
The boys from the Randy Trollop stand a watchful eye around the ship day and night. They are a bit overzealous with their cudgels, but have erected a temporary shelter out of sailcloth to block out most of the Glow, so maybe that’s just their nature. The leader of the detail is Yorgi, almost seven feet tall and with long white-blonde hair, yet the voice of a 12-year-old girl. He doesn’t say much.
The crew continues their dour mood for the next few days, but tempers and recriminations are starting to dissipate, and purpose begins to take shape. Rather than stay at the warehouse where the dark deed occurred, they silently elect to stay aboard the ship, and the familiar locale seems to do the crew some good. Upon hearing your plan to travel towards the dwarven territories, Roland announces his intention to leave the ship. He has heard of a vessel bound for the Shattered City, and means to take part in a hunt there. Taz rounds up some potential crewmembers, given that the ship is feeling shorthanded now. There is a young lad, no more than 14, named Fairfield, who has never left Shadowhaven but fancies himself something of a dab hand as a cook and an able climber, and is willing to learn the ways of the ship. There is a rough looking orc, with their typical underbite and a penchant for laughter that is more unsettling than comforting, who makes no bones about his pirate career, and proudly shows prison brands for three separate islands which he escaped from. There is a former classmate of Xisco’s, Hoyle, whom it appears wishes to travel, but offers little evidence of his readiness beyond his velvet robes and credentials with the Athenaeum. Xisco does not remember the chap fondly. And finally, a skylerman named Vuyen, who comes from common stock, wears a stocking cap with a pompom and ends most sentences in “ey?” regardless of their interrogatory nature.
The Courier, a weasel-faced fellow named Morelund, makes his appearance a few days after the death of Tooly. Xisco tries to give him the runaround, but he sees through the young man’s ploy. Luckily, the ink had just finished drying on the forged documents, and they pass muster. A bank officer comes by to establish the credibility of the papers that afternoon, and goes to cancel the debt in light of lack of funds. Tooly’s estate is in the clear.
The new cargo, wooden and bone flasks stored in fibrous netting to keep them from rattling, is safely aboard. After paying the crew, and covering related costs, the crew has netted about 2900 cogs. Tooly’s share is put into a chest containing his equipment, belongings and skull, so that it might be returned to his family. The rest is divided up amongst the shareholders and the crew paid.
Greenbottom seems to have a good handle on the operation here. He has agreed to take care of Platt, but in the interest of keeping him alive needs some money to cover Cecelia’s vig. He has set Pierre and Platt up on the same small island, only approachable by rowboat, and has a guard detail to protect them just in case. Greenbottom is not a man for half-measures.
Jay seems irritated at the slow rate of the plan to kill Cogsworth, and suggests putting the piemakers to work using the dwarf’s money. “That’s what I’d want you to do if it were me. Mainly because the dwarf was the only one who knew his way around a weapon. You’d probably just make a mess of it. Unless the lizard (the way he says it doesn’t seem an insult, or at least not more of one) wants to do it.”
Harmony makes a place for herself, and gets to know the crew.
Blendin takes a day to chat with an old friend. The Swoose seems happy to see him, as does Quint.
Jorana seems to recognize something about Gardner, and welcomes him much more openly that before. He is fed, a rare rite in the Temple of the Winds, and his windcharm is reblessed to fortify it further against danger. They refuse his offers of direct payment, but he notes the alms box as he is leaving.
Xisco makes use of the Choirhall for entertainment, and tries to forget his guilt over not being there to help his fallen comrade. It mostly seems to work.
ooc: So, I hope everyone realizes we’ve been at this a fucking year. This is officially the 1989th post. I’ve not done a word count, perhaps once we break 2000. Kudos to you guys for making this an awesome game to run, and here’s hoping we can keep it rolling for quite awhile more.
So, although I normally wouldn’t assign points without completion of some kind of group goal ‘on screen’, I figure the roleplaying this section has been particularly good, and the plan, although not complete obviously, is initiated. It seems the death of a party member inspired some varied and emotional responses. I’m going to go ahead and do a session reset (back to starting bennies) and grant 2 points each. This isn’t a complaint. It’s a complement.
Everyone except Harmony made 364 cogs. Gardner double that. Ship purse, after expenses, 3963. Yes, I included squid money. Yes, that is a net gain of ~200 cogs for the ship, but you’re all pretty well off. I’ll have to fix that somehow. Cargo is valued at 1560 cogs here, more or less depending on destination.
Oh yeah, Harmony and Xisco have both hit a level. Ding. Bphage, Sam, send me your advance via whatever method you deem appropriate.
