A Mutiny in Murvos - IC

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ratwizard
A Wan Smile
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Post by ratwizard »

That was nothing like Lycirium, Danelos thinks, spinning one end of his meteor hammer — drops of blood whizzing off like spray across the stern. Scrabbling in the half-light, laying waste to those too stupid to hear logic. Half of those laying dead hardly seemed to know their way around a sword, much less a knife. It was a slaughter.

He glances around as they reach the aft castle interior, hardly surprised at seeing who remained. We've lost more than I had hoped. No matter. Perhaps Demos can muster something close to a fair fight with his sniveling leeches whose loyalty would be a feat, if not for their idiocy.

The doors open, and he finds himself staring at a face deserving of a well-placed, steel ball. "Of course Charles survived. The miserable little git," Danelos curses under his breath as he advances on the forecastle. 

Mechanics
Chanchabruhh
Vigilant Resolution
Posts: 249
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Location: Fragments of myself

Post by Chanchabruhh »

Kairon steps onto the deck, eyes blazing with determination. He raises his blade charging forward joining the rest.

"Hey! leave a few for me yeah?!" Kairon says with a wicked smile 

Mechanics
 [1d8]=4 initiative Roll

Starting position: Bottom Left
Last edited by Chanchabruhh on Tue May 28, 2024 8:30 pm, edited 1 time in total.
Active Pcs
Boulder(Pohaku)
Kairon Lergaros, The Shaded Jester
Eldrin Stormblade, Tempest-born Avenger
Kaze Mori the Gunpowder Titan 
Tāne "Blade" Kauri 

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Scratcherclaw
YUO ARE SMART
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Post by Scratcherclaw »

Castor grimaces at the massacre below decks, unable to even utter a single word. Gods... This was a bloodbath. He follows silently onto the deck, mind whirling with a million thoughts and possibilities. Taking a deep breath of the fresh sea air—the smell of blood and sweat below having started to take a toll—he steels himself for the final battle to come. For me, for us. For everyone we lost. We can do this, right?
Mechanics
Initiative: [1d8+1]=3+1=4
Starting position: Left middle
Starting cycle: Harbinger's Blessing, granting me +2 to AC and +1 to saving throws


 
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BartNL
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Post by BartNL »

Mechanics
Initiative: [1d8+3]=3+3=6
Starting position: Top Left
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Fialova
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Post by Fialova »

Encounter 2 - The Mutiny Continues

Florence and Charles are clearly uneasy as five of you emerge from the door, with Ernst and Telwari still visible within. They each take a step back, but keep their eyes trained on you and their weapons at the ready. Thalia seems unfazed by the numbers, as she reaches for an arrow to loose.

Up Next: Sébastian

Mechanics
The mutineers exit onto the deck, ready to cut down the last loyalists remaining, or force their surrender...
Maps
The Mutiny Continues - Round 1, main deck.PNG
Full Deck Map
The Mutiny Continues - Round 1, full deck.PNG
Map Info
Grid: each square on the map will be roughly equivalent to 5 feet, as that is how it had been initially in 4e, though you will not be restricted to moving on the grid like in 4e.

Deck Levels: you have exited from the lower deck onto the lowest of 3 levels above, which is shown in the initial map image. Both fore and aft of where you stand now are raised levels, approximately 8 feet higher than you stand now. Each of these levels have 2 staircases leading up to them, one on each the port and starboard sides of the ship in each direction. The aft castle features one final raised portion, this only about 3 feet high, which is where the captain's room is allotted extra height compared to the rest of the deck below. This slightly raised portion features windows facing forward that allow light into the captain's quarters from the fore as well as the others that surround the ship's stern.

Stairs: movement up the various staircases between levels counts as 2' of movement rather than 1'

Railings: those behind railings on the same level as their opponent will be considered to have half cover, inflicting a -2 penalty to ranged attacks made targeting them. Those behind railings on a higher level than their opponent will be considered almost completely covered, instead inflicting a -4 penalty to ranged attacks made to target them. Melee attacks are not affected by this, as the railings are only in locations where there is a change in elevation.

Masts: those on the opposite side of a mast from their opponent will be considered half covered against enemy melee attacks (-2 penalty to hit them), and almost completely covered against enemy ranged attacks (-4 penalty to hit)
Status
The Mutiny Continues - Round 1, status.PNG
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Namelessjake
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Post by Namelessjake »

"You're picking the wrong side," Séb says to Florence and Charles. He takes his axe in hand, charging up the aftcastle stairs towards Mr. Galatas. Kyriachia is the main threat to the front of the ship, dealing with the captain could end this fight though, he thinks. "You're in my way," he snarls at the ship's second mate as he swings his axe at the Istilian native.
Mechanics
Move Action: Move up into melee range with Mr. Galatas.

Main Action: Attack Mr. Galatas. 23 vs AC = hit for 9 damage

[1d20+6]=17+6=23[1d10+3]=6+3=9
Combat Block Format
Sébastien "Séb" Barbeau

Male Human Adventurer (Partial Expert | Partial Warrior)
Languages: Common, Imardanian
Age: 31
Height: 5'11"
Weight: 185 lbs.

Speed: 30 feet
Initiative: +0

HP: 11/11
AC: 14
Physical: 13
Evasion: 14
Mental: 13
Luck: 14

Attack Bonuses:
Axe, War: 1d20+6, 1d10+3 damage (6 Shock damage / 10 AC)
Unarmed: 1d20+2, 1d2-1

Active Effects:
None.

Consumables:
None.
Important Features:
Authority-1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not significantly harmful or extremely uncharacteristic.

Seasoned Officer: Having earned your rank through years of hard labor aboard sailing vessels, you relate to your crew and they to you, inspiring them to fight harder and recover quicker during a crisis. Gain lead as a bonus skill. When you are an officer on a ship, all NPC crew members contribute an extra 0.25 to Crew Strength. In addition gain +2 to any skill checks when dealing with a crisis that involves the ship's crew, such as Crew Panicked, Crew Trapped or Crew Lost.

Shocking Assault-1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place and the target is not immune to Shock.

Shocking Assault-2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks that do Shock. As usual, regular hits never do less damage than this Shock would do on a miss.

Specialist (Sail)-1: Gain Sail as a bonus skill. Roll 3d6 and drop the lowest die for all skill checks in this skill.
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Fialova
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Post by Fialova »

Encounter 2 - The Mutiny Continues

Sébastian advances quickly, making his way up one of the aftcastle staircases and landing a solid blow against Mr. Galatas, who crumbles to his knees, barely still standing from the force of it. As he moves, Thalia looses an arrow at the first of the mutineers to strike, though her arrow narrowly misses him and embeds itself in the ship's railing instead.

Up Next: Terzo

Mechanics
Sébastian: moves, hits

Ms. Kyriarchia: shoots at Sébastian, 13 vs AC = miss. Reloads
Maps
The Mutiny Continues - Round 1.1, main deck.PNG
Full Deck Map
The Mutiny Continues - Round 1.1, full deck.PNG
Map Info
Grid: each square on the map will be roughly equivalent to 5 feet, as that is how it had been initially in 4e, though you will not be restricted to moving on the grid like in 4e.

