonus - 1 Box Lost - Windhook Resupply 700 Gold
Lafetha, Abigail, Sim New Crew of the Windhook + Job Completion + Job Bonus + Time Bonus - 1 Box lost - Windhook Resupply 650 Gold
"Now fair is fair, and if you need to jump boats... I understand. But I've got one other assignment I need to be taking care of. We'll be at dock for about three weeks before I set sail. So what say you, do I have you for another trip, or do I need to get some new blood again?"
Leg 2 - Round 7
The boat is 25 to safety
The boat is moving 15 ft
(Oars are still moving 15 ft)
Mr. Firmin's is ready to fire once again
Captain Rollo is bloody, but has some Temp HP
Cannon A: KO'd
Cannon B: KO'dBallista A: RetreatedBallista B: KO'dBallista C: Dust in the windAarokocra Group 1: 2 Dead, 1 Retreated (1/2 Cover: +4 AC)
Aarokocra Group 2: 1 Dead, 1 Bloodied, 1 Fine Melee with Wilson, in the air. They do not appear like they would follow the boat outside of range of their support.
Soldiers Group 1: Retreated into their cavesSoldiers Group 2:Fell 40+ down on to the ground and water. Out of commission.Random Assortment of others: Shooting at everyone and thing (all fine and alive)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Sim shoots one of the birds attacking Wilson
18 Damage 11
Colossus Slayer 8
Abigail continues to row, shouting out to Wilson, "Get back to the ship, Wilson. The day is ours!"
Rally Wilson for 5 temporary H.P.
Morgan helps Abigail Row.
Lafetha casts healing word on Wilson 5
Leg 2 (Complete)
Wilson disengages and flies back down to the deck of the Windhook. A pulse of energy coming from Lafetha (+5), and a Rally from Abigail (temp HP - is lost within the hour)
Sim takes aim at one of the flying opponents, a careful shot landing through the warrior's armor and causing him to crash down into the water. A perfect shot straight at the heart.
With a bit of wind, and the oars, the boat lurches with a groan before picking up a quick speed. Rollo quickly spinning the wheel to handle the turn as what was a simple cruise returns to that breakneck speed of the beginning of the pass. The remaining bird men fly back to their base, while the archers attempt a final volley but find it unsuccessful. The now dense tree line blocking the path.
"Good work," Mr. Firmin states as he returns the ballista bolts to a more secure position. He glances at the mast, and the oars. "Could be worse..."
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Dyren's Pass
(You all get a short rest)
For the past hour, Captain Wednesday has been keeping a steady hand on the helm but... the boat ride has been anything but calm. Quick turns and sudden rapids as the water itself climbs and drops. Even talking to one another involves a lot of shouting as the boat climbs like a roller coaster.
"MR. FIRMIN. YOU HAD TO SAY IT COULD BE WORSE," Rollo yells as his eyes scan the horizon.
As the Windhook begins to crest - another much calmer river can be noticed. Through the trees and boulder filled terrain that separates the two. But it would involve trying to turn and "jump" the boat like before. Exiting the rapids, trying to get nearly airborn, and then sliding down and into the other river. There are three distinct areas that are possible to attempt such a maneuver. A insane, foolish maneuver. One that has Captain Wednesday smiling from ear to ear.
"GET THE HOOKS. WE CAN USE THE TREES AND ROCKS TO HELP DO A TURN."
Mr. Firmin looks back, then to the rest of the crew, then back to the Captain. "Aye?"
Wednesday nods.
Mr. Firmin curses in goblin, before going to grab some make shift anchors, and begin to tie them to the boat while handing them out...
Leg 3
The Windhook is going to attempt a maneuver to jump out of Dyren's pass, and into a river that seems to be running nearby... down steep cliff... and into a calmer river that's going in the direction you're all heading. There are only 3 sections to attempt this; otherwise the Windhook will continue through a more difficult part of the pass.
Everyone has 2 hooked anchor that can be tossed out and used to batmobile swing the boat into the shore with hopefully enough speed. Throwing the hook is either a STR based, or DEX based attack. Your choice.