The silkfarm is tooling up. Pierre requests about 300 cogs for improvements to speed its preparation. You can check on this investment whenever you are in town. Greenbottom will be looking to it. He has requested an advance of 200 cogs to appease Cecelia for a few weeks, with the intent of taking the next portions of the vig out of the investment. It’s up to the crew what they want to do on these. Bphage, feel free to ooc your opinions (not that I have to ask for that).
If the crew wants to complete any other tasks before departing that is fine, but the ship is prepped for flight anytime.
Harmony makes a bit of a fuss about screening her bunk off from everyone else, evidently concerned about dressing and sleeping in front of all the males aboard without a screen, but a few scraps of non-silk sailcloth and a few minutes of tinkering results in a curtained bunk that she seems happy with and doesn't take up any space. She seems very interested in Tooly's devices, and unless stopped, will examine them. Upon finding his windcharm, she asks the rest of the crew if she can borrow it for the voyage, since she doesn't have one and has no funds to buy one.
ReplyDeleteShe seems equally impressed and amused by the "shark fogger" Tooly mounted on the bow, and after several minutes of tinkering with it, the eyes again glow with an eerie light and she pronounces it usable, though it won't last as long as it used to.
She spends the rest of the time before leaving tinkering with something in her bunk, and ultimately emerges with a new necklace made from a pair of brass toothed cogs--the symbol of the Artificer--with silver wire wrapped around them and some sort of turnkey in the center.
------------------
Rolls: Setting up the screen: 4
Fixing the ship's invisibility device: 21(!)
Also, I liked Sam's idea of having Platt draw up some fake documents for the ship for possible future use, also. Harmony would agree if Xisco voiced this idea, and help build a secret wall or floor safe (well, locked box) to conceal them in.
ReplyDeletethis thing will be the millennium falcon yet
ReplyDeleteXisco will buy a recharge for his windcharm.
ReplyDeleteBlendin will recharge his windcharm and if he sees Harmony messing with Tooly's things, he will not hesitate rebuking her for playing with a dead man's belongings, but he refrains from taking any physical or violent action.
ReplyDeleteI also like the idea of the false papers, could be useful. I think we should hire Fairfield (Lady knows we need someone that can climb on this boat) and Vuyen and advance the money to Pierre and Magnus out of the ship's purse. Gardner also wants to transfer his investments back to Shadowhaven from Bridgeways (and get the hook sent back here) and allow Pierre to draw on funds deposited there if needed for additional setup costs. He also wants to prepare a will naming Taz as his sole heir and leave a copy at the bank and one with Taz. Whatever of his 728 profit that is not used in doing this he will put in the alms box.
ReplyDeleteI agree, if we're going to hire any of the three, I'd say Fairfield. While I'm not exactly against hiring a pirate, a pirate that gets caught often is less attractive a prospect. Xisco's old schoolmate could be useful or total dead weight, since if he's not giving specific abilities as credentials, he's either very confident or he has none. If Xisco's not a fan, and since we have Xisco, I don't see much point in hiring him.
ReplyDeleteJust for future reference, Harmony has stated she has no shiphandling abilities, and she doesn't seem the sort to be much of a gunner, so we may want to do something about getting a gunner to replace Tooly on the cannon, or rig up something that lets Blendin handle more than one gun.
By the way, did Tooly finish converting the lead bits of grapeshot into cannonballs? He should have had plenty of time. If not, or even if he did, we may need to get more lead ammo before we leave.
Unless the classmate is female or the male equivalent of Hermione Granger (top of the class talented but still egalitarian), Xisco will vote him down (but not in front of the guy).
ReplyDeleteXisco also has no aptitude or stomach for the cannons; it might be convenient to take on the orc purely for that role (assuming he has any talent).
Fairfield sounds great.
As soon as we're underway Taz and Gardner will begin instructing Fairfield in the finer points of skymanship, trying to teach him the habits and skills so lacking in the rest of this lubberly crew.
ReplyDeleteForgeries in hand, Waysphere tuned, cargo stowed, testaments notarized, poorhouses donated, and debts still to be paid, the crew says its goodbyes to Shadowhaven, promising to return with vengeance for their fallen comrade. Magnus sent his regards with a few fine bottles of gin, in smooth blown glass worth probably twice as much as the contents, but does not make an appearance personally. Pierre seems pleased with his situation, and promises to make good on his agreements to the crew. Roland wishes you well, and gives Xisco one of his white feathers for his hat.
ReplyDeleteJay offers to transfer Gardner’s funds and gear for free, by way of thanks for his new weapons. Plus, he’s been itching to have a reason to go to Bridgeways, something about the people there owe him…
Fairfield and Vuyen seem to get along alright enough with the crew. Taz is not particularly pleased with Vuyen’s lax manner, but the boy “show’s more promise than the dandy, the lizard and the girl together.”
The Olic glides out with purpose, diverting into the wind and following a rather long, but safer path. At least, that is the hope.
The first days of travel is reasonably uneventful. The new year comes at last, and is a welcome site. The crew shares a bottle of wine, sings a hymn to the Lifemother, the Lady, Alpha, and the Artificer as it pleases the crew. Vuyen is a surprisingly good dancer, and teaches a few steps to the others. Fairfield and Harmony have gained their skylegs, and are no longer retching over the side, instead able to enjoy the festivities.
A few days later, a blur appears on the horizon. At first, it seems to be a flock of small skylers. As they close, its clear there are 3, maybe 4 skysails paralleling your path.
ooc: Travel info: Captain rolled a 14. After mods, that’s 4 weeks off travel time. Travel die is 6. I’ve set the destination based on the ‘old’ plan involving a stop at freedom isle – that will take 5 weeks. If instead you want to head directly to Mount Ore, that’s 10 weeks.
New ship papers list her as Handsome Rapier
All charms are charged. You have 4 lead balls total. I’ll append ship stores to your current character sheets, which will go out in a day or so. If you want to buy lead, Xisco was able to find a lead sword, which could be smelted into probably 2 or 3 balls. Buy price is 120 cogs.
New Crewmembers:
Fairfield. Male, Human, 14 years old. Homespun clothes, no shoes. Happy in the rig, fearless of the Void, inquisitive and eager. Refers to all the other crewmembers as “Sah.” Trying to repeat Taz’s accent. Not a wildcard.
Ag d10, Sm d6, Sp d6, St d4, Vi d6
Skills: Boating d4, Guts d8, Streetwise d4, Fighting d4, Throwing d4, Notice d8, Climbing d10
Vuyen. Weathered trawler sailor. Slow and steady, diligent but can drive one to madness with his placid demeanor. Wears a cableknit sweather with suspenders and a pompom stocking cap.
Ag d6, Sm d4, Sp d4, St d6, Vi d6
Skills: Boating d6, Guts d4, Knowledge (Skyler Behavior) d4, Knowledge (Currents) d4, Survival d8, Fighting d4, Shooting d4, Notice d4, Climbing d4
Gardner scrutinizes the skysails (Notice 3). "Fairfield, get up top and see what you make of 'em." (Climb 5, Notice 6).
ReplyDelete----------------
I say yes to the lead sword, deducted from ship's purse.
I concur on the lead. Harmony can turn it into cannonballs. She'll grimace but not protest when asked. The brazier belonged to the ship, not Tooly, by the way, as did the bronze prybar.
ReplyDeleteAre the sails in front or behind? Also, what horizon?
I know, I know, "they emerged from the glow." Same thing. Maybe Blendin should take a look with the fancy Voidglass that Tooly got him before he died so tragically.
Also, I thought the plan was to trade the cloth on Dragonspine for stone, trade the stone on Freedom Isle for lumber, and take the lumber to Mt. Ore. Do we still have the cloth, or did we sell it on Shadowhaven? If we have it, I say Dragonspine is the place to go first. It has cheap stone and Freedom Isle needs stone.
ReplyDeleteWhat a great idea.
ReplyDeleteBlendin pulls out his beloved musket, forged by the hands of his late friend, attached the voidscope, skillfully built by the same hands and took a closer look.
------------------------------------------------
Notice: 5 (pre-mods)
"Sah!" Fairfield opens the hatch, and ascends into the rig. Blendin opens the portside aft gunport to take a look with his scope.
ReplyDeleteThe boys report is called down "Four sky'ls! Closing! Can't make the distance, sah!" Blendin confirms this to the crew, and adds, "goblin pilots."
As Fairfield begins his descent into the vessel, he shouts out in a panic, "Sah! Galley, 3 mast, star-star- Right side, below us! Closing fast!"
Taz here's the shouts, and is roused from his bunk, and sets to getting Vuyen, Xisco and the others awake.
ooc: Cloth was sold to Magnus. Part of your trade agreement with him was that you'd take his cargo 1st whenever you were in Shadowhaven. As such, the hold is full of medical supplies, but he doesn't care where its delivered. If you want to go to dragonspine and then freedom that's fine. Travel time will be the same as for Freedom.
