The Hold

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Apr 20, 2017 1:20 am
You make you way into the hold. You are surprised by the lack of discipline amongst the crew. Everyone seems to be on deck fighting the Indomitable. Your friends are desperately fighting to buy you the time you need to find the gunpowder. You also know that it is only a matter of time before the defenders are overwhelmed.
OOC:
Please roll an investigation check.
Apr 20, 2017 1:56 am
Que looks quickly around, trying not to miss a thing.

Rolls

Investigation - (1d20+1)

(18) + 1 = 19

Apr 20, 2017 3:32 am
OOC:
Nice roll!
Despite the fact that you have never seen blackpowder before you intuitively head to the deepest section of the hold. You open a small door and you step into a very crampt, almost a cupboard of a room. In it you see a couple of small barrels. You open one up and it's full of a black powder. This must be it you think to yourself.
Apr 20, 2017 10:51 am
Que looks around quickly for anything that should be taken before she blows the ship to the sky. Having taken anything of interest, she takes one of the barrels, pulls out the stopper, and begins to make a curling trail on the floor of the room. That done, she looks around for anything to strike a fire with.
Apr 21, 2017 2:04 am
It's pretty bare so you don't find anything of value but you do find several lit lanterns. Not near the gunpowder obviously but a little further down the hall. The room is quite small. It's only about 10 square feet. There's also not much gunpowder. Plenty to blow the bottom out of the ship but not enough to blow the whole thing sky high. Do you lay the trail of gunpowder out of the door?
Apr 21, 2017 10:36 am
Que continues to search the vicinity of the place where she found the powder for a few seconds, targeting suspicious-looking bags and chests. She then returns to the trail she had made within the room, drops the lantern at its end, closes the door, and sprints for the main deck.
OOC:
No. She made a spiral within the room that she hopes will give them time to get off.
Apr 21, 2017 10:42 am
OOC:
Give me another investigation check please.
A split second after you touch the lantern to the blackpowder there is a violent shake, almost like an earthquake, and you are knocked off your feet. The door slams shut. You hear the crashing sounds of barrels and boxes rolling around. You get to your feet, cgeck that the trail of black powder is still burning (it is) and make for the door. It's stuck and won't budge.

What do you do?
Apr 21, 2017 10:49 am
With an exclamation of exasperation and dismay, Que stamps out the burning trail. That done, she pushes hard on the door before looking for anything to pry it open with.
OOC:
+4 on the STR check if its Athletics.

Rolls

Investigation - (1d20+1)

(14) + 1 = 15

Strength - (1d20+2)

(6) + 2 = 8

Apr 21, 2017 11:22 am
Stashed away you find a broken, hand held blackpowder weapon. You think it may function well enough if you were to repair it.

Unfortunately, the room is pretty spartan. Other than two barrels of black powder there isn't anything else that looks useful.

Alas, the door does not budge. Something really heavy is holding the door closed. The trail of blackpowder is extinguished. However, you know that it's only a matter of time before your comrades, and the sailors are overwhelmed by the pirates.

If only you'd paid more attention to your studies. You think. You're sure a bear could break down the door.

What do you do?
OOC:
The clock is ticking... Tick tick tick
Apr 21, 2017 4:02 pm
Que looks over the powder weapon, seeing what needs fixing.
OOC:
Use either one.

Rolls

Perception, Investigation - (1d20+5, 1d20+1)

1d20+5 : (7) + 5 = 12

1d20+1 : (20) + 1 = 21

Apr 23, 2017 11:16 pm
You are not proficent with black powder weapons but you can see that the wooden stock and the metal barrel are slighty out of alignment. It would probably take a little less than an hour to realign the barrel. Everything else looks fine.
OOC:
You think that you have about 20 minutes before the defenders aboard the Indomitable are overwhelmed
Apr 24, 2017 1:30 am
Que has not the time to align the barrel, so instead she searches for any sort of cartridge that might be used within it. She plans to try to blow the door open, but gives it another good heave in exasperation.

Rolls

Strength - (1d20+2)

(14) + 2 = 16

Apr 24, 2017 1:55 am
You give the weapon a quick once over. The flint seems to be working fine. This will allow you to light the fuse very easily. Unfortunately, there doesn't appear to be anything else inside that appears to be useful.

You give the door a hell of a shove and you feel it give a little. The door cracks open about a foot. Looking through the gap you can see stacks of crates and barrels have pushed up against the door
You could probably fit a small container of gunpowder behind the door but you're not sure if:
(A) It's safe to do so as the storage room is very small so the margin for error is tight.
OOC:
In game terms I'm gonna need an Int check DC 16 to get the amount right. Warning: a bad roll here will have nasty consequences.
(B) if there will be enough gunpowder left to blow up the ship if you use some of it to blow up the door.
OOC:
Time until the defenders are overwhelmed 15 mins. Don't forget that you have inspiration too.
What do you do?
Apr 24, 2017 10:55 am
Que begins to feverishly measure out gunpowder to blow the door open. She is careful to err on the side of caution, but with no benchmark to go by she has no idea if she is successful or not. She leaves a small trail into the room, moves as far backwards as possible, and lights her make-shift fuse using the gun flint.
Last edited April 24, 2017 10:55 am

Rolls

Intelligence - (1d20+1)

(18) + 1 = 19

Apr 24, 2017 11:58 am
OOC:
I just want you to know that you took one hell of a risk. Epic roll!
The resulting explosion rocks the ship and fills the room with dust and smoke. Your eyes and throat sting for a moment but as your vision slowly clears and there is a massive hole where the door once stood. It has been completely cleared out. You can see a passage out of the hold leading back up to the main deck. There is still some blackpowder left but you're not sure if there's enough to blow up the ship.
OOC:
Time until the defenders are overwhelmed 10 mins.
What do you do?
Apr 24, 2017 9:29 pm
OOC:
Just playing "True to Que". Her name is pronounced like the letter "Q", by the way, so True rhymes.
With new determination, Que takes whatever powder kegs are left and places them against the side of the ship closest to her. She performs the same procedure again, making a trail on the ground before lighting it with the flint. If no complications ensue, she will rush to the top deck.
Apr 24, 2017 9:29 pm
OOC:
I just gotta say, I think Que is one of my favorite characters that I've created and I've created a LOT of characters.
Apr 24, 2017 11:58 pm
Que rushes to the top of the deck and sees the Indomitable limping away. Your friends are currently recovering from the recent explosion of black powder. The signs of battle are dying down.

What do you do?
OOC:
Please stay in this forum as you're a little ahead of the main party's timeline.
Apr 25, 2017 2:28 am
OOC:
Has the explosion already crippled the pirate ship, or not yet? Does the Indomitable seem to be leaving for good, or just getting to a safe distance?
Apr 25, 2017 3:59 am
OOC:
The fuse is currently burning. The black powder hasn't exploded yet. Do you remember when you felt a small explosion in the hold? Something knocked the Dreadship pretty hard. You think that was probably the Indomitable disengaging. The Indomitable is moving very slowly. It's only about 20 feet away. Too far to jump to buy you could probably swim there.
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