Please introduce your character and describe what the others learn about you in the next few days.
Pirates! The Game Thread
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Please introduce your character and describe what the others learn about you in the next few days.
If not and you want to start as a slave in the ship's hold then that will work too. It's up to you! He definitely wouldn't be in the common cabin though.
Laeren does ask a lot of questions though. He seems curious about different places and their people, and especially loves to hear stories about encounters with interesting beasts and monsters of the surface world. You get the impression he hasn't spent a lot of time above ground, just a few months in Waterdeep.
Late at night when everyone else has gone to sleep, he goes up on the main deck and sits and watches the stars and the waves.
Standing off to the side watching the waves and endless seascape, her hair billowing in the rushing winds, she turns scrunching up her face "Ooooh, please. I swear you're complaining more than a child who got their sweets taken from them. How about instead of focusing on what you aren't getting—for free mind you—focus on the beauty around you." She turns back to the rolling waves "I mean, just look at the endless blue, stretching for miles, specked by the sparse fluffy white clouds conjoined with the beautiful shining sun." She lays against the railings, closing her eyes "And too think, we get this for free. Magic."
His speech is pretty broken, but he would introduce himself in the following fashion: Hi. I Hepi. You big. He would smile big, then say, pointing to himself: Man Hepi. Man, Woman, you? After you identified yourself and your gender, he would then explain, Good! People me no shirt. Know quick if woman. He would gesture hefting something near his bosoms with both hands to indicate how he would know quick in his tribe if you were a woman.
When the captain asks for "Happy", Hepi corrects his accent, I (hard H sound)Hu-pee.
He loves spending his nights on deck, watching the open sky, or standing at the front of the boat looking at the darkness and its contrasting celestial lights. He missed this about the wild; Waterdeep had too much light pollution that it was hard to see the familiar sky. The constellations are a bit different out here, moved slightly in the sky, but he still recognizes them to know where he is, how far from his old home.
He comes to the deck when the crew tells him to head back into the common quarters to get out of their way. There, he finds women and tries to cuddle with them, if they will let him. He is very cuddly, after all...
Earlier when Hepy asked his "man, woman, you?" question, Laeren winked and answered "a little bit of column A and a bit of column B".
Rolls
Sleight of Hand - (1d20+4)
(20) + 4 = 24
The first sailor looks you in the eye, grins and allows you to go to the front of the food line.
After a few moments you hear a commotion from inside the galley. What the hell do you call this Grease Guts!? I'll flay the skin from yer bones for that!
Then you hear the sounds of fighting.
Rolls
looking for an easy pick pocket target - (1d20)
(8) = 8
You see plenty of opportunities to do a little light fingered work.
Rolls
sleight of hand to pickpocket a sailor - (1d20)
(15) = 15
Rolls
test - (1d20+7)
(14) + 7 = 21
He looks at the scene and says, FUN!!! Hepi rushes into the fight, and tries to tackle whoever is closer.
Rolls
1 to attack cook, 2 to attack sailor - (1d2)
(1) = 1
Strength (Athletics ) check to grapple opponent - (1d20+4)
(2) + 4 = 6
As a crowd formed around the cook and the sailor, Feral, to anyone that asked, decided there was nothing of interest happening and continued to eat her meal. It was rare to see her outside of the common cabins in her hammock, she mostly kept to herself but would respond politely if spoken to. Although she spoke politely and with manners to rival the most sophisticated person her voice never betrayed any emotion, like her face she always seemed overtly composed.
Despite her appearance and mannerisms, her thoughts were a little different, I wish they would just shut up, it's too damn loud in here. Just eat your meal and be quiet.
Rolls
Perception Check - (1d20+1)
(5) + 1 = 6
@ Happy: You try to grapple but one of the sailors prevents you from interfering with the fight. You can only watch between the sailor's legs.
@Feral: You don't see Laeren pick the sailor's pocket.
@Waya: After the smoke fills the room, the sailors snarl in disgust and then disperse. You have effectively broken up the fight.
Here you are Captain Copperbeard, delivery as promised. Now for my er payment?
Ye tree deys let ya slimmy bucketa turd shite. the dwarf says in a very thick mountain accent. Ye'll get whatsa old te ye right enough. Now get these larks locketed ona Jug and then ye'll get ya feckin coin. Tell him ye good for nought else besterd son of a whorena thislte toad.
At this the wizened old gnome moves forward and bows deeply and addresses Captain Sars.
Captain Copperbeard sends his compliments and thanks you for your punctuality. Once the cargo has been transferred to our ship we will deliver the 50 gold per person as agreed.
In horror you realise the captain has sold you out. Literally! You are taken to the weirdest ship you have ever seen. For one thing it appears to have been constructed entirely out of lead or perhaps iron. You have absolutely no idea how it manages to stay afloat. Also, there are no visible sails. There does appear to be some sort of steering wheel and rudder however. The deck is filled with all manner of machines, which seem to have been slapped together and added haphazardly as if the designer had no foresight at all with regards to the ship's design. The sound of them all whirring away is quite horrendous.
You are lead to a small deck where the sword, or I should say, the orc wielding the sword, finally removes it from your throat and has you sit near what appears to be some sort of sail-less mast. wait! the voice says roughly.
After a short while you see Captain Copperbeard climbs aboard and walk up to the lot of you with his gnome translator in tow.
now ye lessen her ye slimmy skunk buckets of mucus piss. This ere is mai shi' an ye wanna et then ye bedda do whatever the feck I sey or else. Ye gedit? De jugs the onla ting I give a rats erse abou' an if ye wenna live then ye bedda be more fekin useful then de las lo'!
Then he grabs the gnome and shoves him forward.
Captain Copperbeard bids you welcome aboard our mighty ship the Jug O-Nought! He does appologize and sympathize that your position and autonomy has been somewhat compromised. However, you are now a part of the crew and here we treat the crew like family. So on behalf of the crew I would like to say welcome to the family. Think of Captain Copperbeard as your father and like any good father he provides for his children. We have prepared a welcome feast in your honour. After a short pause Copperbeard berates you
Whatcha waitin for ye lilly livereed lassies? A suk from me mudder's teat! Get the feck offin me dick!
The gnome interjects A hot meal and a berth is awaiting you below decks. We do hope that you enjoy your new life here with us. Please make haste down to the ship's galley. I do appologise if the fare is not what you are used to. We lost our last cook in our last ah, business transaction.
You make your way down to the galley where you see a disgusting looking goblin pick his nose, sniff it and then add it to a pot. It looks up at you and grins. It ladles a few bowls of "stew" and hands one to each of you. You sit down and take stock of your situation.
You have all managed to secretly hide one of your possessions but the rest have all been taken from you. Please note which possession you have on you on your character sheets and let me know in your next post.
Following the crowd on deck, she took notice of the strange metallic design and couldn't help wanting to know more about how it stays afloat. While their new captain and his little gnome friend made their glowing speeches to the newcomers Feral found it hard to pay attention but caught one of them say something about a new family or other. Deciding that the information was irrelevant she only bothered to take her mind off the ship's design long enough to ridicule them in her head.
After following the crowd to the galley Feral sat and contemplated her situation, seeing no current way out of it she decides its best to stay quiet for the time being and wait for a good opportunity to get the hell out of there.
He listens to the speeches, pissed off that this captain sold him into slavery...again.
It'll all be okay, Hepi thinks to himself. I've gotten myself out of a situation like this before. Though, it is interesting that I am not in chains. Thank goodness for that!
Now, to find something flammable.
Rolls
Sleight of Hand - (1d20+4)
(11) + 4 = 15
Rolls
1 for knife 2 for lockpicks - (1d2)
(2) = 2
As Laeren puts her boots on, the orc finds the hilt of a dagger sticking out of her right boot and confiscates it. Laeren sighs saying "nothing gets past you, huh?". She walks dejectedly with the other prisoners. She knows the drill, though she's never been on this side of it. As she walks, her eyes dart around sharply taking everything in, looking for any weaknesses to exploit later.
She doesn't do much to hide the look of amusement at seeing the captain and his gnome translator. As they're about to be lead away, she shouts to the translator "Hey parrot, does this translation thing you do work both ways? You can tell the captain to go fuck himself."
Rolls
Perception check to see if any of the orc guards laugh at the captain behind his back - (1d20+4)
(19) + 4 = 23
He is also looking around for someone that seems like they are interested in talking with him...