Yes, the glow has about a 13 mile 'horizon' where it becomes to thick to see through.
oh, sword purchased, 3 balls made.
ReplyDeletepps: JWW. As for the relic hook, according to my last note on the subject (that I found so far) Jay still had it. He grudgingly parts with it, saying its not gotten much use since his new sword arrived, and its getting a tad heavy with the 3 pistols, the gold hammer, and the buckler.
ReplyDeleteBlendin will run star-star- right side of the ship and take a look through his scope.
ReplyDelete----------------------------------
notice: 4 (pre-mods) Blendin is specifically looking to see if the Galley is making to ram their ship. If so, Blendin will take aim at whoever is steering the galley (if he can).
The galley is as described, an orc warvessel, making full speed with its sweeps, sails furled, on an intercept course with the Olic. Its open topped, the crew of goblin rowers and orc bosses exposed. There are at least a score of orcs, and probably close to 100 goblins, bending oar as fast as they can. A massive catapult is mounted in the bow behind a green patinaed bronze ram, shaped like a giant orc... genital.
ReplyDeleteTwo orcs man the rudder, a single drummer is pounding a furious rhythm on the timing drum, and a pair of lashers overwatch each side. Other orcs stand ready near the catapult.
position as follows, map update later today.
ReplyDeleteOrc Galley; Starboard; 5; -3; Port bow; 8”; closing.
Goblin Skysails x4; Port; 8; 1; bow; 8"; holding.
I say we climb and run away from the galley, and load grape for the skysails if they try to close. I suspect Blendin and two loads of grape can deal with four skysails fine before they get close enough to throw/drop bombs or whatever they think they're up to.
ReplyDeleteHarmony looks like a rabbit in the headlights for a moment, wide-eyed and ready to jump. Then she gives a shake, pops into the cabin and grabs some things from her bunk before heading to the shark fogger in the bow, picking up the ship's mallet on the way, though what she plans to use the big hammer for is unclear, since it's too heavy for her to swing.
Harmony's wearing/holding everything she owns except the rucksack. I think I remember the ship having a sledge/mallet. It would be standard for hammering pins and such. If not, she'll grab the crowbar or whatever tool is heaviest.
"We can outrun and outmaneuver the galley without the skysails to hem us in or whatever their purpose in. Load the port guns with grape and take aim at the skysails. Full sail."
ReplyDelete---------------------------------------
Change heading to port bow, accelerate to top speed and climb to just above the skysails. My intent is to be in position so that in round 2 we could move to short range of the skysails, I could steady the helm, and we fire the guns. Boating roll 9 (including +1 handling)
Blendin will assist whoever is loading the appropriate cannons and will then take aim. When they reach the appropriate distance, Blendin will fire and run to the next cannon.
ReplyDelete----------------------------------------------
Shooting (for when necessary): 8 (pre-mods), 1 benny spent.
easy there tiger(s). Keep your bennies and your rolls. Actions that are complete: heading changed, cannon loaded. Cannons are still in. Your opponents continued to attempt to close. The skysails anticipate your run from the galley, and sideslip incredibly close to the Olic while maintaining their height advantage (15 before mods!?! What are they feeding these goblins?). The Galley languishes behind. Moving to ship-time round by round.
ReplyDeleteAs of now, I have harmony on the fogger, blendin on the cannons with Vuyen and Fairfield loading, Gardner at the helm with Taz's help. Medicus has brought out his kit, just in case, and Fang is calmly sleeping.
Xisco, do you want to spot like last engagement, or do you have other plans?
Initiative:
JOKER: Goblin Skysails x4; Port bow; 3; 1; starboard bow; 8"; closing fast.
King of Spades: Orc Galley; Starboard aft; 5; -3; Bow; 8”; falling.
3 of Clubs: Olic; - ; 0; 0; -; 13"; -
Reshuffling deck.
Round 1 actions:
The goblin skysails continue their pursuit, attempting an emergency turn and dive toward the Olic (6+2). It is now evident that each sail suspends 2 goblins, side by side.
The Galley continues to attempt to close, drumbeat hammering behind you, but making little progress.
ACTION TAKEN: Goblin Skysails x4; Port bow; 1; 0; starboard aft; 8"; closing fast.
ACTION TAKEN: Orc Galley; Starboard aft; 5; -3; Bow; 8”; falling.
3 of Clubs: Olic; moving 13"
ROUND 2 INITIATIVES:
Queen of Clubs, Olic.
3 of Hearts, Goblin Skysails x4 (maybe less).
2 of Hearts, Galley.
ooc: oh, and just in case its not obvious, you get 2 turns in a row. So go ahead and take whatever actions you want, then take another action. If you want me to resolve the first one before finalizing your second, you can give conditional options, or if you'd prefer, just wait until I resolve it.
ReplyDelete"Harmony, do you think you can run Tooly's invisibility machine?"
ReplyDelete----------------------
Darn, I'm always getting us in position for a good shot 1 turn too soon. I think on turn 1 we should continue on present course and run out the guns, then turn 2 turn 90 degrees to port and fire. Alternatively, if we can activate the fogger we could just do that immediately and probably get away with our speed advantage.
Xisco will follow the captain's orders (or Taz's); if none given, he'll try to stay out of the way and out of sight midship, watching for boarders to repel.
ReplyDeleteCrap, I tried to post from my phone at about 7pm, and apparently it didn't work.
ReplyDeleteHarmony nods, looking nervous and wide-eyed. "Yes, certainly."
My original post was going to suggest just that, JWW. Continue straight on turn 1 and run out the guns. Round 2, go invisible, turn, and fire. The invisibility should last 2 rounds, enough to finish the gliders and/or get even more of a head start as they won't know which way we're going. I also suggest continuing to climb until the gliders are out of the fight.
BR: Do we need Taz on the guns to operate both, or can Blendin and the NPCs do it?
ooc: Sounds like consensus, so I'm going to move with that plan. steady heading, run out the guns, turn 90, fire. Attempt to activate the smokescreen in the second round.
ReplyDeleteSince Blendin already rolled his first shot (and in the interest of flow), I've decided to go ahead and accept it. He can fire one, leave it, fire the other, then have them reloaded by the next round with the help of Vuyen and Fairfield alone, I imagine.
Here's what I'm ruling on the cannon: your trying to spray multiple targets, so I'll say a 'hit' hits one craft, a 'raise' hit's 1d4-1 (minimum 1) targets. I will choose these by random roll. Then I will assign the hit 'crew' as 1d6, again chosen at random among the hit craft. Damage and so forth.
Boating roll for 90 degree turn: 7. success. Firing at range 1. First shot hit. Second shot 8 before mods, hit. rolling for craft hits: 2 craft, 3 craft. 4 hit crew, 1 hit crew. By random assignment, 2 craft took 2 crew hits, each. Additional hit on one of the crew of the first 2 craft. So, 3,2,2,2. Rolling Damage: 13,10,8. 8,15. 12,21. 15,18. All crew killed. 2 Sails destroyed.
Fogger activation attempt: 6. Activated. -3 to notice. Goblin sail notice checks: 14-3 and 15-3. Vision-enhanced little fuckers. Attempting emergency turn and approach: 4, 4, turn succeeds, approach not successful.
Orc galley notice check 11-3. What the heck. Attempting to approach. 6. Losing ground.
Round 2 complete.
Map updated.
Round 3:
Jack of Hearts, Olic.
4 of Spades, Goblin Skysails x2 (maybe less).
2 of Spades, Galley.
Yeah, I agree with moving Taz over to the guns. I think I can handle the helm alone. I think we should reload and sideslip to starboard. Open to other ideas. Also, at this range Blendin might be able to pick off some of the pilots with his rifle while the crew loads the cannons. Boating roll 6 (including +1 handling)
ReplyDeleteSince the skysails are still to port, we should get another shot at them before they get to act, right? If possible, fire on them, then turn directly away from them and the galley. If not, keep this heading and fire on them again.
ReplyDeleteHer job done, Harmony trots back past the cannon crews to wait at the entrance to the cabins so she is close to anyone who might need healing.
Are the guns available to fire on round 3 or are they not reloaded till round 4?
ReplyDelete"He can fire one, leave it, fire the other, then have them reloaded by the next round with the help of Vuyen and Fairfield alone, I imagine."
ReplyDeleteI take this to mean Blendin has the opportunity to fire both cannons during the third round.
Shooting: Cannon 1: 6 (pre-mods), Cannon 2: 11 (pre-mods), 1 benny spent.
If I misunderstand, Blendin will fire his custom musket at one of the goblin crew, while the cannon are reloaded.
Shooting: 5, 1 benny spent.
That 5 was pre-mods.
ReplyDeleteyes, since each ship-to-ship round is ~6 real rounds, you have enough time to reload and fire in round 3. Blendin, I count you having spent 2 bennies, total as of the end of this action (1 remaining).
