"Hummm..." Abigail stands tall and folds her arms behind her back, "Well, it is not an unfamiliar name to me. So I am inclined to give your vision some level of credit. Though I cannot say that I know what your vision is attempting to communicate - other than a general degree of warning - it may be worth proceeding with caution. The last time I ran into Shale, she was attempting to open a portal sealing a great evil within... All in the hopes of securing for the Faith a legendary artifact also sealed away. We managed to thwart her efforts, and kept her from releasing the being, but if she is still acting in the same capacity as before, she may be attempting to discover some other ancient artifact that will inadvertently cause the release of some other evil... or perhaps the same one."
Tarak listens surprised by Abigail knowing the name. “Not having been there I can not judge the situation but if they were acting on orders from the Faith I can only hope they were honest about it in doing the right thing. If I were sent to recover an artifact of great potential for evil and knew that an evil could be released at the same time, I would only proceed if I believed that being escaping was inevitable and releasing it before it was strong enough to get out on its own would give me the best shot to defeat it. But being stopped once wouldn’t make me give up either.”
ZZ has been carefully keeping one eye on Tarak and Abigail as they discuss, the other eye affixed to her tool chest already making plans for new equipment needed to be built for the boat. At the mention of a legendary artifact and great evil, ZZ turns, "Wait - who is this Shale character and what does that have to do with the Leviathon Call that we are looking for? Are they the same?" The eyebrow twisting has begun at the possibility of danger.
"Ah yes, Shale. Very much an evil goblin for someone of the Faith. As I recall he didn't care for me very much.... he wanted a relic that we we're after for another job, but in the process we would have to slaughter an entire village."
(For Sydney, go to the Blackmire campaign post #1716 and keep reading for more background if you want :) )
((Once the crew finishes up their conversation and people are assigned to roles))
The Maiden hits the water with a bit of a lurch and echo. The rope system hoisting and launching the vessel out to sea while a few folks man some of the oars to keep her moving. Other members of the crew maneuver along the rigging as they trim the sails to catch some of the wind. From behind, the sounds of shouting and cheers from the gathered crowd getting to witness a boat launch. On the decks, despite the shouting of people moving across the rigging and keeping time with rowing, it's rather quiet. People going from deck to deck and listening. Watching. Trying to make sure that there aren't any big leaks or issues that will need to be repaired. It's definitely noisy as the newfound pressure puts some stress on the hull, but nothing for alarm. A spot or two that'll need a bit of tar and a mild tweak. Like any new ship, there's growing pains in their first journey.
The journey from Iron Port to the inner sea is about a month; barring any need to stop and resupply, weather, or other issues and targets along the way. Crews on a ship this size normally run on rotations of 15 or so, with some heading off to bed at odd hours for rest and others maintaining; the full 40 only being called upon when there is dire need for all hands to be on deck and ready for battle positions. A long difference from the days of the Windhook only needing a single person to man the ship - or two to do it efficiently.
The First Two Weeks at Sea:
Needed: Captain: Water Vehicles + INT and,PersuasionorIntimidation (please say how you're using this decision) XO / First Mate: PersuasionorIntimidation (please say how you're using this decision) Bosun: Athleticsor Carpenter's Tools + STR Quartermaster: Natureor Navigator's Tools + WIS
Bonus (will impact morale, loyalty, and eventually shift how the crew acts in the world.) Perform for the Crew: Musical Instrumentv Proficiency + CHA Sermons: Performance (will be in according to character's ideology: Tarak of the Faith. Lafetha of Druidic Orders. etc)
Bonus (impact resources) Create Food and Water: Using 1 spell slot of this reduces the rolls by half; using 2 spell slots for this eliminates the need for supply (food) rolls.
Captain Decision: Work the crew harder and force rowing to speed up the journey. This will negatively impact morale.
This post has potentially manipulated dice roll results.
Laftetha finds a somewhat quiet place on the ship to focus. She begins to create extra food and water, so they will have enough rations to feed everyone for the time being.
She then heads to the deck to meet some of the crew. She performs a sermon about the Druidic Orders in hopes that people will find her background interesting and exciting. Performance12
After, she looks out to assess their situation at sea hoping for smooth sailing. She will report to Abigail after. nature22 (9)
Feeling the sea breeze once again on her fur, Abigail sighs contentedly. Standing at the helm, she turns to ZZ and asks, "Judging by your reaction to the crews song earlier, I would say you have some connection with the sea beyond designing ships. Were you a sailor at one time, or have you simply lived in Iron Port for a while?"
Asking Tarak to say after one of the morning's officers' meetings, she asks, "Tarak... In the past I have had my reservations about the speed at which you make your decisions, but you are ultimately a sort of paragon of the Faith. There are actions that we may need to take in the future that might not sit well with those wrapped in the robes of righteousness or compassion. A sailor's life comes with a certain degree of... Well, what I suppose I am trying to ask you is, when the time comes would you be willing to take the lives of those that may not have done direct harm to you? Who are unarmed and defenseless before you? Does the will of the Iron Queen allow for you to be that sort of person?"
During the first leg of their trip Abigail takes many of her meals with the crew, attempting to engage with them and get to know them individually. Wanting to emulate Syrabina, Abigail takes many of her meals with the crew during this first leg. Syrabina knew each and every member of her crew, and had the insight to know when and how to push them... "I am going to need to know this crew just as well, if I want to be able to demand as much from them as Syrabina did from us." During her time with the crew she focuses primarily on teasing out each of their own life stories, figuring that a captain interested in each of their pasts might also engender the feeling of have an interest in each of their futures.
Abigail will also take time to encourage the crew to engage in entertaining activities while not on duty, such as the telling of tales and playing of instruments. She will also keep the shifts light and easy for this first leg... there will be times ahead when she needs to push them hard or have them perform acts they my not wish to execute, so might as well let them enjoy this first stretch as much as possible. Abigail herself just wants to enjoy being back on the sea for now, and takes the time to perform and play with the crew while they are able.
As the other officers leave the room Abigail asks her question. Tarak looks at Abigail for a moment and then weighs his words carefully.
“I have shared my background with you in that my town was wiped out by brigands and thieves. I watched from where my parents hid me as my family was murdered without mercy. If you want to know that I could act aggressively against someone who is evil and hurts others even if they have been neutralized then the answer is maybe if justice would be served. But I must also weigh the morality of the situation. Someone who simply opposed you and then stood down and surrendered would be a different situation. As Captain you will find that many people will see things differently than you and knowing when to push them to go against their morals may be the deciding factor in them trusting you.”
He stops talking and turns to leave the turns back “By your leave, Captain.”
Once dismissed he sets about getting to know the crew and motivating them. He takes time to ask their names and backgrounds giving advice as needed and recognizing what they are doing well.
Persuasion 11
Bonus Roll Performance 7
Acting with kindness but firmness and discussing his background in the Faith
ZZ turns to Abigail and sighs wistfully, "Aye...I've been in Iron Port for a while but I am originally from Argan. There I lived with family in a small settlement of artisanal gnomes, we created all sorts of things for those willing to stop and trade. I got restless after a while and the pursuit of knowledge made me itch with the need to leave and see what the world had to offer. I met the Madame at a pub while I was nattering on with some dwarves about a local guild and she wanted to hire me for some reason." ZZ chuckles, "No idea why...I'm not the easiest person to be around, on account that I talk way too much and badger people to teach me new things..." ZZ trails off, eyeing some dwarves and goblins who are bringing out the tar for fixing weak areas. "Excuse me captain." ZZ abruptly leaves without a backward glance, Haku perched on her shoulder.
Tools+Strength:
12
ZZ helps fortify weak areas in the ship and talks amongst builders, exchanging knowledge here and there and gaining new thoughts and ideas from those around her.
The crew feels new. Young. Multinational. Multiethnic. Much like most people, there's a tokenism of their appreciation of the Faith. After all - it is the religion. There's a strong thrill of adventure and eagerness. Some wanting to make enough coin to life comfortable. Some wanting to see the world. A handful perhaps on the run; problems, past, kids, crime, duty. Everyone has a story. The first few weeks go strong like newfound friends. Stories that are exaggerated. Drinking and competitions. Singing and listening to the music. It's a good time. But it's clear where they're lacking.
Too hung over to listen about the deeper meaning of the Faith. Too confused at the fact there are other beliefs beyond the cults they've heard not to trust. A few have trouble getting the sails just right. Not all of them able to get a feel for the ship. It could be perhaps Abigail's indulgences as well...
Current Crew Morale: +3
A whistle comes from up on the crow's nest. Fingers pointing into the horizon.
A target...
While she's far away, it seems that a Old Salain Galley has been spotted in the distance. An older flag, suggesting that she's now homeless, with Salais Monarchy having been overthrown years ago. There's low risk politically; and most the crew isn't from the Old Guard Salain. A few.. but piracy doesn't normally involve sinking. Simply taking and letting something continue on it's way. The boat may not have much, but if she's this far out, she's got to have something on worth to remain in sailing shape this long. Also means that her crew may have some skill.
With the young crew of the Maiden itching to prove themselves, this could be a prime target. You don't expect any blowback choosing to ignore this one, but, they'll be chomping at the bit to see action on whatever may come next.
Captain Abigail, the choice is yours to sound the call to arms and prepare to move to engage.
Captain and All Officers: You can roll to figure out and learn things. (Pick one) Perception to try and see something: What are you trying to look at? Weapons? Sails? What they may be hauling? Who's on deck and how well armed? Nature to see how the seas are. Perhaps learn if there are obstacles in the sea. Better angles of attack. Etc. History to recall facts about Boats & Flags: What are you trying to remember? Nations? Renown? Hull designs? Speeds? Features?
This post has potentially manipulated dice roll results.
Abigail smiles, "All right you lily-livered pirate wannabes," she jokes, "Time to see what you are really made of!" In a more serious tone, she shouts, "Prepare to engage!"
Abigail tries to recall if this particular ship/colors has any particular renown for its purpose or members (History: 9)
Lafetha, upon looking over at the ship, notices the four gun ports - two per side - hidden in the lower deck of the vessel. All the while, the top deck containing a set of four ballistae. Abigail and Tarak aren't able to figure out anything off the top of their heads. ZZ (will edit in things accordingly)
Round 1 (Begin)
Setup: The whistles and shouts of the crew rising up and moving through the ship echo loudly from anyone on the top deck. The Maiden coming around and sailing after the other vessel, eventually catching up as they come from a intercept course. The other vessel tacking and turning to keep the distance between the two; it being a smaller ship in size but more maneuverable.
Current Crew Morale: +3 The Maiden is +3 Zones behind the Old Salain Vessel (environment: At Sea) (Same Zone: could ram. Board. etc) (Zone +1: Some Distance between the boats. Most spells with that 30-60 foot range are in range) (Zone +2: Pretty far distance. Hundred (s) of feed) (Zone +3: Very Far. Disadvantage on ranged attacks that can hit something far away.) (Zone +4: Not in combat and so far away and will have escaped) See Here for more on Boat & Crew Actions I'm Open to interesting spell use and ideas.
Not Doing Initiative Anymore: Maiden & Crew Go // Opponents Will Go
This post has potentially manipulated dice roll results.
Prior to closing in on the ship, Abigail has the crew hoist the Maiden of the Abyss' colors (we have to start making a name for ourselves).
Abigail, manning the helm (moving us closer by a zone), shouts encouragements to the row crew, "Put your backs into it!" ( moving us closer by a zone - Crew Check: 22 ).
Aside Abigail tells Tarak, "Have them ready the cannons, but wait to fire until we see what their ship's crew does... I would prefer a nice catch and release with minimal casualties for either side, if possible." She pauses a moment before adding, "It will almost certainly NOT be that easy, but one could always hope they spent all their munitions already."
This post has potentially manipulated dice roll results.
Tarak nods and then turns to the crew. “Look alive me’ hearties. You group of men get on the oars and heave Ho. The rest of ya ready the cannons. Time to make a name for ourselves!”
Summary: The Maiden moves towards the Salain Ship. The crew down below pushing out their oars and beginning to row, bringing the ship closer. Tarak holds the line on the top, assisting with one of the firing crews.
As the Maiden gets closer, the Salain ship quickly maneuvers. It's gun ports opening up and launching a barrage. Cannonballs streak; some striking where the oars are but the damage is insignificant. Others strike the hull; the loud burst of wood from the puncture rings out. The Maiden's cannons erupt, but the cannonballs streak into the water with a splash - the crew not zero'd in just yet.
Round 2 (Begin)
Situation: The Maiden is chasing after the Old Salain ship (Zone +2). The waves crashing over the side as Abigail is keeping the ship on a steady course
With the crew rowing, it could certainly be possible to get close enough to attempt to board and maneuver. But enemy vessel certainly seems well defended and currently capable... making it a difficult call to say if getting in close at this point or continuing a barrage is the smarter of choices.
The name is unfamiliar to me except from my visions.
"Hummm..." Abigail stands tall and folds her arms behind her back, "Well, it is not an unfamiliar name to me. So I am inclined to give your vision some level of credit. Though I cannot say that I know what your vision is attempting to communicate - other than a general degree of warning - it may be worth proceeding with caution. The last time I ran into Shale, she was attempting to open a portal sealing a great evil within... All in the hopes of securing for the Faith a legendary artifact also sealed away. We managed to thwart her efforts, and kept her from releasing the being, but if she is still acting in the same capacity as before, she may be attempting to discover some other ancient artifact that will inadvertently cause the release of some other evil... or perhaps the same one."
Tarak listens surprised by Abigail knowing the name. “Not having been there I can not judge the situation but if they were acting on orders from the Faith I can only hope they were honest about it in doing the right thing. If I were sent to recover an artifact of great potential for evil and knew that an evil could be released at the same time, I would only proceed if I believed that being escaping was inevitable and releasing it before it was strong enough to get out on its own would give me the best shot to defeat it. But being stopped once wouldn’t make me give up either.”
ZZ has been carefully keeping one eye on Tarak and Abigail as they discuss, the other eye affixed to her tool chest already making plans for new equipment needed to be built for the boat. At the mention of a legendary artifact and great evil, ZZ turns, "Wait - who is this Shale character and what does that have to do with the Leviathon Call that we are looking for? Are they the same?" The eyebrow twisting has begun at the possibility of danger.
"Ah yes, Shale. Very much an evil goblin for someone of the Faith. As I recall he didn't care for me very much.... he wanted a relic that we we're after for another job, but in the process we would have to slaughter an entire village."
(For Sydney, go to the Blackmire campaign post #1716 and keep reading for more background if you want :) )
((Once the crew finishes up their conversation and people are assigned to roles))
The Maiden hits the water with a bit of a lurch and echo. The rope system hoisting and launching the vessel out to sea while a few folks man some of the oars to keep her moving. Other members of the crew maneuver along the rigging as they trim the sails to catch some of the wind. From behind, the sounds of shouting and cheers from the gathered crowd getting to witness a boat launch. On the decks, despite the shouting of people moving across the rigging and keeping time with rowing, it's rather quiet. People going from deck to deck and listening. Watching. Trying to make sure that there aren't any big leaks or issues that will need to be repaired. It's definitely noisy as the newfound pressure puts some stress on the hull, but nothing for alarm. A spot or two that'll need a bit of tar and a mild tweak. Like any new ship, there's growing pains in their first journey.
The journey from Iron Port to the inner sea is about a month; barring any need to stop and resupply, weather, or other issues and targets along the way. Crews on a ship this size normally run on rotations of 15 or so, with some heading off to bed at odd hours for rest and others maintaining; the full 40 only being called upon when there is dire need for all hands to be on deck and ready for battle positions. A long difference from the days of the Windhook only needing a single person to man the ship - or two to do it efficiently.
The First Two Weeks at Sea:
Needed:
Captain: Water Vehicles + INT and, Persuasion or Intimidation (please say how you're using this decision)
XO / First Mate: Persuasion or Intimidation (please say how you're using this decision)
Bosun: Athletics or Carpenter's Tools + STR
Quartermaster: Nature or Navigator's Tools + WIS
Bonus (will impact morale, loyalty, and eventually shift how the crew acts in the world.)
Perform for the Crew: Musical Instrumentv Proficiency + CHA
Sermons: Performance (will be in according to character's ideology: Tarak of the Faith. Lafetha of Druidic Orders. etc)
Bonus (impact resources)
Create Food and Water: Using 1 spell slot of this reduces the rolls by half; using 2 spell slots for this eliminates the need for supply (food) rolls.
Captain Decision:
Work the crew harder and force rowing to speed up the journey. This will negatively impact morale.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Laftetha finds a somewhat quiet place on the ship to focus. She begins to create extra food and water, so they will have enough rations to feed everyone for the time being.
She then heads to the deck to meet some of the crew. She performs a sermon about the Druidic Orders in hopes that people will find her background interesting and exciting. Performance 12
After, she looks out to assess their situation at sea hoping for smooth sailing. She will report to Abigail after. nature 22 (9)
Feeling the sea breeze once again on her fur, Abigail sighs contentedly. Standing at the helm, she turns to ZZ and asks, "Judging by your reaction to the crews song earlier, I would say you have some connection with the sea beyond designing ships. Were you a sailor at one time, or have you simply lived in Iron Port for a while?"
Asking Tarak to say after one of the morning's officers' meetings, she asks, "Tarak... In the past I have had my reservations about the speed at which you make your decisions, but you are ultimately a sort of paragon of the Faith. There are actions that we may need to take in the future that might not sit well with those wrapped in the robes of righteousness or compassion. A sailor's life comes with a certain degree of... Well, what I suppose I am trying to ask you is, when the time comes would you be willing to take the lives of those that may not have done direct harm to you? Who are unarmed and defenseless before you? Does the will of the Iron Queen allow for you to be that sort of person?"
During the first leg of their trip Abigail takes many of her meals with the crew, attempting to engage with them and get to know them individually. Wanting to emulate Syrabina, Abigail takes many of her meals with the crew during this first leg. Syrabina knew each and every member of her crew, and had the insight to know when and how to push them... "I am going to need to know this crew just as well, if I want to be able to demand as much from them as Syrabina did from us." During her time with the crew she focuses primarily on teasing out each of their own life stories, figuring that a captain interested in each of their pasts might also engender the feeling of have an interest in each of their futures.
Abigail will also take time to encourage the crew to engage in entertaining activities while not on duty, such as the telling of tales and playing of instruments. She will also keep the shifts light and easy for this first leg... there will be times ahead when she needs to push them hard or have them perform acts they my not wish to execute, so might as well let them enjoy this first stretch as much as possible. Abigail herself just wants to enjoy being back on the sea for now, and takes the time to perform and play with the crew while they are able.
Water Vehicles: 5
Purrsuasion: 19
Flute: 25
As the other officers leave the room Abigail asks her question. Tarak looks at Abigail for a moment and then weighs his words carefully.
“I have shared my background with you in that my town was wiped out by brigands and thieves. I watched from where my parents hid me as my family was murdered without mercy. If you want to know that I could act aggressively against someone who is evil and hurts others even if they have been neutralized then the answer is maybe if justice would be served. But I must also weigh the morality of the situation. Someone who simply opposed you and then stood down and surrendered would be a different situation. As Captain you will find that many people will see things differently than you and knowing when to push them to go against their morals may be the deciding factor in them trusting you.”
He stops talking and turns to leave the turns back “By your leave, Captain.”
Once dismissed he sets about getting to know the crew and motivating them. He takes time to ask their names and backgrounds giving advice as needed and recognizing what they are doing well.
Persuasion 11
Bonus Roll Performance 7
Acting with kindness but firmness and discussing his background in the Faith
ZZ turns to Abigail and sighs wistfully, "Aye...I've been in Iron Port for a while but I am originally from Argan. There I lived with family in a small settlement of artisanal gnomes, we created all sorts of things for those willing to stop and trade. I got restless after a while and the pursuit of knowledge made me itch with the need to leave and see what the world had to offer. I met the Madame at a pub while I was nattering on with some dwarves about a local guild and she wanted to hire me for some reason." ZZ chuckles, "No idea why...I'm not the easiest person to be around, on account that I talk way too much and badger people to teach me new things..." ZZ trails off, eyeing some dwarves and goblins who are bringing out the tar for fixing weak areas. "Excuse me captain." ZZ abruptly leaves without a backward glance, Haku perched on her shoulder.
Tools+Strength:
12
ZZ helps fortify weak areas in the ship and talks amongst builders, exchanging knowledge here and there and gaining new thoughts and ideas from those around her.
Two Weeks into the Voyage....
The crew feels new. Young. Multinational. Multiethnic. Much like most people, there's a tokenism of their appreciation of the Faith. After all - it is the religion. There's a strong thrill of adventure and eagerness. Some wanting to make enough coin to life comfortable. Some wanting to see the world. A handful perhaps on the run; problems, past, kids, crime, duty. Everyone has a story. The first few weeks go strong like newfound friends. Stories that are exaggerated. Drinking and competitions. Singing and listening to the music. It's a good time. But it's clear where they're lacking.
Too hung over to listen about the deeper meaning of the Faith. Too confused at the fact there are other beliefs beyond the cults they've heard not to trust. A few have trouble getting the sails just right. Not all of them able to get a feel for the ship. It could be perhaps Abigail's indulgences as well...
Current Crew Morale: +3
A whistle comes from up on the crow's nest. Fingers pointing into the horizon.
A target...
While she's far away, it seems that a Old Salain Galley has been spotted in the distance. An older flag, suggesting that she's now homeless, with Salais Monarchy having been overthrown years ago. There's low risk politically; and most the crew isn't from the Old Guard Salain. A few.. but piracy doesn't normally involve sinking. Simply taking and letting something continue on it's way. The boat may not have much, but if she's this far out, she's got to have something on worth to remain in sailing shape this long. Also means that her crew may have some skill.
With the young crew of the Maiden itching to prove themselves, this could be a prime target. You don't expect any blowback choosing to ignore this one, but, they'll be chomping at the bit to see action on whatever may come next.
Captain Abigail, the choice is yours to sound the call to arms and prepare to move to engage.
Captain and All Officers: You can roll to figure out and learn things. (Pick one)
Perception to try and see something: What are you trying to look at? Weapons? Sails? What they may be hauling? Who's on deck and how well armed?
Nature to see how the seas are. Perhaps learn if there are obstacles in the sea. Better angles of attack. Etc.
History to recall facts about Boats & Flags: What are you trying to remember? Nations? Renown? Hull designs? Speeds? Features?
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Laftetha looks out at the up coming ship to see if she can tell what kind of weapons they have, and to see who they are perception 18
History 15
Abigail smiles, "All right you lily-livered pirate wannabes," she jokes, "Time to see what you are really made of!"
In a more serious tone, she shouts, "Prepare to engage!"
Abigail tries to recall if this particular ship/colors has any particular renown for its purpose or members (History: 9)
Lafetha, upon looking over at the ship, notices the four gun ports - two per side - hidden in the lower deck of the vessel. All the while, the top deck containing a set of four ballistae.
Abigail and Tarak aren't able to figure out anything off the top of their heads.
ZZ (will edit in things accordingly)
Round 1 (Begin)
Setup: The whistles and shouts of the crew rising up and moving through the ship echo loudly from anyone on the top deck. The Maiden coming around and sailing after the other vessel, eventually catching up as they come from a intercept course. The other vessel tacking and turning to keep the distance between the two; it being a smaller ship in size but more maneuverable.
Current Crew Morale: +3
The Maiden is +3 Zones behind the Old Salain Vessel (environment: At Sea)
(Same Zone: could ram. Board. etc)
(Zone +1: Some Distance between the boats. Most spells with that 30-60 foot range are in range)
(Zone +2: Pretty far distance. Hundred (s) of feed)
(Zone +3: Very Far. Disadvantage on ranged attacks that can hit something far away.)
(Zone +4: Not in combat and so far away and will have escaped)
See Here for more on Boat & Crew Actions
I'm Open to interesting spell use and ideas.
Not Doing Initiative Anymore: Maiden & Crew Go // Opponents Will Go
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
ZZ looks to see if she can't distinguish crew size of the old Salain vessel perception23
Prior to closing in on the ship, Abigail has the crew hoist the Maiden of the Abyss' colors (we have to start making a name for ourselves).
Abigail, manning the helm (moving us closer by a zone), shouts encouragements to the row crew, "Put your backs into it!" ( moving us closer by a zone - Crew Check: 22 ).
Aside Abigail tells Tarak, "Have them ready the cannons, but wait to fire until we see what their ship's crew does... I would prefer a nice catch and release with minimal casualties for either side, if possible." She pauses a moment before adding, "It will almost certainly NOT be that easy, but one could always hope they spent all their munitions already."
Tarak nods and then turns to the crew. “Look alive me’ hearties. You group of men get on the oars and heave Ho. The rest of ya ready the cannons. Time to make a name for ourselves!”
5
Old Salain Ship
Cannon firing at Oars
Attack: 20 Damage: 47
Cannon firing at Hull
Attack: 15 Damage: 55
Movement : 1 Zone
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Round 1 (End)
Summary: The Maiden moves towards the Salain Ship. The crew down below pushing out their oars and beginning to row, bringing the ship closer. Tarak holds the line on the top, assisting with one of the firing crews.
As the Maiden gets closer, the Salain ship quickly maneuvers. It's gun ports opening up and launching a barrage. Cannonballs streak; some striking where the oars are but the damage is insignificant. Others strike the hull; the loud burst of wood from the puncture rings out. The Maiden's cannons erupt, but the cannonballs streak into the water with a splash - the crew not zero'd in just yet.
Round 2 (Begin)
Situation: The Maiden is chasing after the Old Salain ship (Zone +2). The waves crashing over the side as Abigail is keeping the ship on a steady course
With the crew rowing, it could certainly be possible to get close enough to attempt to board and maneuver. But enemy vessel certainly seems well defended and currently capable... making it a difficult call to say if getting in close at this point or continuing a barrage is the smarter of choices.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour