This post has potentially manipulated dice roll results.
Ash is very pleased with their progress so far. And she’s so very pleased to have her daggers back! She wipes them and stows them for now, and helps with the bodies.
If they decide to dump them overboard, then she gets Ess to help her search them for anything useful or valuable, or any keys, first...
"I can switch to one of these guys and try to draw them out? Probably can just go into the crew quarters and clear it out. Or maybe it's wiser to deal with the rooms on the main deck? People will wonder what's going on if they look out up there. Preference on which door next and if I should try on another face?"
Ash agrees with Ben, “If you can take on the identity of one of the permanent boat-hands, that might be best... hmmmm.... and yes, I was going to say that door. I don’t know why!!”.
After ditching the bodies overboard (that’s right isn’t it?), she will hide on the far side of ‘the-boat-on-the-deck’, away from from the chosen door. And draw her daggers again... ready...
Ess helps as you all toss the bodies overboard. They will make for some fantastic fish food! And other creatures of the sea, perhaps. Burns and Smithers probably saw you dump the bodies, or at least one of them did depending on the side you dumped them, and they have concerned but confident looks in their eyes as they watch the bodies splash into the sea. If they didn't believe in your skills before, they sure as hell do now.
Ess would hide behind the boat with Ash. He would take out his longbow and ready it.
Korrik barrels up near Ben (Ted), and Bent (lol) knocks on the door.
After a few moments, you hear some rustling, and then the door opens. Bent sees a lizardfolk (shown on bestiary tab) answer the door. He can tell that there are 3 in the room in total, but no other details of the room can be given other than uncovering the map which I've done.
The lizardperson kind of yawns and looks at you in a really annoyed way. It starts to ask you in a combination of Draconic (if you understand that) and broken Common why you are disturbing them, and now that you have disturbed them, asking you when the ship is supposed to reach the destination. He's pretty upset and is demanding answers. I'd say that if you don't speak Draconic, you'd only half understand what it's saying.
This post has potentially manipulated dice roll results.
Bent blinks uncomprehendingly at the lizardfolk then lifts a hand to stop the jumble of nonsense. In responds in the universal language of slow and loudish,
"OOOKAY. CAPTAIN WANTS TO SEE YOU!"
He points at the lizardfolk talking to him. If any of the others try to follow he will says,
"JUST ONE."
He will close the door behind him and have the lizardfolk lead the way towards the captain's door, he will try to signal to the team not to kill this one, just knock out.
Persuasion if needed (Min 17): 20
Performance for showing people not to kill the lizardfolk if needed: 13
((I'm picturing a slice across the neck and a head shake and head bonk and a nod.))
The lizardfolk glares at Bent. It kind of hisses, and you think it understands kind of what you said. It tells you (again in a mix of Draconian and broken Common) that if the captain wants to see them, the captain can come see them himself. They were trying to rest. Something about this whole trip being ridiculous and taking way too long, etc.
Ben looks back at everyone and shrugs. He moves across the boat to try the door opposite the lizardfolk, not wanting to alert the lizardfolk he is just knocking on doors.
Bent, the door opens and you are greeted by who you can only assume is the captain by his appearance and what he says to you, along with what his room looks like. I think it's fair to say that Ben would know this is the captain given those things. I have added him to the bestiary tab as well as the map and uncovered his chambers. As always, no details are given except what you can see on the map. The others would not know that he is the captain at this point.
The captain sighs and says "Ted. I thought I told you to go to the bosun for help with this load. What do you need, son?"He looks tired, but it doesn't seem like he was sleeping.
This post has potentially manipulated dice roll results.
"Sorry captain, loads going fine. They just took some more brandy down... It's the lizardfolk. One of them came and talked gibberish at me. Something about wanting answers and when we'll get there. It said it wanted to talk to you so I figured..."
He steps back and looks towards the lizardfolk's door.
((Definitely deception here but maybe a hint of persuasion to get him to deal with them?))
Bent, the captain sighs. "Arr, matey." (LOL) "I have problems understanding them also. You know what Ted, they know to come talk to me if they've got business. Anyways, we're almost there. They can wait. I'm sick of them being so demanding. A deal is a two way street for forks sakes. Anyhow, Ted, go finish up the load so we can get the boat out of here and pick up anchor. Hey son, poker game's supposed to start soon from what I've heard as well down in your quarters. I've got other business but hey make sure Cash doesn't win the pot again, will ya? Oh, tell Foul once you're done with the load, too."