ReplyDeleteThe Olic slides crossways to her keel, a sickening lurch to those not used to the motion. (Vigor checks, 5,5 for Fairfield, and Harmony. No tossed cookies). Blendin takes careful aim with Xisco's help, and makes his shots. (Hit, Hit with Raise. 1 hit, 1 hit. both on the same sail. 3 hits per goblin, damage 7,4,24. 9,15,14. Crew killed. 1 skysail remains.) The remaining skysail apparently maintains vision on the Olic, and attempts to close in, but cannot finish its approach against the faster vessel. The galley finds the Olic in her hazy state, and the goblins push hard to close, making some significant headway (boating roll: 24. Wow. Crazy explosions all over again.)
Round 3 complete.
Round 4 initiative:
Ace of Hearts, Goblin Skysail
Queen of diamonds, Olic.
8 of Diamonds, Galley.
The 2 goblins, seeing that their brothers have been lost to the Void, make one last attempt to close with the Olic. Seeing the vessel, even as it shimmers in near invisibility, they dive and make contact with the ship, their sail crashing into the (1d4, 1-3 is hull, 4 is rigging. 4.) rigging. (Damage: 14+4 for sensitive location, Critical hit, 1 wound. Control check, Gardner rolls a 11, pre-mods. Maintain control. Critical hit roll: 6, no special effects, aside from having a skysail with goblins on it hanging in the rig, adding a ‘bit’ of drag. Goblins in safety harnesses take 7, both shaken. Crew of the Olic maintain their footing.) Taz swears as he hears a few lines snap, and the masts creak under the pressure from the collision. “Nearly took our mainsail!” Vuyen adds a not very helpful, “Well I’ll be…” You think you hear cheering from the galley behind you, but it could just as easily be the normal chatter of the closing goblin crew.
Round 4, in progress.
ACTION TAKEN. Two Goblin Skysailors (sail is disabled for now). Shaken.
Queen of diamonds, Olic.
8 of Diamonds, Galley, Port aft; 5; -1; Starboard bow; 5”; closing.
err, galley speed is 8", not 5".
ReplyDeleteIf Gardner can use his Ace talent to make a soak roll for the ship's wound he will spend a benny to do so (Boating Roll 1, reroll with another benny to 7 (6 + 2 Ace - 2 Soak + 1 Handling).
ReplyDelete"Get them outta there!" Gardner shouts at the crew as he gestures toward the goblins in the rigging. He draws his crossbow and shoots at one of the goblins before going back to steering the helm. [Shooting 10, Damage 10, Boating 10]
I'm assuming with ~6 rounds Gardner can take a shot at one of the goblins without taking MAP if we're maintaining course. If not he'll just continue to pilot.
Fang stands up, roused by the impact, and trots over to below where the skysail is suspended. He growls menacingly at the goblins [Intimidate 2]
oh, and the ship took a wound. Gardner, you can apply bennies to soak that wound if you wish w/ ace.
ReplyDeleteha!, yes as you say.
ReplyDeleteXisco will start climbing...
ReplyDeleteIf Fairfield also stats climbing, Xisco will grab him for a second (or three) and cast Deflection on him.
Taz takes the helm as Gardner shifts to fire up the hatch at the goblins in the rig. His shot connects, and one of the goblins is stilled from his thrashing at the straps of his safety harness. The growl is lost to the howling winds above.
ReplyDeleteOlic is now not wounded. Gardner is at 1 benny. His crossbow will load itself by next round.
Fairfield feels a tingling as Xisco touches him with a smile. (10 on your deflection roll) and they both ascend the ladder to climb into the rig. (climbing rolls 6,5. half way up by the end of the round.)
I'll wait for blendin and Harmony actions.
How is the glider caught? Specifically, would it be easier to get it free by cutting ropes, or by somehow picking it up and dropping/tossing it?
ReplyDeleteHarmony looks up at the crash, peering out a hatch in the deck covering to see the skysail caught. When the captain gives his order, she replies, "I'll get them!"
Waiting for an answer from BR before acting, but I expect to get them clear before the next ship round, one way or another.
its wrecked in through the lines. cutting it loose without also losing sails would take some finesse.
ReplyDeletebut I want you to try what your thinking, hehe
ReplyDeletePossible repeat post, my first one seems lost in the ether.
ReplyDeleteDoes it appear to Harmony (Smarts/Repair roll 6) that it would be easier to disentagle it by cutting or lifting, should she make her rolls?
both have risks that are hard to assess on the short timescale. Lifting it out might be difficult, but fast. Cutting it out might be easier, but take longer.
ReplyDeleteNOOOOOOOOOOOOOOOOO! /vader
ReplyDeleteBlogger ate my long post including about 20 dice rolls! I'll have to post again on my computer in the morning.
Blendin takes a shot at the remaining goblin.
ReplyDelete------------------------------------------
Shooting: 11 (spent last benny)
This comment has been removed by the author.
ReplyDeletePoints of clarification: Ethereal blade is now Gardner's; Xisco has Gardner's previous weapon, metal rapier (w/ magic do-hickey); Xisco might be too distant to hand over the weapon, being halfway up the ladder to the rigging (don't actually have a good picture of the ship in my mind, so don't know if the ladder is really short and right next to where Harmony is standing).
ReplyDeleteMeh, any large cutting tool will do. I thought Xisco had the cutlass so that Gardner and Xisco would each have a weapon that could hurt ethereal beings. Guess we'll be more dramatic, then...
ReplyDeleteOkay, here we go again...
Harmony pokes her head and shoulders up through the hatch, lugging the heavy mallet out onto the wooden deck covering Those on the gun deck can see only her skirt and boots, but Gardner on the bridge can see her red hair flutter in the wind as she strains to haul the heavy hammer up with her. She fiddles with her necklace and points the palm of her right hand at the hammer, and it lifts into the air and flies up toward the snagged skysail.
With amazing speed, the hammer begins pounding the struts and joints of the skysail, smashing the light wood from a rigid frame into an assemblage of pieces bound by sailcloth. Once the craft is reduced to shapelessness, dangling only by a few snags on the rigging, she sets the hammer down on the roof and points at Gardner, a red stone in her palm glowing. "May I borrow your sword, sir?" With that, she draws Gardner's ethereal blade from his scabbard and sends it up to slice the fabric away from the lines until the whole mess falls to the deck with the goblins.
At least that's the plan. If the goblins get feisty, she'll clock them with the hammer, but I assume we'd go to combat time for that.
Rolls: Spot which places to break the skysail to allow it to slip free: Repair roll 14
Activate necklace: 5
Activate bracelet: 6
Attack rolls: 5,5,4,6,5,2,10,6,2,3,4,13,12,11,7,1 (5 after benny)
That's 16 rolls, which is the maximum she can make before she runs out of steam. If she decides it's smashed enough, and if Gardner doesn't try to stop her from taking the sword, she'll switch to that and use it to cut the wreck free, preferably before the next boating round. I suppose just pulverizing it will help somewhat, though.
If she does switch, she can actually go 1 turn longer, but makes 1 fewer attack due to switching and the necklace winding down. Since that was the benny attack, I don't mind.
Feel free to use whatever attack roll is in sequence as an activation roll for the switch to the cutlass, but I'll benny any failed activation.
I actually realized there's some grey area on when the effects of the necklace and bracelet occur. It doesn't matter much, here, but it might in the future, so maybe we should discuss it at some point.
Whew!
The bullet silences the last thrashing goblin, and Harmony sets to work analyzing the skysail's position.
ReplyDelete(I'm ruling this will take a bit of time, due to the angle you're at and the tangle up there. I was going to apply 1d6 ship rounds to fully assess the damage, but due to your great roll we'll go with 1d4, or ouch, 4 rounds. At that point, you'll be able to unleash your flurry of insanity on the skysail. If you want to risk damage to the ship based on your current level of damage assessment, feel free to take a swing in round 5. Each round you wait gives you a better understanding to not damage the ship (by that I mean I'm rolling a d4 to see if it damages the ship. Just because it does damage doesn't mean it will exceed the toughness of the vessel of course. hope that helps you make the call).)
The orc vessel holds station to the port aft, bending oar quick as they can and begins to close rapidly on the Olic in her distressed state. (boating roll, 28+2. I love these explosions). The catapult looses a desperate shot, knowing they may not get any closer to the faster vessel, but the massive stone sails past harmlessly.
Round 4 complete. Round 5 in progress.
Ace of diamonds, Olic.
ACTION TAKEN. Joker, Galley, Port aft; 2; -1; Starboard bow; 8”; closing.
reshuffling.
Upcoming Round 6:
JOKER, Galley.
Queen of Clubs, Olic.
Reshuffling again.
The assessment is for how the glider is built, not trying to trace the tangled lines. Basically, where to smash it to make it go limp.
ReplyDeleteHarmony's not too worried about hurting the rigging with a hammer, and the spars are going to be WAY thicker than the glider's poles even if she misses the skysail. It's not a Heavy Weapon, after all. She's not going to wait several minutes to start smashing, even if she can't tell how it's tangled up.
The Skysail's got, what, 5 poles? Two hits on each, and it's floppier than a disassembled tent. At the very least, it'll drag less. THEN she can shut down the devices and asses the tangle.
So go ahead and roll the first 10 or 12 attacks for damage, and she'll shut down the devices to assess the situation, if it doesn't fall out on its own.
Which would bring her up to the beginning of round 5, though if you want to say it took her a round to examine the way the glider was built, that's fine by me and she can smash in round 5.
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ReplyDelete"Taz, take Fairfield and see if you can help Harmony deal with the skysail. Blendin, you and Vuyen start loading the port cannons with lead shot in case we need them."
ReplyDeleteContinue present heading. Boating 7
ooc: I was reading your plan in an entirely different way, bphage. My version of your solution was like a game of jenga and operation at the same time. We'll get on the phone at some point and I'll tell you what I thought you were saying you wanted to do. As it stands, I imagine you can try and crack the bone and wood spars in a much shorter analysis time. There'll still be some risk that they might tumble down and tear something, but it shouldn't be too severe. It's a bit more of a rigid wing in my head than a 5 pole hang-glider, but that doesn't change things too much. Here's hoping my current interpretation is closer to what you want to do.
ReplyDeleteThe small woman twists the necklace, and from her perspective, the world begins to slow. She then stretches her fingers out, among the coils of wire on her wrist and hand, and the red stone in her palm begins to glow like an ember. The fine hammer at her side lifts up into the rig, high above her head, passing Fairfield and Xisco, and clacks repeatedly against the bone and wooden spars, hoping to reduce the stiff wings to splinters. (need 1d10 successful breaks (rolled a 6) to break it down and reduce the drag to negligible. need a full 10 to get that mess out of the rig with lucky hits. Others can of course attack it next round, after they reach it in the top of the rig. damage target is 8. 1: activate glove, ATK 2: activate necklace, ATK, ATK, 3: ATK, ATK. 4: Glove extend. ATK, ATK. 5: Glove extend, necklace extend. ATK, ATK. 6: Necklace deactivate. Glove extend. ATK. Damage rolls: 5, 3, 10, 4, 17, MISS - bennied to hit at 10, 9, 3, MISS - bennied to hit at 6, 13. That's 8 wounds to the skysail, no longer dragging, but not free yet. By my count you can extend 1 more time on the glove and take a single attack before you drop out of 'steam'.)
Taz follows the others into the rig (climbing 5) and by the time they arrive at the top of the mast by the hanging goblins, the woman's hammer has done quite a number on their 'vessel.' "Should we finish what she started and throw these bastards over, Sah?" Fairfield asks Xisco, swaying wildly with a belaying pin in one hand.
With their sails clearing, Gardner is able to steer the ship forward safely. But the orc galley is close on their heels, driven by some insane fervor for battle. They hear the windlass creaking as the catapult is brought into position again. It appears they are holding their shot, probably testing the wind and aiming...
Blendin and Vuyen finish one of the port guns, and with medicus' help finish loading the second as well.
Round 6 in progress, Olic's move. Distances unchanged. Blendin, both cannons are loaded with lead balls, and ready to fire if you wish. medium range, but with a height advantage.
Round 7 initiatives.
King of clubs, Galley.
3 of Hearts, Olic.
Xisco pulls his knife and sighs; he then straightens up and begins cutting at the harness of one of the goblins. "Yeah, they're already dead, and soulless besides."
ReplyDeleteHe'll work on cutting the wings free of the ship; he'll try toss the wing-parts down onto the deck rather than overboard, and have Fairfield do the same.
Maintain Deflection until the goblins tossed overboard.
"Fire as she bears, Mr. Blendin."
ReplyDeleteGardner will maintain the present course and attempt to steady the helm if Blendin wants to shoot and until the tangle is out of the rigging. Once it is clear he will change course to run directly away from the galley. If the catapult hits he will use bennies to soak for the ship. Boating 7.
"Bring it, you ugly orcs!"
ReplyDeleteShooting Cannon 1: 10 (spent last(?) benny).
Shooting Cannon 2: 8
The small woman brings the hammer back down to herself to keep it from falling into the Void and the stone in her palm stops glowing. Blowing out her breath and smiling in satisfaction, she drags the heavy mallet through the hatch and sets it aside. She stands at the base of the mast, healing device ready and safety line secured around her waist, ready to catch anyone who might fall.
ReplyDeleteThat was just right, though by my calculations the necklace should last 9 rounds and the glove should last 8 if used continuously, so I'd always activate the necklace first. That's something we need to discuss, though, as I'm wondering about the sequencing on that...
Feel free to give me a call this evening after I'm up.
closing thread for length. new one going up.
ReplyDelete