Welcome aboard The Indomitable he says. You hand him your ticket. Steerage he says and points at a door leading down towards the ship’s hull. You make your way through the crowded hallways full of families who are busy claiming cabins and stowing their few possessions. Finally, you find a cabin that isn’t crammed too full of people. There are a few other people in the cabin and you stow your things and sit down on an unoccupied hammock. A grizzled, old sailor looks you up and down. Aye he says by way of greeting,What cruel twist of fate brings ye here? Are ye like me? Did you take the Queen’s mercy? Speak up now. We’ve a long voyage and nothing but each other’s company with which ta pass the time.
Chapter 1
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Welcome aboard The Indomitable he says. You hand him your ticket. Steerage he says and points at a door leading down towards the ship’s hull. You make your way through the crowded hallways full of families who are busy claiming cabins and stowing their few possessions. Finally, you find a cabin that isn’t crammed too full of people. There are a few other people in the cabin and you stow your things and sit down on an unoccupied hammock. A grizzled, old sailor looks you up and down. Aye he says by way of greeting,What cruel twist of fate brings ye here? Are ye like me? Did you take the Queen’s mercy? Speak up now. We’ve a long voyage and nothing but each other’s company with which ta pass the time.
Shortly after lunch you hear a muffled cry from above. Then you hear the thunderous sound of multiple boots rushing about on the deck above you. This is not normal.
What do you do?
She always wears a thin cotton dress, the only variation being the color scheme or border design. Her scimitar is rarely gone from her side, and she has been seen with a shield occasionally. She also always wears a strange circlet which seems to be made of vines which have intertwined themselves around her forehead. A forest green gem is set in its band, but questions about the entire arrangement meet only with "I was given it by my mother," after which Que will say nothing more about it. The vines seem to rearrange themselves, but none of you have any way of being sure.
When he hears the cries from above, he grabs his longsword, Bran grabs his bow and longsword, and they rush upstairs onto the deck.
When Magak hears the cries from above, he grabs his weapon and runs upstairs to find out what it is.
"Pelor be praised."
As the amulet drops down to lay against his chest, he takes up his hammer and makes his way towards the stairs that lead up to the deck of the ship.
Hopefully Erythnul hasn't sent down his work for I will crush all evil Saris says in a determined manner which seems strange out of the ordinary for his to say it with such liveliness
Saris grabs his rapier and his flask of Holy water from inside his chest before he makes his way to the noise.
What do you do?
Rolls
Perception - (1d20+2)
(7) + 2 = 9
"Oye Captain. What do ya know?"
Rolls
Perception - (1d20+2)
(2) + 2 = 4
@Magak. Looking at the sailors it’s plain to see that the crew are anxious. Every now and then they cast a glance towards the port side. Following their gaze you notice something on the horizon. You can’t make out any details but it’s obviously another ship.
@Que
@Harbek and Glórendil You make your way towards Captain Bates. As you call for him he looks at you with an expression of irritation bordering on anger. I don’t have tim... he stops midsentence as his anger vanishes and a look of inspiration crosses his features. You know how to use those I assume he says looking at your weapons. Look I don’t have time to explain but we’re under attack. Pirates. He points towards the port side of the ship. They’re bigger and faster than we are so we’re going to have to fight them. I need you to go below decks and organise anyone who can fight and get them on deck. Questions? Please be brief. Time is of the essence.
What do you do?
Rolls
Intimidation - (1d20+1)
(8) + 1 = 9
You head downstairs and tell people about the situation. Unfortunately, word spreads faster than you do. People begin to panic. They group together and form something resembling a mob. The spokesperson, a large built human male adresses you. Why should we go up there? We should stay and protect our families. The crowd roars in agreement.
Rolls
Charisma Checks - (1d20+2, 1d20+2)
1d20+2 : (9) + 2 = 11
1d20+2 : (17) + 2 = 19
"Oye big fella. I notice you be a noticin' the ship what is comin' up on us, with ill intent no doubt. Captain says we be headin' for a fight and ain't nothin' we can be doin' but gettin' ready for it."
Placing his hands on his hips and he looks the half-orc up and down, Harbek keeps a smile on his face so as to not put him off or send the wrong message.
"I'm guessin' that a fella like yourself can handle yerself in a scrap. Me name's Harbek, and by Pelor's blessed light I be thinkin' that you and me goin' to be a force to be reckoned with by them pirates what is gainin' on us. You just do your thing when they get upon us, and I will be near ya doin' me own thing."
With a huge smile on his face, Harbek walks a slow circle around his new acquaintance mumbling under his breath somethings about 'long arms', 'strong legs', before moving closer to the port railing of the ship and motioning for the half-orc to follow him.
Calling back over his shoulder, "What be your name again? In all me excitement I didn't quite catch it."
"I like you lad. Oh, and I certainly believe them there pirates is in for surprise if'n they step foot on this ship. I been too long since I be in a good scrap."
