Belagroff Bearjaw & the Buckaneers
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You people see better in the dark than most so I want you on night watch tonight. Pick a partner, you'll be in charge.
And with that out of the way the captains heads aft back to the tiller. As you look around at your options for other passengers to pick you watch teammate you sigh. There is a rather pompus looking elf dressed in finery with a rapier at his waist who sits stiffly towards the prow of the boat. Laying across several crates is a large wolfkin with little to him other than his large muslced form other than his equally large sword. And finally there is merry duende, one of the small folk, chatting animatedly at one of the crew who is the only one who has not told him off or moved away.
When I get ashore the first thing I’m gonna do is find a good meal.. He grumbled as he rubbed his expansive belly.
Looking over the other passengers he spots a large wolfkin armed with a large sword.
Hoy there! Wolfman! I need someone to stay up with me on watch tonight. And you are my lucky volunteer, he said with a grin.
That is, if your are able to use that large butter knife with any skill. My name is Belagroff of Clan Bearjaw. Who might you be?

The fancy looking elf glances at the wolfkin swordman then you and back to the river with a slight sniff just as the captain calls from the rear That means the other two of you have got the dawn patrol. The duende is in charge.
The rest of the day passes leisurely and Belagrof finds a corner to lean against so as to get his face out of the sun and get a few hours of shut eye.
You are awoken by the rocking of the boat and looking up you see the shore a short span away. The crew busily ties the boat up and drops a long plank across the gap. According to the red and blue sky you have maybe a half an hour of daylight before full dark.

You dwarf, your watch starts in a couple hours. If you see any trouble just ring the bell and he gestures to the iron bell hanging from a pole set into the stern of the boat.

Adrik rises from his bed of crates and moves to the shore, sniffing the air. I will be back in time for our watch. You may accompany me if you can be silent and still he says as he glances down at you.
Don't let my size fool you Wolfman. I can be as quiet as a mouse if need be. Sure, I will accompany you. As long as we are back in time for our watch.
Lead the way.
Adrik Frostbeard

Roll a test, 2d6, for moving quietly, and 3d6 for finding animals or tracks
Rolls
Move Quietly - (2d6)
(13) = 4
Tracking - (3d6)
(323) = 8

He quickly padds off into the woods and you continue in your activity to help as you may. Then you catch the faintest of scents of wood smoke. Checking again you are certain the smell is not coming back from camp, but up ahead. Looking around you spot Adrik dozens of yards away, half concealed with muzzle raised sniffing the air, who glances back at you. Looking towards the source of the smell he cocks his head, looks back in the direction of the fire smell, then back to you as if asking your opinion.
Rolls
Spot - (3d6)
(632) = 11
Roll a test if you want to get close enough to hear without being noticed or let me know your plan
Rolls
Roll to get closer to hear voices - (2d6)
(26) = 8
. . .

Female 1 Yeah, that's what you said last time too. Only. . . . That was a lot of blood and he didn't get back up

As you move to a point you can see a few of the figures you make out a man an woman, from the tones it sounds like they are in charge of things here, heading away from camp.


They continue talking as they head upstream along a small trail away from the campfire and the 3 other women around the pitiful flame.
Do you want to follow the two or wait till they are gone and confront the three women or head back to camp or something else ?

The boat has a crew of 6 and besides you and Adrik there are the other two passengers
![]() Glen | ![]() Silla Scalesweep |
A fair fight would be risky. But then again only fools fight fair. We have the upper hand cause we know their comin'. I say we lay a trap for them and rough em' up a bit.
Adrik is a bit annoyed at the ruined hunt but seems excited about the prospect of upcoming conflict. You both get a decent meal and get to your beds early enough to be down by time the women arrive on a ragged homemade raft looking miserable and pathetic.
Let me know any preparations and plans you want to make before going to bed. Do you stay awake, tell the captain to wake you at a later time, sleep on the boat or on shore, etc...
After i wake up, I'd like to talk to Adrik, the Captain and his crew to make plans to ambush the pirates once we see the women arriveon the raft. I think we need to come up with a signal word to activate our ambush.
I will keep watch on the ship since I can see in the dark. Adrik of you should hide on deck and cover yourself with a tarp. Captain, you and your crew hide in the cargo hold. When the ladies come on the raft I will start singing my favorite Dwarven drinking song so you will know that they have arrived. I will pretend that I don't know what they're up to. As soon as they board the ship, spring the trap. Any questions?
Darz Helgar