Rolls
Insight to determine if anyone wants to talk from the pirate crew or from the new slaves - (1d20+1)
(18) + 1 = 19
Perception (if you want it) - (1d20+3)
(11) + 3 = 14
@Laeren : Several of the crew clearly snigger at your bold assault. The captain either didn't hear you, doesn't understand your accent or pretended not to hear you.
@Happy: The crew are all looking at your group. Most are giving you sympathetic looks as if they'd been there and done that but a few are looking at you with a predatory gleam in their eyes. You see a female drow look at you and give you a friendly smile. That's about as close to a friendly welcome as you gonna get.
@Everyone: After you're about three-quarters of the way through your meal the sword-bearing orc from before approaches your table, slaps the food out of your hands and introduces himself.
They call me Rotgut, but you maggots will call me either midshopman (sic) or sir. I'm the unlucky son of a bitch whose been given charge a yer. Now I unna stand that a few a yer might be haborin a little ana mosty, so lets get that oudda way first.
The he picks up the table and throws it to the side of the room scattering you and the nearest pirates alike. He pulls out two clubs and drops one in the center of your group.
One atta time or all at once. Makes no difference to me! he roars in challenge.
Rolls
sleight of hand to pocket a fork or kitchen knife - (1d20+7)
(20) + 7 = 27
Rolls
Initiative - (1d20+2)
(10) + 2 = 12
Rolls
Club attack vs. orc w/ rage - (1d20+4, 1d4+4)
1d20+4 : (10) + 4 = 14
1d4+4 : (3) + 4 = 7
Rolls
Club attack vs orc - (1d20+4, 1d4+4)
1d20+4 : (13) + 4 = 17
1d4+4 : (1) + 4 = 5
Rolls
Attack 1 - (1D20+6)
(1) + 6 = 7
Attack 2 - (1D20+6)
(3) + 6 = 9
Advantage attack 1 - (1D20+6)
(15) + 6 = 21
Advantage attack 2 - (1D20+6)
(1) + 6 = 7
Damage attack 1 - (1D4+3)
(4) + 3 = 7
Damage attack 2 - (1D4+3)
(2) + 3 = 5
Rolls
stealth check - (1d20+7)
(4) + 7 = 11
thrown fork attack - (1d20+5)
(18) + 5 = 23
sneak attack - (1d6)
(3) = 3
improvised weapon - (1d4+3)
(1) + 3 = 4
He runs between the legs of the orc, swinging at his underbits with his might.
Current HP: 12/15
Rages: 1/2
Currently in rage
Rolls
Club attack vs orc w/ advantage and rage - (1d20+4, 1d20+4, 1d4+4)
1d20+4 : (1) + 4 = 5
1d20+4 : (14) + 4 = 18
1d4+4 : (2) + 4 = 6
reroll due to "Lucky" - (1d20+4)
(12) + 4 = 16
Rolls
Investigation - (1d20+4)
(1) + 4 = 5

This is ignoring certain feats and the monk class, which change unarmed strikes.
I'll edit my post to include everything.
I'll edit my post to include everything.
Initiative Roll - (1d20+3)
( 4 ) + 3 = 7
Sneak Attack - (1d6)
( 3 ) = 3+2 = 5 (thanks Chief)
Kick-em where it hurts - (1d3)
( 2 ) = 2+3 = 5 (with Dex bonus modifiers)
Rolls
Attack Roll (+5,+1,+1) - (1d20+7)
(9) + 7 = 16
Stealth Check - (1d20+7)
(5) + 7 = 12
That's more lik it! Bring iddon! He bellows.
Then he aims two attacks at Feral.
You may take your combat turns
All of your attacks have advantage.