Turning his attention back towards the sea, "When they get closes enough I'll be gettin' the attention of some so we has some new friends to be playin' with."
Looking back to Magak, Harbek laughs as the joy of possible battle looms ever closer. With that he forces down the energy bubbling up from the anticipation and calmly looks back out to sea.
Whispering under his breath, "Pelor be with us and guide our hands as we seek to bring eternal light to those that would board this ship for the purpose of causing harm."
@ Glórendil
Bran Gives you a hug and a kiss. I love you. Stay safe and then takes his position with the archers.
@everyone
You look towards the port side. The small sail on the horizon is now clearly visible. The Dreadship gradually grows in size and you see a few small puffs of smoke followed by a deafening roar. The air
fills with the whistle of cannon balls as they fall around the ship. Most land harmlessly in the ocean but a few find their mark. You hear the screams of dying men and women. You hear a cry from above Watch Out! As the mizzen mast drops to the main deck.
Clear that away, shouts Captain Bates. Marines to the Quarter Deck You watch as twenty uniformed men form into two ranks. Each carries a large blackpowder rifle in two hands. The marines have grizzled, stern expressions on their faces. They are clearly no amateurs. They unleash a deadly volley as The Dreadship pulls up alongside The Indomitable.
Then all goes to hell in a heartbeat. The Dreadship crashes into the side of The Indomitable knocking many off of their feet. Grappling hooks are thrown over the railings, missiles are flying left right and center, and there is fighting up and down the ship as pirates swarm over. Seven gaunt looking humans, wielding wicked rusty looking weapons, swing over and land near your position. Each wears a bloody bandana on their head. They look half starved and desperate.
Please roll initiative.
Rolls
Secret Roll
Rolls
Initiative - (1d20+1)
(10) + 1 = 11
Great axe - (1d20+5)
(4) + 5 = 9
Damage - (1d12+3)
(7) + 3 = 10
Casting Thunderwave at 1st level. DC 13 CON Save
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you.
Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
HP: 10/10
Hit Die: 1/1 (d8)
Spell Slots: 1st 1/2 | 2nd 0/0
Rolls
Initiative - (1d20+3)
(1) + 3 = 4
Thunderwave Damage - (2d8)
(88) = 16
Rolls
initiative - (1d20+2)
(7) + 2 = 9
damage - (1d4)
(1) = 1
Rolls
Initiative - (1d20)
(14) = 14
Magic Missile #1 - (1d4+1)
(3) + 1 = 4
Magic Missile #2 - (1d4+1)
(2) + 1 = 3
Magic Missile #3 - (1d4+1)
(2) + 1 = 3
Rolls
Initiative - (1d20+1)
(9) + 1 = 10
Axe Damage - (1d6+3)
(4) + 3 = 7
Shortsword Damage - (1d6+3)
(5) + 3 = 8
Shortsword - (1d20+5)
(6) + 5 = 11
Axe - (1d20+5)
(8) + 5 = 13
Harbek
Magak
Saris
Glórendil
Que
Pirates
As Harbek completes his incantation three silvery darts leap out and rush towards the nearest pirate. As each missile strikes the pirate releases a cry in pain. His torso is cut to ribbons and he falls to the deck, twitching.
Magak bellows a challenge and charges the nearest pirate to him. He swings wildly and the pirate nimbly ducks out of the way.
One pirate lands right next to Saris. Without saying a word Saris swings his hand axe down on the pirate’s weapon hand and cuts it clean off. Before the pirate has time to scream Saris impales him with his short sword. The pirate’s body drops to the ground lifeless.
Glórendil word’s have a magical effect on the pirate nearest to him. He seems quite hurt, and moves his hand to cover what looks to be a fresh, nasty looking scar on his temple. However it doesn’t seem to have much effect.
Que leaps into action and manoeuvres into the center of the pirates. Something about these pirates does not sit well with you. At heart, you understand the laws of nature, the strong prey upon the weak but these pirates kill for pleasure. You channel your anger and focus it into your fist, then you bring your fist down upon the deck of the ship and scream a word of power. A deafening thunderous roar emits from you and, everyone in the vicinities ears ring as if from shellshock. Time slows as you all almost lose consciousness. You touch your nose and feel a little blood. As you regain your senses you see seven pirate corpses scattered about the ship.
As you clean up the last of the pirates you hear a mighty war cry. You look up to see three figures swinging on ropes. Two look similar to the creatures you have fought but the third is a massive figure, easily seven feet tall with a bald head covered with tribal tattoos. They swing across and land a few feet from your position. The massive brute pulls a massive axe from his back and charges towards you. You can see froth emerging from the corners of his mouth. The other two approach you more cautiously.
Rolls
Initiative (Pirates) - (1D20+2)
(1) + 2 = 3
Rolls
Great axe - (1d20+5)
(7) + 5 = 12
Damage - (1d12+3)
(2) + 3 = 5
Casting Ice Knife at 1st level.