Deck Levels: you have exited from the lower deck onto the lowest of 3 levels above, which is shown in the initial map image. Both fore and aft of where you stand now are raised levels, approximately 8 feet higher than you stand now. Each of these levels have 2 staircases leading up to them, one on each the port and starboard sides of the ship in each direction. The aft castle features one final raised portion, this only about 3 feet high, which is where the captain's room is allotted extra height compared to the rest of the deck below. This slightly raised portion features windows facing forward that allow light into the captain's quarters from the fore as well as the others that surround the ship's stern.

Stairs: movement up the various staircases between levels counts as 2' of movement rather than 1'

Railings: those behind railings on the same level as their opponent will be considered to have half cover, inflicting a -2 penalty to ranged attacks made targeting them. Those behind railings on a higher level than their opponent will be considered almost completely covered, instead inflicting a -4 penalty to ranged attacks made to target them. Melee attacks are not affected by this, as the railings are only in locations where there is a change in elevation.

Masts: those on the opposite side of a mast from their opponent will be considered half covered against enemy melee attacks (-2 penalty to hit them), and almost completely covered against enemy ranged attacks (-4 penalty to hit)
Status
The Mutiny Continues - Round 1.1, status.PNG
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Scratcherclaw
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Post by Scratcherclaw »

OOC
Castor preemptively has Pavis of Elements committed, increasing his AC by 4 (17 AC total, +1 from Dex, +2 Blessing, +4 Pavis)
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BartNL
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Post by BartNL »

Terzi rushes into the fray, covering Sébastien's back. As they move out, Terzo throws his boomerang so it hits Mr. Galatas in the back of his head. "Die you bootlicker!" Terzo shouts as Mr. Galatas' body hits the deck.

Mechanics
Move Action: move in range of Mr. Galatas, standing behind Sébastien to cover his back.
Main Action: Attack Mr. Galatas with my boormerang: [1d20+6]=15+6=21 vs AC for [1d6+4]=4+4=8 damage.

Combat Block WWN
Terzo

Male Human Adventurer (Partial Expert | Partial Warrior)
Languages: Common,
Age: 43
Height: 5"6
Weight: 145 lbs
Speed: 30 feet
Initiative: +3

HP: 12/12
AC: 16
Physical: 13
Evasion: 11
Mental: 13
Luck: 14

Attack Bonuses:
Boomerang: 1d20+6, 1d6+4, 30*/60r, Returning, no long range penalty, no melee range penalty
Stiletto: 1d20+6 1d4+4 4/AC 18 Dex - S, PM
Unarmed: 1d20, 1d2

Active Effects:
None.

Consumables:
None.
Important Features:
Foci: Thrown Weapon Specialist-1:
Level 1: Gain Stab or Exert as a bonus skill. You can hurl Stowed thrown weapons as if they were Readied. You can add your Stab or Exert skill level to the weapon's damage roll, but not to any Shock. Your thrown weapons do not take a hit penalty for long range and the first Snap Attack you make with them during a combat does not take the -4 hit penalty.
Foci: Thrown Weapon Specialist-2:
You take no hit penalty for using thrown weapons in melee range. You never run out of normal throwing knives unless intentionally disarmed or fighting for an unreasonably long period. You may add a total number of weapon mods among your throwing weapons equal to your Stab or Exert skill; each mod can't require a Fix skill higher than your Stab or Exert skill. These mods cost no silver or special components and you can maintain them for free, but it takes a day to add or change a mod choice.

Foci: Adept Sailor 1
You do not suffer any movement penalties while swimming, and can breathe longer underwater before suffocating. The number of turns you can do so would equal your con score +5. You can more easily spot incoming dangers and land, gaining a +2 to any notice checks related to spotting distant things while on a ship. Once per scene, you may make a fighting withdrawal as an on-turn action instead of a main action.

Foci: Sail Specialist
roll 3d6 drop lowest on sailing checks

Last edited by BartNL on Fri May 31, 2024 3:32 pm, edited 1 time in total.
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Fialova
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Post by Fialova »

Encounter 2 - The Mutiny Continues

"This is for Makoto!" Florence shouts, rushing forward as the hit from Terzo's boomerang causes Mr. Galatas to fully slump to the ground in defeat. She swings her simple cutlass at the man, slicing into his armor but only moderately injuring him in the process.

Up Next: Danelos

Mechanics
Terzo: moves, hits & kills

Morale: all pass

Florence: moves in range of Terzo, attacks, 18 vs AC = hit for 6 damage
Maps
The Mutiny Continues - Round 1.2, main deck.PNG
Full Deck Map
The Mutiny Continues - Round 1.2, full deck.PNG
Map Info
Grid: each square on the map will be roughly equivalent to 5 feet, as that is how it had been initially in 4e, though you will not be restricted to moving on the grid like in 4e.

Deck Levels: you have exited from the lower deck onto the lowest of 3 levels above, which is shown in the initial map image. Both fore and aft of where you stand now are raised levels, approximately 8 feet higher than you stand now. Each of these levels have 2 staircases leading up to them, one on each the port and starboard sides of the ship in each direction. The aft castle features one final raised portion, this only about 3 feet high, which is where the captain's room is allotted extra height compared to the rest of the deck below. This slightly raised portion features windows facing forward that allow light into the captain's quarters from the fore as well as the others that surround the ship's stern.

Stairs: movement up the various staircases between levels counts as 2' of movement rather than 1'

Railings: those behind railings on the same level as their opponent will be considered to have half cover, inflicting a -2 penalty to ranged attacks made targeting them. Those behind railings on a higher level than their opponent will be considered almost completely covered, instead inflicting a -4 penalty to ranged attacks made to target them. Melee attacks are not affected by this, as the railings are only in locations where there is a change in elevation.

Masts: those on the opposite side of a mast from their opponent will be considered half covered against enemy melee attacks (-2 penalty to hit them), and almost completely covered against enemy ranged attacks (-4 penalty to hit)

Corpses: like stairs, corpses count as 2' when moving across them, rather than 1' like normal
Status
The Mutiny Continues - Round 1.2, status.PNG
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ratwizard
A Wan Smile
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Location: Hellworld

Post by ratwizard »

Danelos grits his teeth as the arrows, blades, and boomerangs come out. "Castor, stay behind me and keep your head down," he commands the younger man in a hushed tone. "We'll go for the throat."

He moves ahead, his meteor hammer already swinging in a tight, controlled spin. With a heave of it over his shoulder, then under his arm, followed a torsion in his waist, the Gleiosian spins his body and the chain whips out like a dart. His swing catches Florence square in the chest with an audible crack — sending her crashing into and over the taffrail, toward the dark waters below. "Demos!" he cries out, his usual calmness replaced with something far darker.

Mechanics
Move

Walk to the square south of Seb.

Main

Attack Florence. Hits 23 AC. Proc Forceful Blows. She takes 6 Shock damage, and we contest checks. 7 on a Str/Stab versus her Str/Exert. Nevermind, 6 damage kills her anyways.

Attack: [1d20+6]=17+6=23
Forceful Swings: [2d6+1]=6+1=7
Combat Block — Danelos Patrevonis
Danelos Patrevonis

Male Human Adventurer (Partial Expert | Partial Warrior)
Languages: Common, Gleiosian
Age: 26
Height: 6'2"
Weight: 190 lbs.

Speed: 30 feet
Initiative: +2

HP: 10/10
AC: 18
Physical: 14
Evasion: 12
Mental: 13
Luck: 14

Attack Bonuses:
Battle Chain: 1d20+6, 1d8+3 damage (6 Shock damage)
Unarmed: 1d20+2, 1d2-1

Active Effects:
None.