Rolls
Attack 1 - (1D20+6)
(8) + 6 = 14
Advantage - (1D20+6)
(9) + 6 = 15
Attack 2 - (1D20+6)
(12) + 6 = 18
Advantage - (1D20+6)
(13) + 6 = 19
Attack 1 Damage - (1D4+6)
(4) + 6 = 10
Attack 2 Damage - (1D4+6)
(4) + 6 = 10
Rolls
Club attack vs orc (w/ adv and rage) - (1d20+4, 1d20+4, 1d4+4)
1d20+4 : (18) + 4 = 22
1d20+4 : (12) + 4 = 16
1d4+4 : (4) + 4 = 8
Rolls
ranged fork attack - (1d20+5)
(3) + 5 = 8
ranged fork attack advantage - (1d20+5)
(12) + 5 = 17
regular damage - (1d4+3)
(3) + 3 = 6
sneak attack damage - (1d6)
(1) = 1
Casting Time: 1 action
Range: 90 ft
Components: V S
Duration: Up to 1 minute
Classes: Druid
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
Rolls
Dex Save - (1D20+2)
(20) + 2 = 22
Attack 1 - (1D20+5)
(17) + 5 = 22
Advantage - (1D20+5)
(11) + 5 = 16
Damage - (1D4+5)
(3) + 5 = 8
Attack 2 - (1D20+5)
(13) + 5 = 18
Advantage - (1D20+5)
(17) + 5 = 22
Damage - (1D4+5)
(2) + 5 = 7
Rolls
Club attack vs orc (w/ rage and adv) - (1d20+4, 1d20+4, 1d4+4)
1d20+4 : (18) + 4 = 22
1d20+4 : (6) + 4 = 10
1d4+4 : (3) + 4 = 7
Rolls
Investigation for a pinch of sand - (1d20+4)
(15) + 4 = 19
Rolls
pull Feral away from the fighting (strenght check) - (1d20)
(10) = 10
Rolls
Medicine - (1d20+3)
(3) + 3 = 6
No need for death saves, the orc is dealing non-lethal damage
Casting Time: 1 action
Range: 10 ft
Components: V S
Duration: Instantaneous
Classes: Druid, Sorcerer, Warlock, Wizard
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Rolls
Attack 1 - (1D20+5)
(3) + 5 = 8
Advantage - (1D20+5)
(2) + 5 = 7
Damage - (1D4+5)
(1) + 5 = 6
Attack 2 - (1D20+5)
(8) + 5 = 13
Advantage - (1D20+5)
(11) + 5 = 16
Damage - (1D4+5)
(2) + 5 = 7
Con Save - (1D20+5)
(7) + 5 = 12
Rolls
Club attack vs orc (w/ adv) - (1d20+4, 1d20+4, 1d4+4)
1d20+4 : (14) + 4 = 18
1d20+4 : (3) + 4 = 7
1d4+4 : (3) + 4 = 7
Rolls
poison spray damage - (1d12)
(10) = 10
Rolls
damage - (1d12)
(7) = 7
Rolls
Con Save - (1D20+5)
(14) + 5 = 19
Attack 1 - (1D20+5)
(19) + 5 = 24
Advantage - (1D20+5)
(14) + 5 = 19
Damage - (1D4+5)
(1) + 5 = 6
Attack 2 - (1D20+5)
(7) + 5 = 12
Advantage - (1D20+5)
(2) + 5 = 7
Damage - (1D4+5)
(3) + 5 = 8
Rolls
avantage 1 fork ranged attack - (1d20+3)
(10) + 3 = 13
avantage 1 fork ranged attack - (1d20+3)
(20) + 3 = 23
damage - (1d4)
(3) = 3
sneak attack damage - (1d6)
(6) = 6
Rolls
crit damage - (1d4)
(1) = 1
crit sneak - (1d6)
(4) = 4
Rolls
Sleep - (5d8)
(53553) = 21
Rolls
Persuasion - (1d20+1)
(12) + 1 = 13
After the crows disipates, a young elven woman with purple hair approaches your group.
Don't worry too much about Rotgut. He's not such a bad bloke and he's a good man to have on your side in a fight. My name's Lissa and I've been in your shoes, so I'll go over a few of the rules here. First off, as Rotgut said, we don't have any jobs per se. Bronzebeard might occasionally ask us to do some heavy lifiting but mainly, he and his parrot do most of the work. He encourages us to fight as much as possible but don't ever kill another member of the crew. Bronzebeard will keel haul you for that. Finally, we split all of the booty. Everyone gets a share. So even though you were press ganged, you're not slaves, no matter what anyone says. Oh and your belongings were deposited in the quartermaster's office. You should be able to find him in the hold. Any questions?
He pounds his chest with his right fist as he says this, and then he coughs a couple big coughs and stands up.
Rolls
Persuasion - (1d20+1)
(11) + 1 = 12
Brother, you, me, brother.
How boom boom good? Brother Rotgut boom boom Hepi help? As he asks the question, he holds his hand with one thumb up.