Range: 60 feet
Components: S, M
Duration: Instantaneous
(a drop of water or piece of ice)
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Rolls
Attack, Damage - (1d20+5, 1d10)
1d20+5 : (4) + 5 = 9
1d10 : (6) = 6
Explosion Damage - (2d6)
(22) = 4
Rolls
Shortsword, Damage - (1d20+5, 1d6+3)
1d20+5 : (4) + 5 = 9
1d6+3 : (1) + 3 = 4
Axe, Damage - (1d20+5, 1d6+3)
1d20+5 : (1) + 5 = 6
1d6+3 : (1) + 3 = 4
Rolls
Longsword Attack - (1d20+3)
(6) + 3 = 9
Longsword Damage - (1d10+1)
(9) + 1 = 10
After his prayer, Harbek wades into battle behind Magak keeping his shield in front of him and springing on the first pirate that presents him the opportunity with his warhammer.
Rolls
Attack roll - (1d20+3)
(17) + 3 = 20
Dmg Roll (if needed) - (1d8+1)
(2) + 1 = 3
Following Magak, Harbek also moves to confront the Goliath but Harbek takes a much more measured and cautious approach advancing with his shield raised, he ducks under the goliath’s greataxe and brings his warhammer down upon the goliath's knee. You hear a sickening crunch but the goliath seems to ignore the pain.
Saris leaps into the fray and attempts two strikes at the goliath. However, the goliath recovers from his earlier attacks and manages to ward off Saris’ blows. Meanwhile, one of the pirates sneaks up behind Saris and aims a blow towards his midsection. The strike is true and Saris reels back in pain and turns toward this new threat.
Glórendil engages the third pirate and their blades clash with the singing sound of steel. However, neither manages to land a telling blow.
Que focuses her energy and a frozen, dagger like shard appears in her hand. She hurls it towards the goliath but her aim's a little off. As the shard flies over the goliath’s head she calls out a word of power and the shard explodes raining shards down upon the pirates. The goliath, reacting quickly, raises his greataxe and blocks most of the shards. The pirates attempt to do the same, but their blades are too small and several shards puncture their bodies.
3 points of damage to Saris
Goliath engaged by Magak and Harbek is now considered flanked. Advantage to attack rolls.
One pirate is engaging Saris
One pirate is engaging Glórendil
Que is unengaged.
Rolls
Dex saving throw Goliath - (1D20+1)
(20) + 1 = 21
Dex saving throw Pirate - (1D20+1)
(10) + 1 = 11
Dex saving throw pirate - (1D20+1)
(9) + 1 = 10
Goliath attacks Magak - (1D20+5)
(4) + 5 = 9
Damage Goliath - (1D12+2)
(6) + 2 = 8
Pirate attacks Saris - (1D20+3)
(16) + 3 = 19
Damage pirate - (1D6)
(3) = 3
Pirate attacks Glórendil - (1D20+3)
(8) + 3 = 11
Damage Pirate - (1D6)
(2) = 2
Rolls
Athletics - (1d20+5)
(11) + 5 = 16
Advantage - (1d20+5)
(8) + 5 = 13
Rolls
Attack, Damage - (1d20+5, 1d6+3)
1d20+5 : (12) + 5 = 17
1d6+3 : (1) + 3 = 4
Rolls
attack - (1d20+3)
(3) + 3 = 6
damage - (1d8+1)
(3) + 1 = 4
"Pelor be with this creature of the light and aid him in his attempt to beat back those that seek to advance the cause of the darkness."
Rolls
Guidance - (1d4)
(3) = 3
What do you want to do with it once you have it? Throw it away?
Rolls
Strength - (1D20+3)
(2) + 3 = 5
Advantage - (1D20+3)
(7) + 3 = 10
Rolls
Shortsword, Damage - (1d20+5, 1d6+3)
1d20+5 : (3) + 5 = 8
1d6+3 : (2) + 3 = 5
Axe, Damage - (1d20+5, 1d6+3)
1d20+5 : (10) + 5 = 15
1d6+3 : (3) + 3 = 6
As Harbek invokes the holy name of Pelor, Lord of Everlasting Light, his holy symbol glows with an almost blinding white light. The radiance flows from your holy symbol, up your arm and fills your body. You channel it through your warhammer and point towards Magak. A beam of holy white light strikes into him filling him with holy light.
@Magak
As you are filled with white light, a holy aura surrounds you and you feel amazing as if you could do anything. Filled with righteous purpose you reach out and grab the goliath’s greataxe and rip it from his grasp. You turn towards the goliath, and quickly examine your newly acquired greataxe.
It has definitely seen better days. It’s full of rust and looks to be pretty useless. You definitely feel a sense of sadness that such a fellow warrior would be forced to such a worthless weapon.
Taking advantage of this opportunity, Que rushes in and strikes a quick blow, hoping to eviscerate the goliath. Unfortunately, he moves out of the way and the blow strikes his forearm instead.
Disarmed, and out of desperation, the goliath reaches for Magak’s weapon.
@Saris
Ever the tactful fighter, you unleash a flurry of blows and your opponent desperately tries to parry them. You raise your sword in an overarching strike and as he raises his sword to block you pivot at the last moment, reversing your momentum and bring your axe down onto the pirate’s clavicle. He screams and falls to the deck. Without a backwards glance you turn towards the other combatants as the life leaves his body and his eyes glaze over.
@ Glórendil
You aim several blows against your enemy yet despite his gaunt appearance and lack of armour he desperately dodges out the way of your sword. He readies himself and lunges towards you.
Magak please roll Str / athletics or Dex / acrobatics to avoid being disarmed: DC 20. You have advantage on the roll. Then take your turn as normal.
The goliath is engaged by Que, Magak and Harbek. He is considered flanked. You all have advantage on your attack rolls.
Saris is unengaged
One pirate is engaging Glórendil
Rolls
Strength - (1D20+3)
(3) + 3 = 6
Advantage - (1D20+3)
(17) + 3 = 20
Pirate attacks Glórendil - (1D20+3)
(4) + 3 = 7
Damage - (1D6)
(1) = 1
Rolls
attack - (1d20+3)
(5) + 3 = 8
damage - (1d8+1)
(4) + 1 = 5
Rolls
Attack, Advantage, Damage - (1d20+5, 1d20+5, 1d6+3)
1d20+5 : (7) + 5 = 12
1d20+5 : (5) + 5 = 10
1d6+3 : (1) + 3 = 4
Rolls
Attack Roll - (1d20+3)
(19) + 3 = 22
Advantage Roll - (1d20+3)
(17) + 3 = 20
2h Versatile Dmg Roll (if needed) - (1d10+1)
(3) + 1 = 4
Rolls
Strength - (1d20+5)
(20) + 5 = 25
advantage - (1d20+5)
(9) + 5 = 14
Rolls
Attack - (1d20+5)
(18) + 5 = 23
Advantage - (1d20+5)
(2) + 5 = 7
Damage - (1d12+3)
(9) + 3 = 12
Rolls
Axe Throw (Advantage?) - (1d20+1, 1d20+1, 1d6+3)
1d20+1 : (11) + 1 = 12
1d20+1 : (1) + 1 = 2
1d6+3 : (3) + 3 = 6
The goliath desperately lunges for his weapon but Magak, almost tauntingly, tosses the rusty greataxe aside and grabs the goliath with his free hand. He gives the goliath a mighty push and shoves him backwards. The goliath falls to his knees, reaches into a pouch and pulls out a bottle but before gets a chance to use it Magak swings his greataxe in a massivee overhead arc and smashes it into the goliath. The blow shatters the goliaths clavicle and the axe gets lodged in his pectoid muscle. The goliath screams and a fountain of blood sprays out of the wound. Magak opens his mouth and drinks and bathes in the goliath's blood.
The glass bottle falls to the deck but does not break.
Saris assess the situation and hurls his handaxe at the pirate engaging Glórendil but he aims a little high and the axe goes spinning past the pirate and sticks into the main mast.
Glórendil and the pirate are still engaged in an increasingly desperate melee. That is until Que sneaks up behind the pirate and stabs it from behind. The pirate falls to the deck. Dead.
There are no more enemies in your immediate vicinity so you take a moment to take stock of your situation. Grappling hooks hold the two ships side by side. There are a number of oars around that could be used to lever the ships apart. There is a small group of pirate crossbowmen reaping havoc from the pirate ship. A small group of pirates is moving towards the archers in the castle.
What do you do?
Rolls
Climbing - (1d20+4)
(12) + 4 = 16
Rolls
Crossbow Attack Roll - (1d20+2)
(18) + 2 = 20
Dmg Roll (if needed) - (1d8)
(6) = 6
@Que and Saris
Que leaps up onto the rail, grabs a rope and yells out but her cry is lost amongst the deafening sounds as the battle rages fiercely all around. She looks up at the pirate ship about 15 feet above her and sees several pirates grinning evilly and gesturing crudely. She looks around and sees Saris but no one else seems to be following her. The two of you feel very vulnerable. Then an officer sees you and guesses your intentions What are you doing? Don’t climb the ropes! Cut us free so we can reorganise our defences!
@Magak, Harbek and Glórendil
You see seven pirates rush up the stairs towards the archers in the castle. Harbek takes aim and shoots the leader who falls and trips up the pirate behind him and the two fall creating an obstacle for the other pirates. Magak and Glórendil waste no time and charge the pirates from behind. Out of the corner of your eye you see one of the marines walk to the top of the stairs. Why just one marine? you think to yourselves before OH SHI... as the marine brings his hands together and a massive jet of flame bursts out imcinerating the pirates and catching the two of you as well.
Dexterity saves please DC 11
11 fire damage. Half on a successful save.
What do you do?
Rolls
Burning Hands - (3d6)
(416) = 11
Rolls
Reflex - (1d20+1)
(6) + 1 = 7
Rolls
Merle against ship - (1d20+5)
(10) + 5 = 15
Damage including rage - (1d12+5)
(10) + 5 = 15
Rolls
Dex save - (1d20+4)
(9) + 4 = 13
Harbek fired his crossbow and hit the leading pirate causing them to pile up on the stairs leading up to the castle. Magak and Glórendil rushed to the foot of the stairs to aid the archers in the castle. Unbeknown to them, their aid wasn’t needed as a marine cast burning hands, incinerating the pirates but accidently catching Glórendil and Magak in the blast.
11 fire damage to Magak
6 fire damage to Glórendil
Que and Saris are trying to cut the ship free. They have cut four of the grappling hooks leaving five left.
Magak is taking his anger out on the Dreadship's hull.
Glórendil is attacking the pirate crossbowmen with his vicious words.
"Pelor, lord of light, grant me your blessing so that I may provide healing to those who are fighting for the side of light against the evil that has set upon this ship."
Rolls
Healing on Magak - (1d4+5)
(1) + 5 = 6
Healing on Glorendil - (1d4+5)
(3) + 5 = 8
You could heal one of them but then you would be out of magic for the day. Magak looks a lot worse off than Glorendil. Would you like to heal just him?
You call out to Pelor and for a moment nothing happens, you doubt your faith for a fraction of a second and then your holy symbol glows with that same blinding white light which flows from your hand and into Magak. As if Pelor would abandon his faithful in his time of need you chide yourself as you make a mental note to do some penance when you get the chance.
As the battle rages around you time stands still for a moment as you focus on the pirate crossbowmen above you. You unleash a torrent of insults but, alas, they fail to pierce the veil created by the sounds of raging battle. However, as you attack the crossbowmen, some of them duck down and out of view.
Que and Saris rush along the port side of the ship cutting grappling lines as they go. While running, Saris makes eye contact with a hard-looking dwarf warrior. As they lock eyes, the dwarf seems to instinctually know your request and rushes to cut two more of the grappling lines. Then the pirate crossbowmen unleash a volley towards Saris, Que and Magak.
Dex save please DC 10
Damage: 3 piercing
No damage on a successful save
Due to the hardened and weathered nature of the wood, any damage roll less than 10 will have no effect.
Summary
The structural integrity of the hull is sitting at 75 hps. If you get it to 0 the pirate ship will be forced to break off its attack.
There are currently 3 grappling hooks holding the ships together. If you cut the lines and use the oars to lever the ships apart (group str check at least three characters needed. Two successful checks to succeed). This will also force the pirate ship to break off its attack.
What do you do?
Rolls
Save Vicious Words - (1D20)
(13) = 13
Crossbow attack - (1D6+1)
(2) + 1 = 3
Rolls
Dex save - (1d20+1)
(11) + 1 = 12
Ship damage - (1d12+3)
(3) + 3 = 6
Rolls
Dex Save - (1d20+1)
(10) + 1 = 11
You could heal one of them but then you would be out of magic for the day. Magak looks a lot worse off than Glorendil. Would you like to heal just him?
You could heal one of them but then you would be out of magic for the day. Magak looks a lot worse off than Glorendil. Would you like to heal just him?
Rolls
DEX Save - (1d20+3)
(1) + 3 = 4
Pirates are inbound!
Que has readied an action for when they land
Magak is hacking away at the Dreadship's hull
Harbek you have two actions to take.
I don't know what Saris and Glorendil are doing.
The ship is close to being free (see above).
Rolls
Attack Roll - (1d20+3)
(3) + 3 = 6
Versatile Dmg Roll (If needed) - (1d10+1)
(1) + 1 = 2
Rolls
Damage - (1d12+3)
(8) + 3 = 11
Rolls
attack - (1d20+4)
(12) + 4 = 16
damage - (1d4+2)
(2) + 2 = 4
Summary
The ship is free. You could try to force the two ships apart using the oars. This will require a successful group Str check by at least three members DC 13. You need two successes in order to be successful.
Hull hps 64
Readied action to attack, action to attack. Two targets if the first falls.
Rolls
Initiative - (1d20+3)
(14) + 3 = 17
Readied Attack, Damage - (1d20+5, 1d6+3)
1d20+5 : (10) + 5 = 15
1d6+3 : (4) + 3 = 7
Attack, Damage - (1d20+5, 1d6+3)
1d20+5 : (9) + 5 = 14
1d6+3 : (4) + 3 = 7
Rolls
Damage - (1d12+3)
(7) + 3 = 10
Somebody help separate the boats! We can capture the ones remaining on board after!
Somebody help separate the boats! We can capture the ones remaining on board after!
Rolls
initiative - (1d20+2)
(20) + 2 = 22
attack - (1d20+3)
(6) + 3 = 9
damage - (1d8+1)
(7) + 1 = 8
Saris looks like he is going to be one of the characters attempting the str check. We need two more!
"Pelor aid your humble servant."
Rolls
Strength Check - (1d20+1)
(20) + 1 = 21
Rolls
Strength - (1d20+3)
(16) + 3 = 19
Rolls
Strenght Check - (1d20+3)
(16) + 3 = 19
You watch and wait patiently as the pirates swing over. You carefully pick your target and aim your strike. Just as the pirate lands you thrust upwards and your aim is true. Your sword pierces the pirate’s stomach: clearly a mortal blow but just to make sure you withdraw your blade and decapitate him.
@ Glórendil
You rush about the railing trying to find more grappling hooks but, alas, they have all been cut.
@Saris, Magak and Harbek.
Saris takes an oar and braces it against the Dreadship. Other crew members, seeing his intent rush to do the same. Magak sheathes his axe and just pushes against the Dreadship. You can see his muscles bulge from the strain. Harbek leaps atop the railing and attempts to the same. For a moment nothing happens but when Harbek mutters his prayer, Saris sees the faint outline of an archangel of Pelor surround Harbek and fill him with divine energy. Harbek’s eyes glow with the brightness of the sun blinding everyone, pirates and crewmen alike. When your vision returns, the ships are about 25 feet apart.
The remaining three pirates, seeing their ship drifting away, leap into the ocean.
You breath a small sigh of relief.
Captain Bates looks around the quarter deck and calls out to you To me quickly. You rush up and he begins speaking hurriedly.
We haven’t got much time before they attack again. With our mizzen mast down we can’t outrun them. Look, those guys wearing the red bandanas are obviously cannon fodder. They are trying to wear us down and run us out of spells then the real attack is going to come. I don’t fancy our chances gentlemen but I have a plan and I need some volunteers. I want you to sneak aboard that ship, find your way to the hold where they store their gunpowder and blow them all to hell. Are you game? I can’t use my men for this mission as they would be instantly recognised and killed and we don’t have time to change uniforms.. Also, I would never dream of asking you to do this unaided. About ten minutes after your aboard I will order the marines to counter attack the enemy ship and try to take out the captain. This should provide you with a good distraction. Questions?
"I will accompany my friend, and by Pelor's blessed light see these pirates cast out into the darkness before we are through."
We should probably use these weapons as to not draw suspicion to our better weapons. As well as wear the red headbands.
"Not what I be used to, but they'll do."
"Good thinking. Let us catch up with the three pirates that leapt into the water ahead of us and hope we can scramble aboard their ship along with them. If Pelor smiles on us, we will get caught up in the confusion and be able to get down into the belly of the ship without drawing attention to ourselves."
Assuming the others have heard him, Harbek starts to swim as fast as he can towards the pirates swimming back towards their ship.
As it stands you didn't take the time to take a short rest.
So you didn't have the opportunity to recover your hps via hit dice. To compensate for this I'm going to give inspiration to Que for acting in character to the clear disadvantage of the party. I'm also going to give inspiration to Magak too for choosing to keep his greataxe which is also going to make life more difficult for you later. Please note that you can use your inspiration yourself or you can give it to another character. The choice is yours.
Rolls
Athletics - (1d20+4)
(14) + 4 = 18
Magak you are at disadvantage because of your shinny greataxe.
Rolls
Stealth - (1d20+1)
(8) + 1 = 9
Disadvantage - (1d20+1)
(12) + 1 = 13
Everyone else is aboard the pirate ship attempting to make it to the hold unnoticed.
You could attempt to sneak across the deck moving from shadow to shadow or you could pretend you are pirates and make your way in plain sight.
Magak I already have your rolls.
Rolls
Performance - (1d20+2)
(11) + 2 = 13
"That didn't go as planned. Some of them be a might harder to kill than I be expectin'. Give me a minute to catch me breath lads, and I'll be good for another go at 'em."
Rolls
Performance Check - (1d20+2)
(20) + 2 = 22
Rolls
Performance - (1d20+2)
(18) + 2 = 20
"How'd you like to catch that tiger there by the tail lads?"
Looking around at the pirates in the area to see if they were all following Que as she walked away, he made eye contact with each to share a large grin with them. Thinking to himself, Pelor forgive this ruse and bless us on our efforts to twart these pirates and send them to the black abyss where they belong.
@Glorendil
You and Bran loved going to the theatre in Lion’s Gate. You remember a play called The Dutchess and The Pirate’s Daughter. It was a great comedy full of laughter, singing and epic dance routines. You give an amazing performance as Captain Keynes, your accent is perfect and full of pirate lingo. Unfortunately, in the real world pirates don’t speak like that. Even though the pirates are getting ready to attack the Indomitable. One pirate says get him he’s a spy. Four pirates turn and walk menacingly towards you.
@Que as you say the words "take me to your captain" the pirate gives you a long, hard look. The captain? Do you have a death wish? For what reason could you possibly want to speak with her? Then he notices that you’re not wearing a red bandanna. As you turn to walk away, he grabs your elbow wait, you’re not a pirate? He whispers taking off his own bandanna. Quickly wear this before someone notices. I was a sailor on a merchant ship once, before the Dreadship attacked. They gave us a simple choice join or die. Do not try to speak to the captain. She will kill you if you get in her way. Just join the attack on your ship and if you survive then no one will notice.
@Magak
You sneak past most of the crew and make it about ¾ of the way to the hold before you are surrounded by five pirates. One, an ogre of a man, steps in front of you, his face inches from yours and says nice looking axe you got there. Give it to me.
@Harbek, Que and Saris
You make your way without any effort and no one seems to notice that you’re not a member of the crew. You notice that Glorindel and Magak have split off in two different directions and Magak looks to be in serious trouble. This could provide you with an excellent distraction should you decide to disappear into the hold. Remember that the lives of many colonists depend on your actions today.
What do you do?
Rolls
Intimidate - (1d20+1)
(12) + 1 = 13
"You to keep to the plan and head below. I'll be stayin' up here to keep our friend there as alive as I be able."
With a clasp on Que's shoulder, Harbek mumbles under his breath a moment and nods before moving over towards the group that is surrounding Magak and trying to blend in with them. Making a point to catch Magak's eye, he winks at him as he approaches before joining in with the other pirates.
Rolls
Stealth - (1d20+3)
(4) + 3 = 7
You disappear into the hold.
@Harbek
Your performance is legendary. You instantly insinuate yourself amongst the crew and many greet you as if you were an old acquaintance. This allows you to easily manoeuvre yourself next to the pirates surrounding Magak.
You approach the ogre man and as he turns to look at you, it distracts him long enough for Magak to take a swing at him.
Glorindel
One of the pirates breaks down as your insult cuts through his rough exterior. The others move in to attack.
Que is in the hold
Glorindel is surrounded by two pirates
Magak is surrounded by four pirates including ogre man.
Harbek and Saris are moving to intercept the pirates surrounding Magak.
Harbek you get a surprise round
Rolls
Pirate will save (ogre man) - (1D20)
(7) = 7
Advantage - (1D20)
(19) = 19
Pirate will save - (1D20)
(4) = 4
1D20
(15) = 15
Pirate will save - (1D20)
(3) = 3
1D20
(8) = 8
Pirate will save - (1D20)
(18) = 18
1D20
(19) = 19
Pirate will save - (1D20)
(6) = 6
Save Vicious mockery - (1D20)
(2) = 2
"Oye Lads, dunno what be goin' on. Lost me sea legs for a minute there."
Rolls
Initiative - (1d20+1)
(12) + 1 = 13
Sword - (1d20+5, 1d20+5, 1d6+3)
1d20+5 : (2) + 5 = 7
1d20+5 : (2) + 5 = 7
1d6+3 : (6) + 3 = 9
Axe - (1d20+5, 1d20+5, 1d6+3)
1d20+5 : (16) + 5 = 21
1d20+5 : (10) + 5 = 15
1d6+3 : (3) + 3 = 6
Rolls
Defensive swing - (1d20+5)
(7) + 5 = 12
I need your initiative and action.
@Glorendil I need your initiative and action too.
As an additional note. Anyone who is using rusty weapons does not get to add their ability modifier to damage. I think this includes Harbek and Glorendil.
As far as I'm aware, Saris, Magak and Que are using their own weapons.
@everyone else. You're not up yet. Please wait until I post again.
Rolls
Dex save - (1D20+1)
(5) + 1 = 6
Dex Save - (1D20+1)
(8) + 1 = 9
Dex Save - (1D20+1)
(6) + 1 = 7
Dex Save - (1D20+1)
(16) + 1 = 17
"Oy there. I done told ya fellas that somethin weren't right about me fall. Let me be helpin' you up."
As their hands clasp, Harbek fakes slipping on the ice himself and gives a mighty tug on his arm in an attempt to toss him overboard and make it look like an accident during the confusion.
Rolls
Initiative - (1d20)
(6) = 6
Guidance Roll - (1d4)
(4) = 4
Strength Check + Guidance Roll - (1d20+5)
(4) + 5 = 9
Rolls
1d4+5
(4) + 5 = 9
initiative - (1d20+2)
(16) + 2 = 18
Magak 20
Pirates 20
Glorendil 18
Saris 13
Harbek 6
Magak takes 6 damage
2 pirates are attacking Magak
Saris is engaging a pirate
Glorendil is engaging a pirate.
Harbek is unengaged.
Rolls
Pirate initiative - (1D20+1)
(19) + 1 = 20
Pirate attacks Magak - (1D20+3)
(10) + 3 = 13
Disadvantage - (1D20+3)
(17) + 3 = 20
Damage - (1D6)
(5) = 5
Pirate 2 attacks Magak - (1D20+3)
(6) + 3 = 9
Disadvantage - (1D20+3)
(7) + 3 = 10
Damage - (1D6)
(5) = 5
Pirate 3 attacks Magak - (1D20+3)
(12) + 3 = 15
Disadvantage - (1D20+3)
(18) + 3 = 21
Damage - (1D6)
(6) = 6
Pirate 4 attacks Magak - (1D20+3)
(3) + 3 = 6
Disadvantage - (1D20+3)
(9) + 3 = 12
Damage - (1D6)
(2) = 2
Pirate attacks Glorendil - (1D20+3)
(11) + 3 = 14
Disadvantage - (1D20+3)
(3) + 3 = 6
Damage - (1D6)
(4) = 4
Pirate attacks Glorendil - (1D20+3)
(4) + 3 = 7
Damage - (1D6)
(5) = 5
Dex save (Pirate) - (1D20+2)
(1) + 2 = 3
Will Save - (1D20)
(4) = 4
"Easy big fella. It just be your old pal Harbek along for a brief ride. Toss me into the others whenever you be ready."
After he is done whispering in his ear, he mumbles a small prayer to Pelor for healing, and heals Magak while preparing for the dwarf toss he knows to be coming.
Rolls
Cure Wounds - (1d8+5)
(8) + 5 = 13
Magak heals 13 hp.
Rolls
Sword - (1d20+5, 1d6+3)
1d20+5 : (19) + 5 = 24
1d6+3 : (3) + 3 = 6
Handaxe - (1d20+5, 1d6+3)
1d20+5 : (13) + 5 = 18
1d6+3 : (1) + 3 = 4
Rolls
1d4+5
(1) + 5 = 6
Rolls
Attack - (1d20+5)
(17) + 5 = 22
Damage - (1d12+3)
(10) + 3 = 13
Looking up to the poop deck, you see a woman in a frayed white wedding dress pointing in your ditection. She says nothing but about twenty pirates descend from the rigging and advance on your position. Just as they land you feel a massive explosion from deep within the ship.
Rolls
Pirate save vicious mockery - (1D20)
(8) = 8
Pirate attacks Glorindel - (1D20+3)
(17) + 3 = 20
Disadvantage - (1D20+3)
(9) + 3 = 12
Damage - (1D6)
(6) = 6
Damage - (1D6)
(2) = 2
Pirate Attacks Magak - (1D20+3)
(11) + 3 = 14
Damage (if needed) - (1D6)
(1) = 1
(Doh!)
Rolls
Dex Check - (1d20)
(1) = 1
It seems like you only roll 1s and 20s
What do you do?
Rolls
Strength Check to push the pirates off him quickly - (1d20+1)
(2) + 1 = 3
The two pirates fall down on top of you.
You know that the clock us ticking so you furiously try to shove them off but they are too heavy. One of the pirates hits his head hard as he falls to the deck. The other pirate grabs for you.
For deliberately placing your character in harms way for story purposes I am going to give you inspiration. You can exchange your inspiration for advantage on a roll of your choice. You may use it now if you wish.
Rolls
Athletics - (1D20+2)
(14) + 2 = 16
Rolls
Athletics Check - (1d20+3)
(16) + 3 = 19
You leap off the Dreadship and into the familiar warm ocean water. The sun is beginning to set as you make your way towards the Indomitable. Suddenly, you hear a massive explosion. Something hard smacks into the back of your head and you feel your consciousness slowly slipping away. Time slows as you think back to on your actions this day. You see something moving in the water below you as you slowly sink beneath the waves. It may be a shark. It may be something else. At the moment, you honestly don’t care. As oblivion approaches you face it with a sense of honour and pride as you know that your heroic sacrifice will allow hundreds of colonists to arrive safely at the New World. You wonder what it’s like as you finally lose consciousness.
Congratulations Everyone. You have all hit level 2. I will post an experience summary below. I had a great time DMing this. I hope you enjoyed it. If you would like to roll for an hp increase then please feel free to do so. I’d also love any feedback that you may have. Please let me know if you have any comments :)
Please join me in Chapter 2.
Fought a pirate to a standstill when the pirates attacked!
100
Freed the Indomitable
50
Insulted a pirate to death when you Destroyed the Dreadship
50
Saved the colonists
100
Pirates attack!
100
Channelled the divine power off Pelor to free the Indomitable!
50
Almost got caught in the explosion that Destroyed the Dreadship!
50
Saved the colonists
100
Roleplay bonus
50
Pirates attack!
100
Freed the Indomitable
50
Decided to take on the Dreadship solo! Unfortunatley, less epicly than intended.
50
Saved the colonists
100
Roleplay bonus
50
Bathed in the blood of a goliath when the pirates attacked.
100
Freed the Indomitable
50
Almost got the party killed on the Dreadship.
50
Saved the colonists
100
Roleplay bonus
50
Rolls
Harbek's HP Roll - (1d8)
(2) = 2
Rolls
HP - (1d10+1)
(5) + 1 = 6
Rolls
Health - (1d12+3)
(2) + 3 = 5