((If the hatch leading below is still open, at an opportune moment, Ash would suggest closing it and maybe putting a barrel or two on top while we deal with the upper rooms))
Ash will also ask whether they want to ‘secure’ any of the doors they’ve already tried. “Maybe we can tie a rope to the handle and lash it to the mast, or wedge an oar quietly under another“ ((depending on whether they open in or out)). Do we want to take the lizard folk, or the captain, out of the equation for now?
"Good ideas, lets do them quickly. I think we'll have a better chance of taking out the captain without alerting the entire ship. Once we secure what we can secure I think we should all stand outside door and jump him when he opens it or rush in and get him. There was enough space to get past him into the room so you two (Kay and Ash) can get in there while Ess and I shoot through the door. Let's be quick before someone decides to poke their heads out here."
This post has potentially manipulated dice roll results.
Ok, you are definitely able to put a barrel or something heavy on the cargo hatch which will restrict it from being opened, at least without a strength check.
As far as securing the other doors, yes, I think with a combination of using ropes, oars and other pieces of wood that might be around from broken flats etc. that you could secure all of the doors on the main level (level 2). However, the doors aren't completely jammed, and again, with the appropriate strength checks, these methods could be broken open. This piece will take longer than the hatch for sure. 5 minutes I think.
Both will work though!
DM check: The 2 rolls that I've already done (18, 5), and this new one after the current action: 1
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Ash is very pleased with their progress so far. And she’s so very pleased to have her daggers back! She wipes them and stows them for now, and helps with the bodies.
If they decide to dump them overboard, then she gets Ess to help her search them for anything useful or valuable, or any keys, first...
Investigation check: 16
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss
Ash, you and Ess would find light crossbows, scimitars and leather armor on Bill, Ted, Tango and Cash. No other personal valuables or keys, etc.
((Toss them, quietly!))
"I can switch to one of these guys and try to draw them out? Probably can just go into the crew quarters and clear it out. Or maybe it's wiser to deal with the rooms on the main deck? People will wonder what's going on if they look out up there. Preference on which door next and if I should try on another face?"
Ben would suggest the...
2
"I like the door up top to the east"
((So level 2, facing 'north' and right door.))
Ash agrees with Ben, “If you can take on the identity of one of the permanent boat-hands, that might be best... hmmmm.... and yes, I was going to say that door. I don’t know why!!”.
After ditching the bodies overboard (that’s right isn’t it?), she will hide on the far side of ‘the-boat-on-the-deck’, away from from the chosen door. And draw her daggers again... ready...
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss
Korrik withdraws the shadows from around Ben, and puts himself in a barrel for now.
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
Ben switches faces to look like Ted and goes over and gives the door a knock.
Ess helps as you all toss the bodies overboard. They will make for some fantastic fish food! And other creatures of the sea, perhaps. Burns and Smithers probably saw you dump the bodies, or at least one of them did depending on the side you dumped them, and they have concerned but confident looks in their eyes as they watch the bodies splash into the sea. If they didn't believe in your skills before, they sure as hell do now.
Ess would hide behind the boat with Ash. He would take out his longbow and ready it.
Korrik barrels up near Ben (Ted), and Bent (lol) knocks on the door.
After a few moments, you hear some rustling, and then the door opens. Bent sees a lizardfolk (shown on bestiary tab) answer the door. He can tell that there are 3 in the room in total, but no other details of the room can be given other than uncovering the map which I've done.
The lizardperson kind of yawns and looks at you in a really annoyed way. It starts to ask you in a combination of Draconic (if you understand that) and broken Common why you are disturbing them, and now that you have disturbed them, asking you when the ship is supposed to reach the destination. He's pretty upset and is demanding answers. I'd say that if you don't speak Draconic, you'd only half understand what it's saying.
Bent, what will you do in this moment?
Map is updated.
Bent blinks uncomprehendingly at the lizardfolk then lifts a hand to stop the jumble of nonsense. In responds in the universal language of slow and loudish,
"OOOKAY. CAPTAIN WANTS TO SEE YOU!"
He points at the lizardfolk talking to him. If any of the others try to follow he will says,
"JUST ONE."
He will close the door behind him and have the lizardfolk lead the way towards the captain's door, he will try to signal to the team not to kill this one, just knock out.
Persuasion if needed (Min 17): 20
Performance for showing people not to kill the lizardfolk if needed: 13
((I'm picturing a slice across the neck and a head shake and head bonk and a nod.))
The lizardfolk glares at Bent. It kind of hisses, and you think it understands kind of what you said. It tells you (again in a mix of Draconian and broken Common) that if the captain wants to see them, the captain can come see them himself. They were trying to rest. Something about this whole trip being ridiculous and taking way too long, etc.
No lizardfolk come out when you shut the door.
What will everyone do now?
(5)
Ben looks back at everyone and shrugs. He moves across the boat to try the door opposite the lizardfolk, not wanting to alert the lizardfolk he is just knocking on doors.
I've updated the map so you can see the doors better - Ben can you let me know exactly which door? let's say it goes:
1 2 3
4 5 6 7
So lizards are in 3.
And you're knocking on the next door, right?
((Uh, formatting must be different on my phone?
Ben is going to walk to the door 6 squares south of where he is on the battle map and knock. After everyone has rehidden as needed!
Edit: switched to desktop mode, door number 7 it is!))
((Perfect!))
Bent, the door opens and you are greeted by who you can only assume is the captain by his appearance and what he says to you, along with what his room looks like. I think it's fair to say that Ben would know this is the captain given those things. I have added him to the bestiary tab as well as the map and uncovered his chambers. As always, no details are given except what you can see on the map. The others would not know that he is the captain at this point.
The captain sighs and says "Ted. I thought I told you to go to the bosun for help with this load. What do you need, son?" He looks tired, but it doesn't seem like he was sleeping.
How will you respond? Map is updated.
"Sorry captain, loads going fine. They just took some more brandy down... It's the lizardfolk. One of them came and talked gibberish at me. Something about wanting answers and when we'll get there. It said it wanted to talk to you so I figured..."
He steps back and looks towards the lizardfolk's door.
((Definitely deception here but maybe a hint of persuasion to get him to deal with them?))
Deception/persuasion (min 17): 26
Bent, the captain sighs. "Arr, matey." (LOL) "I have problems understanding them also. You know what Ted, they know to come talk to me if they've got business. Anyways, we're almost there. They can wait. I'm sick of them being so demanding. A deal is a two way street for forks sakes. Anyhow, Ted, go finish up the load so we can get the boat out of here and pick up anchor. Hey son, poker game's supposed to start soon from what I've heard as well down in your quarters. I've got other business but hey make sure Cash doesn't win the pot again, will ya? Oh, tell Foul once you're done with the load, too."
He shuts his door.
What's next?
((If the hatch leading below is still open, at an opportune moment, Ash would suggest closing it and maybe putting a barrel or two on top while we deal with the upper rooms))
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss
((Excellent plan! Korrik will assist.))
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
Ash will also ask whether they want to ‘secure’ any of the doors they’ve already tried. “Maybe we can tie a rope to the handle and lash it to the mast, or wedge an oar quietly under another“ ((depending on whether they open in or out)). Do we want to take the lizard folk, or the captain, out of the equation for now?
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss
"Good ideas, lets do them quickly. I think we'll have a better chance of taking out the captain without alerting the entire ship. Once we secure what we can secure I think we should all stand outside door and jump him when he opens it or rush in and get him. There was enough space to get past him into the room so you two (Kay and Ash) can get in there while Ess and I shoot through the door. Let's be quick before someone decides to poke their heads out here."
Ok, you are definitely able to put a barrel or something heavy on the cargo hatch which will restrict it from being opened, at least without a strength check.
As far as securing the other doors, yes, I think with a combination of using ropes, oars and other pieces of wood that might be around from broken flats etc. that you could secure all of the doors on the main level (level 2). However, the doors aren't completely jammed, and again, with the appropriate strength checks, these methods could be broken open. This piece will take longer than the hatch for sure. 5 minutes I think.
Both will work though!
DM check: The 2 rolls that I've already done (18, 5), and this new one after the current action: 1