No, sounds simple enough. But I am less worried about capturing a few women than I am about catching the pirates. How do we ensure the pirates attack and we surprise them? The women may have to do some kind of signal.
The captains biggest concern is the unknown result of what will happen if you take the women and the pirates don't show up. He is all for avoiding a fight but doesn't want the pirates tagging along behind while you have to manage 4 prisoners as he and his men refuse to kill women if at all possible.
But under no circumstances will Baby and I let the women aboard.
The captain always has half the crew on the boat at all times when you stop. The raft will likely stop behind the boat, along the side of the boat, or down stream. If they try to stop touching the boat the captain will force/help them down stream
If you want you re-arrange yourselves let me know
The women cry out in relief and begin kicking their "raft" to shore and arrive down river of your boat. Several of the men quickly grab blankets to help warm the women, all of whom you recognize from the small campfire you found earlier. Gin seems aloof to the commotion but Silla joins the men trying to comfort and aid the women.
Greetings ladies. Might you join us for a drink on this chilly evening.
Gimme a flagon, a barrel, a wagon,
Oh gimme a flask or a pot or a pail,
Keep on pourin' til I be snorin'
And let's drink that Bugman's Ale!
We march by day, we drink by night
Through sun and snow and gale,
So have a round, a pint, or glass
And drink that Bugman's Ale!
If there be a table, as broad as is able,
Then set down a stump, a chair or a pail
For while we war for king and hold
Let's drink that Bugman's Ale!
So bring on the ale and beer without fail,
Oh barlass, our stories regale
Tomorrow we fight at dawn's first light
But tonight it's Bugman's Ale!"
ok give me a Perception test, 3d6
Rolls
Perception - (3d6)
(662) = 14
Wolfman! Get up here and guard the boat! I have something I need to take care of! And tell the captain to get up here!
He stomps off of the boat, shouting at Silla.
Silla! What did you hand to the pirate wench? Tell me now or Baby and I will have to do something drastic!

Roll a test with advantage to "read" the crowd (Silla and the women)
Rolls
Read the crowd - (3d6)
(562) = 13
Check her Darz commands the sailor who promptly and thurroughly searches the landy. A knife and packet of some powder are found on the lady. The knife is soaked and the lady obviously tired to keep the packet dry as it is barely wet from being hidden in her cloths.


He gives a few quick commands and the men search the rest of the women, relieving them of a few other small weapons before herding them away from the boat and you and Silla. Silla look on and tries to argue but is ignored by the men but a few keep themselves at his back. blocking any flight from camp. Finaly sillan tuns to face you.

Then in a rush he closes the distanc between you and swings his club, cracking you on a hastily raised arm. 1 damage. As the club strikes you a faint cloud of some powder is knocked off of it and falls onto you
Roll a Save test, 2d6, to aoid breathing in the powder
+ attack (1 damage per success unless stated otherwise)
+ evade (Until you can act again Test at disadvantage any time you are hit to avoid damage)
+ move (move to a new room/field)
+ focus (improve the odds on you next roll)
+ other test
Rolls
Silla attack - (2d6)
(26) = 8
Rolls
Save to avoid breathing powder - (2d6)
(14) = 5
You roll with disadvantage for 1 round.
It is your turn and you have 2 actions to perform. Note that you only need to Move as an action if you are covering great distances, like running away or chasing something.
Aye you little bugger. You’re not only a liar, but a cheat too. Now I’m going to give you a little kiss from baby!
Belagroff swings the two handed war club at the Hin in a flurry of attacks.
Rolls
Attack #1 on Silla - (1d6)
(3) = 3
Attack #2 on Silla - (1d6)
(1) = 1

Rolls
Attack x2 - (2d6, 2d6)
2d6 : (43) = 7
2d6 : (34) = 7
Dancing around the Hin, he looks for an opening and renews his attack with Baby...
Rolls
Attack #1 on Silla - (2d6)
(51) = 6
Attack #2 on Silla - (2d6)
(64) = 10
Silla Scalesweep

Rolls
Attack - (2d6)
(22) = 4
Rolls
Attack #1 on Silla - (2d6)
(33) = 6
Attack #2 on Silla - (2d6)
(31) = 4
Rolls
Attack - (2d6)
(23) = 5
Rolls
Attack #1 on Silla - (2d6)
(51) = 6
Attack #2 on Silla - (2d6)
(61) = 7
Silla Scalesweep

Rolls
Evade - (1d6, 1d6)
1d6 : (6) = 6
1d6 : (6) = 6
Silla Scalesweep

Focus and Grapple : roll once with 2d6, and pass the test on any result with 4 or higher
or
Deception and Grapple : roll twice for standard tests, 2d6 pass on a result 5 or higher, and if the deception test passed you can ignore his evade
Rolls
Attack - (2d6)
(23) = 5
Belagroff rushes Silla in an attempt to knock him off of his feet and hold him down (focus and grapple roll)
Rolls
Focus and Grapple - (2d6)
(33) = 6
Silla Scalesweep

Rolls
Attack - (2d6, 2d6)
2d6 : (26) = 8
2d6 : (65) = 11
Rolls
Attack #1 on Silla - (2d6)
(52) = 7
Attack #2 on Silla - (2d6)
(31) = 4
Silla Scalesweep

Rolls
Attack - (2d6)
(14) = 5
Belagroff chases the Hin and swings Baby at him, hoping to finish him off.
Rolls
Attack on Silla - (2d6)
(53) = 8


You sail down river on half crew, many too jittery to sleep well on the now somewhat cramped boat. In the morning the other half of the crew takes over and you make your way to the expeditions base