A miss on a hooked anchor results in it being lost and simply dragging behind the boat. (STR/Athletics check DC 20 to pull it up due to the force and speed of the water)
The difficulty for each attempt is 2d10+2.
4+ "Hits", and Rollo will accomplish the task without the Windhook taking Damage
3 "Hits", and the Windhook will succeed, but take 8d10 damage (collision)
2 and below "Hits" results in being able to choose is the Windhook atempts it or not (16d10 collision damage)
Any "segment" you do not throw, you can get advantage on the STR/Athletics check to pull up a spent hooked anchor.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Leg 3
First Attempt
The water stings at these speeds. Slapping against your faces as Mr. Firmin hands out the hooks. Making sure to have them tied off at strategic positions around the Windhook. "This shouldn't work... but he's really going to try it compared to continuing to the end of the scar on the world."
Mr Firmin connects some bits of rope to everyone, then ties it off with parts of the Ballista's tesion. Not wanting anyone to be knocked off, and knocked out, while the Windhook shoots down. He says a small prayer to himself while doing so. A reminder that this pass was named after the lost leader who rebelled against the Iron Queen, and scarified the Elder Rana people in a effort to follow the Queen in her Divinity.
Target AC: 10
"HERE WE GO" shouts Captain Wednesday, before letting out a excited yell.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Morgan does Awesome, no need to even read the roll. Why waste valuable mental energy? 25
Also 3 hit die 9
Sim looks at Morgan as she doesn’t even aim. Quickly shakes his head and tries to forget her throwing it over her shoulder. Then throws his.
15
Lafetha stands back and watches Sim and Morgan, and decides to give it a try 16
Abigail balks at... everything being attempted at this moment in time, before complying with the captain's orders.
Hook, line, and this is going to be a stinker... 9
Thinking this is beyond insane and he would almost rather risk the iron queens dungeons than this Wilson throws trying not to show left over exhaustion from the fight.
Short rest 4d10 recovery22
Hook throw 18
Pass 1
Morgan tosses without aiming, and it clunks and falls to the wayside. Dragging behind the speeding boat. Abigail attempts to toss, but finds herself in the same perdicament. The hook simply falling over he side and dragging behind the boat.
Sim tosses the rope, feeling it slide and nearly connecting. Meanwhile, Lafetha and Wilson's both connect - but the speed of the boat strips the hooks straight out of the trees they connected to. The three of them notice that the ropes aren't normal. They have too much ability to hold and pull...
Pass 2
"This isn't smart Rollo!"
"We need to get off this thing!"
"Down further it's likely calmer!"
"No, Mr. Firmin, I think we're riding on something right now. Not necessarily water."
Target AC: 9
(Remember, you can always attempt to pull up a missed throw. You only get advantage if you do not throw)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
If possible Morgan gives someone advantage on getting their hook back. And then tries to notice what Rollo is talking about. perception 23 but most importantly Morgan uses that other Hook they totally have. 10
Sim throws again 10
Feeling good about her last throw, Lafetha prepares for the second throw. 16
Abigail throws: 7
Leg 3
2nd Pass
The boat lurches and seems to groan as the Captain does a sharp turn. Morgan, looking around, notices nothing but water. But the crew tosses their lines, connecting to the large and sturdy trees. The ropes tense; able to burden the weight of the boat. The Windhook shifts in the water before seeming to move in a brief circle. Using the lines to whip itself in a sharp turn. The crew hits the muddy side with the thud; before skidding to the top.
"Cut 'em!"
Mr. Firmin begins to cut the lines keeping the boat attached, the Windhook sliding down the embankment. A trail of flattened grass and shrubs, churned earth, and odd skidmarks follow the Windhook as it eventually settles into a rather calm river.
And exhausted Rollo leans over the helm. "Can't believe that worked."
"That was dumb...." Mr. Firmin counters with, beginning to gather the rope. Looking at the cut cords that are beginning to mend back together. The four partial becoming two whole. "Nowhere near the Cliffs of Homoc to get more," he raises the ropes that are stitching themselves together.
"It's stuff, Mr. Firmin. We can replace stuff. If we kept going along that beast, we may not have been so lucky..."
((You can roll History to see what you may know about the Cliffs of Homoc))
Rollo looks out over the crew. "Good job, everyone. Now, get back to the oars. Abigail, take a look at the map and make sure we're on the right rivers. Someone take lookout while you begin to rotate your...." he continues on into the usual orders when setting sail.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
((You all gain a level))
3 Days Later
Tri River City - Ossus
The Windhook begins to pull into port of the Tri-River-City. A medium sized metropolis built around the confluence of three separate rivers that merge and head out to sea as one new, wide river. Small fishing and ferries dot the area. Larger vessels that head up and down to the ocean sit at the docks, as well as a few Wreckers and other sea worthy vessels docked.
Along the docks, several large statues sit and look down on arrivals. The base of the stone statues are carved with the local laws. Most dealing with stealing, theivery, lying to the protectorate, and murder. In a majority of cases, it seems to be the offending party to pay back 5 fold the worth of what they took, damaged, or destroyed. If they are unable to, they work off debt through some kind of indentured servitude. Murder, or going against the Protectorate, including inciteful mischief, results in death. The laws are repeated in multiple languages: Common, Rana, Dwarven, Goblin, etc... making sure that all who come see it. Know it. And understand.
"Keep your wits about you. Ossian's are pleasent people, with a history of violence and absolute authority for those that work for the Crown," Rollo says as the Windhook approaches one of the docks.
((Anyone may roll History to know more about Ossus. Or, Religion to know more about it's history in and out of the Faith))
Mr. Firmin and the crew tie up at the docks, while Rollo goes over to discuss with the port authority. Showing some documentation. Some discussion. A exchange of coins. Someone else coming over, wearing the colors of the Mortis Foundation, more talking, and some further exchanges of paperwork.
The Exchange...
The Mortis Foundation members come and check out the materials. One taking the larger box, while the other checks the smaller. Making sure they're both unopened. They nod, and hand over a few bank notes to the Captain before walking off the boat and away. Sim - as they do walk away - you see them open the smaller box. It lined with 6 casket gems, like the one in your chest, all neatly arranged for storage, before you lose sight of them in the crowd..
The Bank...
After getting back to shore, and going over a few minor details in making sure papers and passports are "official," from the Port Authority, Captain Wednesday meets up with the crew at one of the more prominent buildings that dot the city. A Bank, owned and operated by the transnational Blackmire Company. It's easy to tell who is a Ossian in the city, their clothing light and airy. Brightly colored jackets, shirts, and pants. Extra fabric dangling down and catching the breeze. No so much adorned with elegant buttons, or metals. Singular pieces designed to be put on in layers, with a bit of panache. Even what could be considered the 'lower class' are wearing older clothing where the color has been muted.
Captain Wednesday works with a banker in a more private office, going over the bank notes and finishing the legal parts of pulling off this job for the Mortis Foundation. After, he pulls the crew into the room.
"So... I don't know how you all want to be paid. Bank note? Coin? Trade bar? Precious metals? Let the banker know," and with that... Captain Wednesday slips over a piece of paper to each of the crew, stating their cut of the job and associated bonuses.
Morgan:
Eldest Serving Crew of the Windhook + Job Completion + Job Bonus + Time Bonus - 1 Box Lost - Windhook Resupply
750 Gold
Wilson
Mid Point Serving Crew of the Windhook + Job Completion + Job Bonus + Time Bonus - 1 Box Lost - Windhook Resupply
700 Gold
Lafetha, Abigail, Sim
New Crew of the Windhook + Job Completion + Job Bonus + Time Bonus - 1 Box lost - Windhook Resupply
650 Gold
"Now fair is fair, and if you need to jump boats... I understand. But I've got one other assignment I need to be taking care of. We'll be at dock for about three weeks before I set sail. So what say you, do I have you for another trip, or do I need to get some new blood again?"
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour