Chapter 3: Silver Isle, Floating Market
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Oct 17, 2019 6:56 pm
Astrias descends to the deck of the ship once more in her armored draconic form, her natural body scales now appearing hardened and glistening like crystal. "I trust the fools have learned their lesson. Let them tell others of their mistakes. The Kestrel and its crew are indeed mighty, but let us remain alert."
OOC:
Astrias will wait out the hour on her Bestial Transformation in case anything else pops off.Oct 17, 2019 10:47 pm
"Awww man, not only did I not get to let off some steam I'm missing my chance to get souvenirs" Phillip says slightly defeated. " Well I guess its ok to get some sun then." He proceeds to sit on some crates and unbutton his remaining hawaiin style shirt.
Oct 18, 2019 4:38 am
A bunch of guys run up the boardwalk, then huff and puff up the Kestrel's gangplank. The lead guy looks like he's about to have a heart attack. Some of the younger fogeys introduce him (in between gasps) as Harold András, the head honcho around here.

"Oh, somebody finally took that scoundrel out," Harold wheezes, gesturing at Safford Stampes. He and his crew have been squeezing us for protection money for months!" He looks wistfully towards the departing Strumpet. "We wish you'd taken that ship out, too."

"Oh, somebody finally took that scoundrel out," Harold wheezes, gesturing at Safford Stampes. He and his crew have been squeezing us for protection money for months!" He looks wistfully towards the departing Strumpet. "We wish you'd taken that ship out, too."
Oct 18, 2019 11:02 am
Only si much we can do with a boom chain and in close quarters. he offers his hand. Ian Mac, first Mate
Oct 18, 2019 12:33 pm
"Boom chain?" Harold scratches his head. "Uh...didn't you just..."Harold shrugs. "We don't blame you if you're not itching for a fight. You have our thanks for taking Stampes out. Pleased to meet you, Mister Mac. Your captain and I haven't been introduced, but I've been told he's at one of our taverns. Uh,...interesting fellow, I've been told."
OOC:
Nela already broke the chain with a lightning bolt. The Kestrel is free to pursue. But Valrakas is not around. The Strumpet is still in cannon range, however, and if you guys really wanted to take those bilge rats out, you have an airship, and a flying triton, and a monk that can run across water, and other stuff.Oct 18, 2019 12:48 pm
"If I had known these vagabonds had inflicted such torment upon your people...." Astrias hangs her head a little, feeling regret that she did not pursue the Strumpet. "There is no mercy in my heart for those who prey upon the weak." Astrias looks back at the crew then back to Harold. "Were it up to me I would pursue, but the captain is not here. It would be foolish of me to take them on alone." She then looks over to Nela, Pelner and Zale. "Us four may be able to handle them while the others man the canons.....Seek and destroy?" She offers the other three who can fly and cross water at great speed.
Last edited October 18, 2019 12:49 pm
Oct 18, 2019 2:29 pm
First Mate Ian mac, if you wish to pursue I can have the hot air balloon up before the ship leaves the dock and can hairy them with force bolts to slow their retreat. As he's talking he reaches over the the monkey and starts to 'fold' the thing back in on itself so that it fits nicely back onto the front of his shield.
What are your orders sir.
What are your orders sir.
Oct 18, 2019 3:21 pm
OOC:
The Strumpet is currently 100ft aft. The Kestrel can do 55ft per round, but you've got to cast off and turn her to starboard first. Your cannons have a range of 500/2000ft.Also, Jineer has this thing from the hags:
[ +- ] The Mighty Duck Dynasty
(Wondrous Item)
This wooden figurine of a duck wearing a crown is small enough to fit in a pocket. If you use an action to quack the correct duck call and throw the figurine to a point on the ground (or water's surface) within 60 feet of you, the figurine becomes a flock of 7 giant ducks for up to 6 hours. Each duck has the same stats as giant ravens, but add a Swim Speed of 20 ft. If the space where the ducks would appear is occupied by other creatures or objects, or if there isn't enough space for the them, the figurine doesn't become a flock of ducks. After 6 hours have passed, the flock reverts to figurine form. The flock reverts to a figurine early if it drops to 0 hit points or if you use an action to quack the command again while touching it. Once it has been used, it can't be used again until 5 days have passed.
The ducks are friendly to you and your companions. They can be used as mounts by Medium or smaller creatures to fly in V-formation. The ducks fight only to defend themselves. They understand your languages and obey your spoken commands. If you issue no commands, the ducks defend themselves but take no other actions.
This wooden figurine of a duck wearing a crown is small enough to fit in a pocket. If you use an action to quack the correct duck call and throw the figurine to a point on the ground (or water's surface) within 60 feet of you, the figurine becomes a flock of 7 giant ducks for up to 6 hours. Each duck has the same stats as giant ravens, but add a Swim Speed of 20 ft. If the space where the ducks would appear is occupied by other creatures or objects, or if there isn't enough space for the them, the figurine doesn't become a flock of ducks. After 6 hours have passed, the flock reverts to figurine form. The flock reverts to a figurine early if it drops to 0 hit points or if you use an action to quack the command again while touching it. Once it has been used, it can't be used again until 5 days have passed.
The ducks are friendly to you and your companions. They can be used as mounts by Medium or smaller creatures to fly in V-formation. The ducks fight only to defend themselves. They understand your languages and obey your spoken commands. If you issue no commands, the ducks defend themselves but take no other actions.
Oct 18, 2019 4:13 pm
With huff, Grog lets his axe down, and with no sense of common decency, scratches his buttocks with a stoic expression on his face, and wanders back down to get his furs on due to the chilly sea breeze wafting over the deck.
Oct 18, 2019 4:36 pm
OOC:
if someone has levitate and a boat looking thing, we could just harpoon the boat and make our way across XDOct 18, 2019 5:22 pm
Nela watches the enemy boat as she summons up the spirit of the waters. She then causes waves of water to hit the ship and force it to move back toward us or capsize it in the process. If it capsizes or people start abandoning ship she will cause a Whirlpool there.
She is planning to cause living hell upon that ship as any high druid can do. (Perhaps even some storm clouds above and crackles of lightning in the area as no damaging effect with the waves showing a storm is now upon them.)
She is planning to cause living hell upon that ship as any high druid can do. (Perhaps even some storm clouds above and crackles of lightning in the area as no damaging effect with the waves showing a storm is now upon them.)
OOC:
Casting Control Water to manipulate the water around the enemy ship. Gives up Call Lightning.OOC:
Additional note. there is already cloud above us from the call lightening.Last edited October 18, 2019 6:00 pm
Oct 18, 2019 5:55 pm
Nela causes a wave to rise up, and the Strumpet nearly capsizes. She makes no headway in her flight from the Kestrel. Some of the scallywags are washed overboard.
Harold and the other old fogeys scurry back down the gangplank as it seems there is going to be a battle after all.
25 • Zale: 85/85hp. AC 16.
24 • Jineer: 51/51hp. AC 16.
23 • Nela: 57/57hp. AC 15. Concentrating (Control Water)
23 • Astrias: 75/75hp. AC 16. Bestial Transformation. Flying 30ft above deck.
22 • Pelner: 64/64hp. AC 18.
21 • Jack: 52/52hp. AC 14.
19 • Grog: 108/108hp. AC 16. Below deck.
18 • Ian: 83/83hp. AC 17.
15 • Phillip: 82/82hp. AC 15.
11 • Kitty: 51/51hp. AC 15.
• Safford Stampes: DEAD.
• The Strumpet Hull AC 15; Helm AC 16; Sails AC 12; Guns AC 18.
• Scurvy Dogs: AC 12. 186 damage.
Harold and the other old fogeys scurry back down the gangplank as it seems there is going to be a battle after all.
OOC:
[ +- ] Initiative Order & Status (BLUE are on standby. ORANGE have acted. GREEN may act.)
25 • Zale: 85/85hp. AC 16.
24 • Jineer: 51/51hp. AC 16.
23 • Nela: 57/57hp. AC 15. Concentrating (Control Water)
23 • Astrias: 75/75hp. AC 16. Bestial Transformation. Flying 30ft above deck.
22 • Pelner: 64/64hp. AC 18.
21 • Jack: 52/52hp. AC 14.
19 • Grog: 108/108hp. AC 16. Below deck.
18 • Ian: 83/83hp. AC 17.
15 • Phillip: 82/82hp. AC 15.
11 • Kitty: 51/51hp. AC 15.
• Safford Stampes: DEAD.
• The Strumpet Hull AC 15; Helm AC 16; Sails AC 12; Guns AC 18.
• Scurvy Dogs: AC 12. 186 damage.
Rolls
Capsized? (25%) - (1d100)
(37) = 37
Oct 18, 2019 6:22 pm
OOC:
hold action, Action: continue tanning grumply
Trigger: no enemies present in his pathfinding algorithm
Oct 18, 2019 6:26 pm
OOC:
If anybody wants to shoot the cannon, you'll have to turn the Kestrel around (one 90-degree turn per round).9-Pound Cannon "Long Nines"
(ranged weapon attack): range 500/2000 ft., one target. Hit: 4d10 bludgeoning damage.
If you have Firearms proficiency, you can add it to the attack roll.
The Kestrel has one cannon mounted on its prow, and three gun ports on each side. So 1 shot per round while in pursuit, or 3 simultaneous shots (a broadside) if you manage to come abreast of the Strumpet.
Oct 18, 2019 6:39 pm
Nela says as she continues maintain the waves hitting the enemy craft, Finish it off. It isn't going anyplace.
Last edited October 18, 2019 6:39 pm
Oct 18, 2019 6:51 pm
Astrias stands beside Nela and raises her hands to join in Nela's control of the seas around the Strumpet. She summons a Water Elemental to assist in capsizing the vessel. An enormous wave rises alongside the vessel, vaguely in a humanoid shape, and barrels into it.
OOC:
Spending 7 psi points to manifest Mastery of Water - Animate Water.[ +- ] Mastery of Water - Animate Water
Animate Water (7 psi; conc., 1 hr.). As an action, you cause a Water Elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.
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