Consumables:
None.
Important Features:
Armsmaster-1: You can Ready a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.

Armsmaster-2: The Shock from your melee attacks always treats the target as if they have AC 10. Gain a +1 bonus to hit with all thrown or melee attacks.

Folie a Deux-1: Gain Convince as a bonus skill. Your lies or deceptions never register as such; spells and abilities simply read you as sincerely believing what you say. Once per day, make a listener believe that you are absolutely sincere in whatever claim or statement you are making. This belief lasts until the situation or new evidence would justify disbelief. A target becomes immune to this after the first lie is disproven.

Forceful Swings: You are more highly skilled with long weapons than most, able to wield them more deftly and forcefully than a common user. When wielding a weapon with the Long trait, make attacks against prone targets with a +2 bonus, as if you were adjacent to them, at any distance within your weapon's reach.

When you hit with a melee attack against a target while wielding a weapon with the Long trait, you may choose to deal only your shock damage to the target and attempt to shove the target instead. Make a Str/Stab check opposed to the target's Str/Exert, forcing the target back up to 10 feet, or knocking it prone, on success. This ability may be used once per scene for free, with additional uses incurring 1 point of System Strain.

Impervious Defense-1: You have an innate Armor Class of 15 plus half your character level, rounded up.
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Fialova
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Post by Fialova »

Encounter 2 - The Mutiny Continues

"Oh gods, don't kill me!" Charles shouts, the will to fight quickly knocked out of him after both Mr. Galatas and Florence are killed in quick succession. He drops the dagger he'd been shakily holding to the ground and puts his hands up, trying to make it clear to all that he does not want to fight anymore.

Up above, those who can see Captain Demos notice him shifting into a defensive stance, clearly prepared for the inevitable attack to come as he holds his own larger knife in front of him, one you'd regularly seen him used to feast on fine meats as he walked the ship. Ernst bursts from the aft castle as all this is happening, rushing up the other aft staircase and lunges at Codpiece. "Get over here you cock, the capn's ours," he shouts as he swings powerfully but inaccurately at the other man, who manages to back away in time to dodge the attack.

Up Next: Castor, Kairon

Mechanics
Danelos: moves, hits & kills

Morale: Charles fails, everyone else passes

Cpt. Demos: uses Total Defense, gaining +2 AC and immunity to shock until their next turn

Ernst: moves out from the aft castle, up the stairs towards Codpiece. Attacks, 13 vs AC = miss
Maps
The Mutiny Continues - Round 1.3, main deck.PNG
Full Deck Map
The Mutiny Continues - Round 1.3, full deck.PNG
Map Info
Grid: each square on the map will be roughly equivalent to 5 feet, as that is how it had been initially in 4e, though you will not be restricted to moving on the grid like in 4e.

Deck Levels: you have exited from the lower deck onto the lowest of 3 levels above, which is shown in the initial map image. Both fore and aft of where you stand now are raised levels, approximately 8 feet higher than you stand now. Each of these levels have 2 staircases leading up to them, one on each the port and starboard sides of the ship in each direction. The aft castle features one final raised portion, this only about 3 feet high, which is where the captain's room is allotted extra height compared to the rest of the deck below. This slightly raised portion features windows facing forward that allow light into the captain's quarters from the fore as well as the others that surround the ship's stern.

Stairs: movement up the various staircases between levels counts as 2' of movement rather than 1'

Railings: those behind railings on the same level as their opponent will be considered to have half cover, inflicting a -2 penalty to ranged attacks made targeting them. Those behind railings on a higher level than their opponent will be considered almost completely covered, instead inflicting a -4 penalty to ranged attacks made to target them. Melee attacks are not affected by this, as the railings are only in locations where there is a change in elevation.

Masts: those on the opposite side of a mast from their opponent will be considered half covered against enemy melee attacks (-2 penalty to hit them), and almost completely covered against enemy ranged attacks (-4 penalty to hit)

Corpses: like stairs, corpses count as 2' when moving across them, rather than 1' like normal
Status
The Mutiny Continues - Round 1.3, status.PNG
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Scratcherclaw
YUO ARE SMART
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Registered for: 12 years 3 months

Post by Scratcherclaw »

"Aye," Castor says meekly to Danelos, trailing behind once it's safe to do so. Seeing Thalia perched atop the forecastle, his eyes narrow and he grits his teeth, blood beginning to boil. "No more..." he whispers to himself. "No more, you cantankerous bitch!" he barks out, almost surprised at the words erupting from his mouth. Keeping his gaze focused, he calls to the heavens and conjures a swirling mass of earthly stars around her head. Channeling his anger, he pushes the stars to burn brighter and hotter, and rob the woman of her sight. For all the nights she's ruined for me. For all the things she's taken from me.
Mechanics
Move: Walk to square west of Danelos

Main Action: Cast Damnation of the Senses on Thalia
She must make a Mental saving throw
On failure, she is blinded for the rest of the scene. On success, it is only for the next round

While blinded, she can't make ranged attacks and rolls twice for melee attacks, always taking the worse result
If she thinks she's in mortal peril, she can make another Mental saving throw to throw off the spell at the end of each round
Combat Block
Castor

Male Human Adventurer (Expert/Mage) 2
Languages: Common, Gleiosian, Brennisian, Akiran
Age: 24
Height: 5'9"
Weight: 145lbs

Speed: 30ft
Initiative: +1

HP: 6/6
AC: 11 (17 effective)
Physical: 14
Evasion: 13
Mental: 12
Luck: 14
Effort: 1/4
Spells Cast: 1/1

Attack Bonuses: +1
Bow, large: 1d20+2, 1d8+1
Unarmed: 1d20, 1d2

Ammunition Loaded:
Bow, large: 1/1 (20 total)

Active Effects: +4 AC, +2 AC & +1 to saving throws

Consumables: none
Important Features:
Partial Expert: Gain an extra skill point each level for non-combat skills.

Partial Mage: Gain Magic as a skill, and gain Elementalist arts and both High Magic and New Magic Elementalist spells. Elementalist Effort is calculated with Cha/Magic minus one.

Specialist: When I make Sail checks, I roll 3d6 and drop the lowest result.

Die Hard: I gain an extra 2 HP per level. I automatically stabilize if Mortally Wounded, provided I'm not incinerated, dismembered, or otherwise torn apart.

Polymath: I treat all non-combat skills as if they were level-0 for skill checks, even if I lack them entirely.

Gleiosian Astromancy: You are trained in reading the constellations of the Gleiosian pantheon's gods, and they have deemed you worthy of their aid. At the start of each day, you are granted one blessing tied to one of the five gods of the pantheon. These blessings cycle in order, though on a given day you may choose to incur 1 point of System Strain to choose any of the blessings other than the one that would typically occur. If you change blessings in this manner, the cycle continues as usual from the one chosen for that day. The cycle goes as follows:

The Creator's Boon -> The Artist's Inspiration -> The Old Man's Guidance -> The Wind Lord's Endurance -> The Harbinger's Blessing
Cycle
The Creator's Boon: Krymos instill you with his skill and passion for creation, allowing your works and repairs to excel. When you make a skill check to craft, repair, or upgrade an item, roll 3d6 and take the best 2 results when determining success. You may use this ability once per day per action type (repair, craft, etc).

The Artist's Inspiration: Your art and performance is imbued with the grace of Hyrmina, allowing you to inspire those around you. Once per day, you may make a performance check before a crowd, with a DC determined by the crowd's size. On success, all who witness the performance gain +2 to their morale for the remainder of the day, and will view you in a more positive light until they fail a morale check.

The Old Man's Guidance: Pharon imbues you with his keen senses and mastery of the seas, allowing you to navigate unhindered. For the duration of the day, you know exactly where you are at sea and how far the nearest port is, should you maintain your current heading. When your ship rolls for an event, roll a d20 instead of the typical d10 or d12. A 1 still causes a typical event to occur, while a 20 sees a positive event come your way instead.

The Wind Lord's Endurance: The fury of Maleos is typically all-encompassing, but he has offered you and those close to you temporary repreieve. When dealing with the dangers of storms or turbulent waters, you, your crew, and your ship gain +2 to any checks to resist damage or injury. Additionally, all crew on your ship consume half rations for the day with no penalties.

The Harbinger's Blessing: Ianessa has decided that today is not your day to join her, and has offered you a boon to help ensure you live to see another day. Until the day ends, you gain +2 to your AC and +1 to saving throws (except Luck). These bonuses can stack with other like bonuses, but this may not cause your AC to exceed 18.
Arts & Spells
Elemental Resilience: I'm unharmed by mundane extremes of cold and heat. I only suffer half damage from magical or extremely intense frost or flame attacks.

Elemental Sparks: I can conjure small elemental efforts to do tricks, chill drinks, light fires, and do other small effects. Conjured substances only last up to a scene, and conjured liquids can't lastingly quench thirst. This art can't be useful in problem solving or overcoming a challenge more than once per session.

Pavis of Elements: I can Commit Effort as an On Turn action to conjure an elemental barrier around myself. This barrier increases my AC by +4 (up to 18 max) and remains as long as my Effort is Committed.

Aqueous Harmony: Myself and up to a dozen allies can breathe underwater, tolerate the pressure and cold of the deep, and can see through water as if it were well-lit air. Those affected can move and attack as normal, including projectiles, and their possessions aren't soaked or damaged by water. This spell lasts an hour per caster level but won't naturally end as long as I remain at least partially submerged in water.

Apprehending the Arcane Form: For 15 minutes per character level, I can see magical effects, curses, enchantments, etc as colorful auras or patterns of light. I can identify magical items and get a one-sentence description of their purpose or significant powers, and can get more with a successful Wis/Magic check (8+ DC, variable). Mages with prepared spells are visible to me. In this duration, I can see normally even in complete darkness.

Damnation of the Sense: I can target a visible creature within 200 feet. The target can make a Mental saving throw to resist. On failure, one sense of my choice is under my control for the rest of the scene, while success leaves them bound for the next round.
Chanchabruhh
Vigilant Resolution
Posts: 249
Registered for: 3 years 2 months
Location: Fragments of myself

Post by Chanchabruhh »

Kairon swiftly moves across the deck, eyes locked on Codpiece. He climbs quickly, his Accursed blade shimmering. Reaching the top, he swings the massive weapon in a powerful arc, striking Codpiece with a bone-rattling force. "Whakaruru, grant me your strength," he intones.

Mechanics
 [2d6]=11 Climb check
[1d20+6]=11+6=17 to hit
[2d6+3]=2+3=6[/url]

i am also using Rob Vitality on cpt.demos he needs to make a physical save


Combat Block
Kairon Lergaros

Male Human Partial Warrior/Accursed 2
Languages: Mandate
Age:26
Height:5'11
Weight:200

Speed: 30 meters
Initiative:

AC:10
Physical:13
Evasion:13
Will:14
HP: 11/11

Attack Bonuses: Shock 2/15
Accursed Blade 1-Handed: 1d20+6, 1d8+4
Accursed Blade 2-Handed: 1d20+6, 2d6+4

Ammunition Loaded:
Weapon: X/X

Effort Score-3
Accursed Arts
Accursed Blade
As an On Turn action manifest an occult melee weapon as a one-handed 1d8 weapon or a two-handed 2d6 weapon. Both add your Magic skill to the damage done, have a Shock rating of 2/15, and use Magic as the attack skill and Int/Cha as the attributes that modify its attack and damage.
Rob Vitality
Once per scene, as an On Turn action, Commit Effort for the scene and target a visible foe. They must make a Physical save or lose their next Main Action, which you immediately gain instead.
Soul Consumption
As an Instant Action, Commit effort for the scene when you fell an intelligent traget with Accursed Blade of Accursed Bolt, They die instantly and you heal 1d6 hit points plus your level and lose one accumulated System Strain.


Active Effects: none

Consumables:
Important Features:
Lucky 1: Once per week, a blow or effect that would otherwise have left you killed, mortally wounded, or rendered helpless somehow fails to connect or affect you. You make any rolls related to games of chance twice, taking the better roll

Armsmaster 1: Level 1: Gain Stab as a bonus skill. You can Ready a
Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee
or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.


Shocking Assault 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they
were AC 10, assuming your weapon is capable of harming the target in the first place and the target
is not immune to Shock.
Active Pcs
Boulder(Pohaku)
Kairon Lergaros, The Shaded Jester
Eldrin Stormblade, Tempest-born Avenger
Kaze Mori the Gunpowder Titan 
Tāne "Blade" Kauri 

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Fialova
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Post by Fialova »

Encounter 2 - The Mutiny Continues

"I can't see!" Thalia shouts, as Castor's spell robs the woman of her vision for the time being. While she flails somewhat in panic, Kairon's blow sends Codpiece to the ground, the next casualty of the failing defense by Demos' loyalists. He attempts to steal the captain's will to fight on, but his spell is resisted.

Across the deck, Charles scurries out of the way of the staircase and hides under the overhang leading into the forecastle, just as Telwari - the last of the surviving mutineers - steps out of the aftcastle and onto the deck. She looks to Charles but, seeing his cowering, ignores him in favor of his lover above. She strums her lute, causing even more panic in the already-suffering Thalia, her mind now filled with discordant and ominous music while she struggles to keep her bearings.

Up Next: Sébastian

Mechanics
Castor: moves, casts

Ms. Kyriarchia: makes save vs Damnation of the Senses, 18 = success.

Kairon: moves & climbs, hits & kills, casts

Demos: makes save vs Rob Vitality, 20 = success

Morale: all pass

Charles: moves, cowers

Telwari: moves out from the aft castle, casts Cursed Tune on Ms. Kyriarchia, causing her to to take a -1 penalty to hit, damage, and saves for one round
Maps
The Mutiny Continues - Round 2, main deck.PNG
Full Deck Map
The Mutiny Continues - Round 2, full deck.PNG
Map Info
Grid: each square on the map will be roughly equivalent to 5 feet, as that is how it had been initially in 4e, though you will not be restricted to moving on the grid like in 4e.

Deck Levels: you have exited from the lower deck onto the lowest of 3 levels above, which is shown in the initial map image. Both fore and aft of where you stand now are raised levels, approximately 8 feet higher than you stand now. Each of these levels have 2 staircases leading up to them, one on each the port and starboard sides of the ship in each direction. The aft castle features one final raised portion, this only about 3 feet high, which is where the captain's room is allotted extra height compared to the rest of the deck below. This slightly raised portion features windows facing forward that allow light into the captain's quarters from the fore as well as the others that surround the ship's stern.

Stairs: movement up the various staircases between levels counts as 2' of movement rather than 1'

Railings: those behind railings on the same level as their opponent will be considered to have half cover, inflicting a -2 penalty to ranged attacks made targeting them. Those behind railings on a higher level than their opponent will be considered almost completely covered, instead inflicting a -4 penalty to ranged attacks made to target them. Melee attacks are not affected by this, as the railings are only in locations where there is a change in elevation.

Masts: those on the opposite side of a mast from their opponent will be considered half covered against enemy melee attacks (-2 penalty to hit them), and almost completely covered against enemy ranged attacks (-4 penalty to hit)

Corpses: like stairs, corpses count as 2' when moving across them, rather than 1' like normal
Status
The Mutiny Continues - Round 2, status.PNG
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Namelessjake
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Post by Namelessjake »

Séb gives Terzo a nod as the man at his back finishes off the Pelican's second mate. He keeps his momentum, racing up the stairs of the aft castle towards the captain.

"Your tyranny ends tonight Demos!" The sailor roars, getting ready to bring his axe to bear on their oppressor.
Mechanics
Move Action: Double move up to enage Demos. Square above him.
Combat Block Format
Sébastien "Séb" Barbeau

Male Human Adventurer (Partial Expert | Partial Warrior)
Languages: Common, Imardanian
Age: 31
Height: 5'11"
Weight: 185 lbs.

Speed: 30 feet
Initiative: +0

HP: 11/11
AC: 14
Physical: 13
Evasion: 14
Mental: 13
Luck: 14

Attack Bonuses:
Axe, War: 1d20+6, 1d10+3 damage (6 Shock damage / 10 AC)
Unarmed: 1d20+2, 1d2-1

Active Effects:
None.

Consumables:
None.
Important Features:
Authority-1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not significantly harmful or extremely uncharacteristic.

Seasoned Officer: Having earned your rank through years of hard labor aboard sailing vessels, you relate to your crew and they to you, inspiring them to fight harder and recover quicker during a crisis. Gain lead as a bonus skill. When you are an officer on a ship, all NPC crew members contribute an extra 0.25 to Crew Strength. In addition gain +2 to any skill checks when dealing with a crisis that involves the ship's crew, such as Crew Panicked, Crew Trapped or Crew Lost.

Shocking Assault-1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place and the target is not immune to Shock.

Shocking Assault-2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks that do Shock. As usual, regular hits never do less damage than this Shock would do on a miss.

Specialist (Sail)-1: Gain Sail as a bonus skill. Roll 3d6 and drop the lowest die for all skill checks in this skill.
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Fialova
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Post by Fialova »

Encounter 2 - The Mutiny Continues

While Sébastian ascends the aftcastle to its highest point, prepared to bring the fight directly to Demos, Thalia does her best to shift into a defensive stance, though is still clearly struggling to keep her wits about her with the dual magical onslaughts she is simultaneously suffering from.

"You are fools, the lot of you," Demos barks back, as he braces for the inevitable blows to come from the advancing mutineers. "You'll make port with a ship covered in blood and strewn with corpses, and you'll all be hanged as pirates. You want to avoid that fate, you need me."

Up Next: Terzo, Danelos

Mechanics
Sébastian: double moves, engages

Ms. Kyriarchia: uses Total Defense, gaining +2 AC and immunity to shock until their next turn
Maps
The Mutiny Continues - Round 2.1, main deck.PNG
Full Deck Map
The Mutiny Continues - Round 2.1, full deck.PNG
Map Info
Grid: each square on the map will be roughly equivalent to 5 feet, as that is how it had been initially in 4e, though you will not be restricted to moving on the grid like in 4e.

Deck Levels: you have exited from the lower deck onto the lowest of 3 levels above, which is shown in the initial map image. Both fore and aft of where you stand now are raised levels, approximately 8 feet higher than you stand now. Each of these levels have 2 staircases leading up to them, one on each the port and starboard sides of the ship in each direction. The aft castle features one final raised portion, this only about 3 feet high, which is where the captain's room is allotted extra height compared to the rest of the deck below. This slightly raised portion features windows facing forward that allow light into the captain's quarters from the fore as well as the others that surround the ship's stern.

Stairs: movement up the various staircases between levels counts as 2' of movement rather than 1'

Railings: those behind railings on the same level as their opponent will be considered to have half cover, inflicting a -2 penalty to ranged attacks made targeting them. Those behind railings on a higher level than their opponent will be considered almost completely covered, instead inflicting a -4 penalty to ranged attacks made to target them. Melee attacks are not affected by this, as the railings are only in locations where there is a change in elevation.

Masts: those on the opposite side of a mast from their opponent will be considered half covered against enemy melee attacks (-2 penalty to hit them), and almost completely covered against enemy ranged attacks (-4 penalty to hit)

Corpses: like stairs, corpses count as 2' when moving across them, rather than 1' like normal
Status
The Mutiny Continues - Round 2.1, status.PNG
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ratwizard
A Wan Smile
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Post by ratwizard »

"We need you to make peace with the gods, you thieving failure of a captain," Danelos shouts above the din. He eyes Thalia, wracked by Castor's strange and brilliant magicks. "Change of plans," he says over his shoulder. "Have you got my back?"

Without waiting for an answer from Castor, he dashes off toward the forecastle, aiming to seize on the brief delay of arrow fire.

Mechanics
Move & Main

Double-run toward Thalia, aiming to get as close to her east side as possible.
Combat Block — Danelos Patrevonis
Danelos Patrevonis

Male Human Adventurer (Partial Expert | Partial Warrior)
Languages: Common, Gleiosian
Age: 26
Height: 6'2"
Weight: 190 lbs.

Speed: 30 feet
Initiative: +2

HP: 10/10
AC: 18
Physical: 14
Evasion: 12
Mental: 13
Luck: 14

Attack Bonuses:
Battle Chain: 1d20+6, 1d8+3 damage (6 Shock damage)
Unarmed: 1d20+2, 1d2-1

Active Effects:
None.

Consumables:
None.
Important Features:
Armsmaster-1: You can Ready a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.

Armsmaster-2: The Shock from your melee attacks always treats the target as if they have AC 10. Gain a +1 bonus to hit with all thrown or melee attacks.

Folie a Deux-1: Gain Convince as a bonus skill. Your lies or deceptions never register as such; spells and abilities simply read you as sincerely believing what you say. Once per day, make a listener believe that you are absolutely sincere in whatever claim or statement you are making. This belief lasts until the situation or new evidence would justify disbelief. A target becomes immune to this after the first lie is disproven.

Forceful Swings: You are more highly skilled with long weapons than most, able to wield them more deftly and forcefully than a common user. When wielding a weapon with the Long trait, make attacks against prone targets with a +2 bonus, as if you were adjacent to them, at any distance within your weapon's reach.

When you hit with a melee attack against a target while wielding a weapon with the Long trait, you may choose to deal only your shock damage to the target and attempt to shove the target instead. Make a Str/Stab check opposed to the target's Str/Exert, forcing the target back up to 10 feet, or knocking it prone, on success. This ability may be used once per scene for free, with additional uses incurring 1 point of System Strain.

Impervious Defense-1: You have an innate Armor Class of 15 plus half your character level, rounded up.
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BartNL
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Post by BartNL »

Seeing Sébastien engage the captain, Terzo follows while hurling his weapon at the captain. "This is our ship now!"

Mechanics
Move Action + Main Action: Charge the captain so Terzo is close to Sébastien and so he has a clear shot.
[1d20+8]=14+8=22 vs AC
for [1d6+4]=6+4=10

Combat Block WWN
Terzo

Male Human Adventurer (Partial Expert | Partial Warrior)
Languages: Common,
Age: 43
Height: 5"6
Weight: 145 lbs
Speed: 30 feet
Initiative: +3

HP: 12/12
AC: 16
Physical: 13
Evasion: 11
Mental: 13
Luck: 14

Attack Bonuses:
Boomerang: 1d20+6, 1d6+4, 30*/60r, Returning, no long range penalty, no melee range penalty
Stiletto: 1d20+6 1d4+4 4/AC 18 Dex - S, PM
Unarmed: 1d20, 1d2

Active Effects:
None.

Consumables:
None.
Important Features:
Foci: Thrown Weapon Specialist-1:
Level 1: Gain Stab or Exert as a bonus skill. You can hurl Stowed thrown weapons as if they were Readied. You can add your Stab or Exert skill level to the weapon's damage roll, but not to any Shock. Your thrown weapons do not take a hit penalty for long range and the first Snap Attack you make with them during a combat does not take the -4 hit penalty.
Foci: Thrown Weapon Specialist-2:
You take no hit penalty for using thrown weapons in melee range. You never run out of normal throwing knives unless intentionally disarmed or fighting for an unreasonably long period. You may add a total number of weapon mods among your throwing weapons equal to your Stab or Exert skill; each mod can't require a Fix skill higher than your Stab or Exert skill. These mods cost no silver or special components and you can maintain them for free, but it takes a day to add or change a mod choice.

Foci: Adept Sailor 1
You do not suffer any movement penalties while swimming, and can breathe longer underwater before suffocating. The number of turns you can do so would equal your con score +5. You can more easily spot incoming dangers and land, gaining a +2 to any notice checks related to spotting distant things while on a ship. Once per scene, you may make a fighting withdrawal as an on-turn action instead of a main action.

Foci: Sail Specialist
roll 3d6 drop lowest on sailing checks

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Fialova
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Post by Fialova »

Encounter 2 - The Mutiny Continues

Terzo's boomerang hits Demos square in the temple, and the man quickly crumples to the ground. Thalia, having just recovered her vision moments before, witnesses as her captain is slain and throws her bow down to the ground in defeat. "Get it over with," she says, turning to Danelos as she appears to accept her fate in the face of the mutineer's easy victory. 

Victory!

Mechanics
Danelos: double-moves, engages

Terzo: charges, hits & kills

Morale: Ms. Kyriarchia fails

Combat over, you win!
Status
The Mutiny Continues - Round 3, status.PNG
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Namelessjake
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Post by Namelessjake »

Séb smiles as the captain crumples to the floor before him and Thalia surrenders. He relaxes for a moment before raising his axe up above his head and bringing it down on the captain's neck. The blow severs the man's head and buries the axe in the ship's deck. "Just making sure," he says to Terzo.

He wrenches his axe free, swinging it up onto his shoulder, before making his way towards the Pelican's forecastle. "Demos was right about one thing. If we ever want to make port, we can't have any loose ends. Grant her her wish, he says, looking to Danelos as the man stands over Thalia.
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ratwizard
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Post by ratwizard »

The crack of Terzo's boomerang reaches Danelos' ears, and in an instant he knows they've succeeded. Good throw, there.

Danelos scoops up the discarded bow from Thalia, cracking it in half over a thigh. With a kick, he scatters her arrows out of reach. "You are a sick woman, Thalia. You should know it was your manipulation and deviancy that contributed to that, right there," he says, pointing at the decapitated form of their former captain across the deck. He nods at the approaching Séb impassively. I neither asked nor need his blessing to do what must be done.

He takes her arm firmly but not cruelly, pulling her to her feet. "Come," the Gleiosian commands her, leading her toward the mid-deck. "And where did that cretin Charles run off to?"
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Scratcherclaw
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Post by Scratcherclaw »

It's... it's over. Castor finds his mind awash with relief as Thalia finally concedes, wincing with the crack of Demos' neck split from his body. His eyes narrow as Danelos leads his months-long abuser to the main deck, clenching his fists as a portion of him yearns to unleash fury on her. No. I can't. Not alone. He frowns.

"He's in the corner like a rat," he says to the man, pointing toward the cowering figure. He steps over closely to Danelos, pressing against his back and lowers his voice. "What are you going to do to her?"
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Fialova
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Post by Fialova »

"Gods, just do it already. Why the drama?" Thalia barks, growing restless as she is brought down the steps to the main deck below. In his corner, Charles looks up and fear is clear in his eyes, as are tears beginning to well. 

"I- I didn't do anything! Please, just let me go! You'll never see me again, honest," he begs, holding both of his hands together as if in prayer.

"Thalia is cruel, but Charles is just an idiot. We shouldn't kill him," Telwari says, frowning as she watches the pathetic groveling of the indolent man.

"Bah, he's a worm," Ernst responds, stepping down the stairs to the main deck as well. "He'll rat the moment we let him go, just like he ratted to Thalia about the mutiny. Cut him down, no one will mourn his passing."
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Namelessjake
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Post by Namelessjake »

"Ernst is right Telwari, we can't let him go now," Séb says, making his way over to the grovelling Charles and grabbing him by the wrists. He yanks him up, pulling him over to where Danelos stands with Thalia.

Don't be so naïve as to protest this, he thinks, glancing at Telwari again, knowing if she doesn't keep quiet she may talk herself into joining Charles and Thalia.
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ratwizard
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Post by ratwizard »

"Nothing," Danelos answers Castor in a hushed tone. "The sea may have its own ideas, though."

He listens to the others bicker over Charles' fate, growing more and more irritated by the thought of any further words being wasted on the idiot.

"He chose Demos over us all," Danelos reminds Telwari. "This idiot sealed his fate the moment he turned and ran like the coward that he is. If after all we have done tonight, you worry about the stain of Charles on your conscience, then you follow a strange compass. Now let us finish this. Are you with me, Sebastien? On three."

He counts down to one, before pushing Thalia over the taffrail.
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Namelessjake
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Post by Namelessjake »

"I am," Séb affirms to Danelos, taking his axe in both hands with a wide grip.

"Aurevoir Charles," he says as Danelos counts down. As Danelos shoves Thalia over the railing, Séb gives Charles a firm push using his axe's handle, sending the man falling after his mistress.
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Scratcherclaw
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Post by Scratcherclaw »

"Give Ianessa my regards," Castor mutters as Danelos pushes her into the sea, a lump forming in his throat as months of trauma and anxiety come to a head in that moment. I only pray she doesn't wash ashore... Unless it's with a shark bite in the side of her. He takes a quiet breath, looking up toward the starry sky and tracing the constellations with his eyes. And I give my thanks for your protection tonight, Harbinger.

"Gods, it's really over. But where do we even go from here?" he asks, looking to Danelos and Séb for direction. "The prick was right about one thing. We've got a hold full of blood and bodies now." Should've made Charles swab it all up first. He always got out of cleaning duties.
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ratwizard
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Post by ratwizard »

Danelos breathes deeply, the sea breeze filling his lungs and causing him to shed some of the tension of the evening. "Away from Murvos, for now," he answers the navigator. "We've few men to spare for sailing, and a wealth of scrubbing the planks to do. We should rid the hold of the bodies and anchor down somewhere we can all focus on the task."

He glances up at the headless captain once more. "We should search Demos' quarters. For how little he paid us in coin, he must have amassed some small fortune. Might be that it may still be on board."

For if not, we are a ship without a crew to support it, or the coin to remedy that.
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Fialova
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Post by Fialova »

Telwari frowns, but does not further protest as the decision is made to end both lives. Instead, she takes a seat on a barrel near the aftcastle doors and begins to strum a tune, one that tows the line of sounding both victorious and solemn. Ernsts, meanwhile, watches with glee as first Thalia, then Charles, are tossed over the railing, quickly disappearing from view in the darkness of the water below.

"Right, well let's see what them fuckers have been hoarding for themselves, yeah?" he says, as he also steps towards the aftcastle doors, but steps through rather than stopping short. "Bet those greedy bastards have all sorts'a shit in their private stashes," he continues, as he disappears from view within the corridor.

OOC
You now officially control the Pelican, though it still legally belongs to the recently-deceased Demos. You have plenty of options, both immediately and over the coming days. Below is a roughly, non-exhaustive list of things that can or should be done before making port: 

♦ clean up the blood and bodies
♦ check the ship's stores to gain an idea of how many supplies are left
♦ check the officer's and captain's quarters for loot or coin
♦ determine whether or not to continue to Murvos, or to head elsewhere
♦ determine new crew positions, especially who will serve as captain for now
♦ determine lodgings going forward
♦ determine future crew and supply needs, and how best to obtain them

Obviously feel free to RP however you want, just wanted to make sure to include some suggestions of things you can do going forward.
Deck Maps
Crew Deck, Interior
The Pelican - Crew Deck.PNG
1) Kitchen & Mess - Here is where the ship's cook prepares the daily meals for the crew and any passengers that might be aboard the Pelican. A small kitchen prep area fills the port side of the room, while most of the rest features tables and benches for dining, and storage vessels for food, water, and other related items.
2) Crew's Quarters - This large room is currently in use primarily to house the Pelican's standard sailors, all but the captain and its officers. As of the mutiny, it holds 29 hammocks for such crew members, as well as space below for storage of personal belongings in sacks or small chests. Should you wish, this capacity could be roughly doubled by placing hammocks one over another, for roughly 60 hammocks total. The room features 10 gunports - 5 on either side - which could each hold one cannon should any be acquired. Currently, as the ship is unarmed, these ports simply serve as windows to provide natural lighting down below.
3) Small Workshop - This relatively small and cramped room is where the tools and some materials used for repairs are kept, and is mainly used by the ship's carpenter, bosun, and steward. It features one small, sturdy table built into the wall, as well as a handful of storage vessels for supplies.
4) Latrine - This small room features a simple toilet, built into the starboard side, with a rope that allows one to pull to open a small hatch that empties its contents into the sea below.
5) Officer's Quarters, Third Mate - This room, under Demos, was reserved for use by the ship's third mate, meaning until recently it was the private chambers of Thalia Kyriarchia. It features a single bed built against one wall, a shelf built against another, a desk & chair, as well as a large wooden chest to hold the occupant's belongings.
6) Storage Space - This large area could be used for many things, but it is currently the location where the crew keep the various tools and supplies needed to keep the ship going, such as spare ropes, cloth, and timber. It also holds excess vessels of food, water, and rum that are not open and in use by the cook in the kitchen.
7) Officer's Quarters, First Mate - This larger officer's chambers has traditionally been used for the ship's first mate, recently belonging to Emmet Tilleroux. It features a double bed, as well as a shelf, desk & chair, and large chest much like the third mate's quarters, in addition to a private chamber pot in the corner.
8) Stairs Between Crew Deck & Main Deck, Aftcastle - This staircase is one of the primary two staircases used to travel between the main deck above, and crew deck below. This one exits from below into the aftcastle of the ship, and is the staircase used most often by officers, or all crew when passengers are on board.
9) Stairs Between Crew Deck & Main Deck, Forecastle - This staircase is one of the primary two staircases used to travel between the main deck above, and crew deck below. This one exits from below into the forecastle of the ship, and is the staircase primarily used by non-officer crew, except in cases where passengers are occupying the forecastle's passenger quarters.
10) Stairs Between Cargo Hold & Crew Deck - These two staircases lead down from the crew's quarters to the cargo hold below, not shown in the maps. At any given time, the cargo hold will be full of a variety of wares for sale, or ballast stones to keep the ship seated properly in the water if empty or nearly empty
Main Deck, Aftcastle & Forecastle Interiors
The Pelican - Main Deck & Interiors.PNG
8) Stairs Between Crew Deck & Main Deck, Aftcastle - This staircase is one of the primary two staircases used to travel between the main deck above, and crew deck below. This one exits from below into the aftcastle of the ship, and is the staircase used most often by officers, or all crew when passengers are on board.
9) Stairs Between Crew Deck & Main Deck, Forecastle - This staircase is one of the primary two staircases used to travel between the main deck above, and crew deck below. This one exits from below into the forecastle of the ship, and is the staircase primarily used by non-officer crew, except in cases where passengers are occupying the forecastle's passenger quarters.
11) Bow Balcony - This portion of the main deck, while important for rigging of the fore-mast and bowsprit, also affords some of the best views while sailing across the open seas. This has caused it to frequently be used by passengers as a viewing balcony during their travels, and when such passengers are onboard, the crew makes a point to only go there when necessary.
12) Forecastle Interior, Passenger Living Space - This relatively large room featuring two sizeable forward-facing windows - is currently setup to be used by passengers as a living and dining area, separated from the rest of the crew for their own convenience. While it does feature one of the two main staircases down into the crew quarters, the crew have traditionally avoided entering this chamber when passengers are aboard unless necessary for their duties.
13) Passenger Sleeping Quarters - This bedroom, which is smaller than the officers' own, is reserved for use by the ship's passengers, and is otherwise unoccupied except as a storage area. It features three single beds and one large shared chest for belongings, and little room for much else.
14) Main Deck, Exterior - The lowest exterior point of the ship, this deck is often a congregation spot for crew when not on duty, and is where all cargo and passengers are loaded and unloaded when in port. It features the main mast of the ship and its associated rigging, and is often busy with sailors moving about between the other parts of the ship. One of the two crow's nests is located at the top of the main-mast, and is only accessible from the rigging found on this deck.
15) Officer's Living Space - This large room, featuring a fine wooden table, cushioned chairs, and a large window, is where the ship's officers congregate to dine and mingle when not actively performing their duties. Non-officer are crew have traditionally been discouraged from entering this space, the primary exception being when passengers are occupying the forecastle.
16) Officer's Quarters, Second Mate - This chamber, the only officer's room to feature a window (let alone two), has typically been given to the Pelican's second mate and navigator, having just been occupied by Xueqing Galatas. It features a single bed, desk & chair, and private wooden chest for storage, though with the windows it was never fitted with a shelf like the others.
17) Captain's Quarters - This large room is the residence of the ship's captain, and its size and relative opulence make this obvious to any who enter. It features a higher ceiling than the other rooms on the ship, with several rear-facing windows, as well as a number of narrow front-facing windows running along the top of the raised portion of its ceiling. There is one large, double bed with much finer sheets than can be found on the other beds on the ship, as well as two cushioned sofas on the port and starboard sides. The center of the aft-facing wall features a large, decorative shelf where the captain can display items of significance to them. The port wall features a finely-crafted wooden desk and cushioned desk chair, while the starboard wall features a large, ornate wooden wardrobe. Doors flank either side of the bed, with one leading to the officer's living area, and the other to the captain's private storeroom.
18) Captain's Storage - This small room has room for a number of crates and chests, and is where the captain can store any personal belongings of theirs that do not fit in the rest of their chambers, as well as the ship's funds.
19) Stairs Between Main Deck and Aft Deck - These staircases lead from the ship's main deck below to the two higher portions of the aft of the ship, landing initially at the ship's wheel deck.
20) Stairs Between Main Deck and Fore Deck - These staircases lead from the ship's main deck below to the top of the forecastle.
Top Decks, Exterior
The Pelican - Top Decks (empty).PNG
11) Bow Balcony - This portion of the main deck, while important for rigging of the fore-mast and bowsprit, also affords some of the best views while sailing across the open seas. This has caused it to frequently be used by passengers as a viewing balcony during their travels, and when such passengers are onboard, the crew makes a point to only go there when necessary.
14) Main Deck, Exterior - The lowest exterior point of the ship, this deck is often a congregation spot for crew when not on duty, and is where all cargo and passengers are loaded and unloaded when in port. It features the main mast of the ship and its associated rigging, and is often busy with sailors moving about between the other parts of the ship. One of the two crow's nests is located at the top of the main-mast, and is only accessible from the rigging found on this deck.
19) Stairs Between Main Deck and Wheel Deck - These staircases lead from the ship's main deck below to the two higher portions of the aft of the ship, landing initially at the ship's wheel deck.
20) Stairs Between Main Deck and Fore Deck - These staircases lead from the ship's main deck below to the top of the forecastle.
21) Fore Deck, Exterior - The highest portion of the ship's bow, which feature's the fore-mast and its associated rigging. The other of the two crow's nests is located at the top of the fore-mast, and is only accessible from the rigging found on this deck.
22) Wheel Deck, Exterior - This is the lower of the two decks at the rear of the ship, and is most notable for featuring the ship's wheel. The ship's second mate and any crew assigned to man the wheel are typically the only people you'd find on this deck, except those making their way to the mizzen-mast at the rear of the ship.
23) Aft Deck, Exterior - The highest portion of the ship's stern, which feature's the ship's mizzen-mast and its associated rigging, as well as the ship's flag connected to the rear railing.
24) Stairs Between Wheel Deck and Aft Deck - These staircases lead from the ship's wheel deck below, to the aft deck that rises above the captain's chambers.
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ratwizard
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Post by ratwizard »

"Aye, it's time to collect what's long been due," Danelos agrees with Ernst, hardly eager to let the man sort through the belongings of their former captain and officers alone. He should be watched. We all should be watched. He follows after the man, eager to find Demos' quarters first.
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"Aye. I hope they didn't blow it all away on fancy steaks and good rum," Castor says, running a quick hand through his hair to tidy himself with the battle won. "Lead on, Dani." He gives a reluctant smile which soon melts into one of endearing pride. "But I'm not sure I could set foot in Thalia's room again. If someone else could search hers." Not unless we burn every trace of her... And even then.
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Post by BartNL »

Terzo in the meanwhile, starts helping himself to the captains belongings. Or what valuables he has on his person at least. It's only fair if I take some advance payment. I did most of the work, eh.
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"Aye, we should search the ship and then work on getting rid of the dead," Séb agrees. "And no pocketing anything you find. We should pool it all first. The ship and everything on it belong to all of us now - equally," he calls out to Ernst and Danelos as they head for the captain's quarters. Hoarding wealth is what caused this mutiny in the first place.

"Let's take the crew deck," Séb says to Castor. "I can check her room," he adds.

"Why don't you check the cargo hold," he suggests to the others as the starts to make his way below deck.
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"Oh, alright!" Castor says to Séb, giving Danelos a last glance before his beau disappears into the captain's quarters. "Tilleroux might've had his own stash for all we know." Owned equally. I like that. Better than a tyrant taking the lion's share. With a quick nod, he tails behind the Imardanian and heads into the crew deck.
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Post by BartNL »

Who made you the new captain? Terzo prepares to join the others in the looting of the captains quarters.
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Pool it all? Perhaps, as long as I come out with enough coin for an escape plan if need be. Danelos finds some small relief when Castor decides to follow the Imardanian instead. I shouldn't need a shadow while I search the captain's quarters. He eyes Terzo headed his way, as well. I suppose everyone's got the same idea, then. Shame.

 
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Danelos
Making your way into the aftcastle, you can see that Ernst has already begun rummaging through Mr. Galatas' belongings. Passing him, the fancy dining table the officers use, and the mast, you find your way to Demos' quarters. The door is still ajar from when he exited moments before, and you step in.

The room is quite spacious, with a higher ceiling than the other rooms you've been in. His bed, to your right, is covered in fine silk sheets, neatly tucked to suggest he'd not yet entered it that evening. A large, ornate wardrobe can be seen immediately to your left, likely full of the various outfits you'd seen him wear. Two cushions sofas can be seen underneath the large windows that make up the enter aft-facing wall, and in between them - right up against the rear wall - is a shelf displaying a stone bust of Demos' own head, one of his wife's, and a golden statuette of Pharon.

Past that, on the other side of the bed, is his desk. On it is a burning candle, a quill in an inkwell, and his logbook open to the most recent page. The most recent entry is an account of the sounds of fighting from the deck below, and Demos' worry that a mutiny is afoot. The last letters are more hastily scrawled, suggesting he quickly got up as he finished writing it. 

Past the desk, on the wall opposite you, is a door leading into another room.
Terzo
Approaching Demos' body, you find that he is currently dressed in simple, comfortable garb, likely what he would have worn to bed if he ever made it there this evening. In his hand is his trusty hunting knife, which he always kept at his hip, and which you'd regularly see him using to cut slices off apples or other fruit, or chunks off of some roast or salted meat. He carries little else, save for a small ring of keys and a simple locket on a leather string around his neck.
Sébastian
You head down to the crew deck with Castor, entering the first room - Ms. Kyriarchia's - while Castor continues past to Mr. Tilleroux's. Inside you find her bed still made, as she'd been manning the night shift before. Her desk is empty on top, though there is a drawer under the desk top that might contain something in it. The shelf she has against the wall is not, however. Two additional bows - one large and one small - are set atop it, as well as a khukuri and handful of additional arrows. Her storage chest, meanwhile, sits at the foot of her bed, sealed and locked with a large iron lock.
Castor
You head down to the crew deck with Sébastian, passing him as he heads into Thalia's room. You step down the hallway, past the storage area and mast, and make your way towards Mr. Tilleroux's room. The door is still ajar from earlier in the evening, and you make your way in. Immediately you find yourself passing his private chamber pot, which fortunately is empty of its contents. Next do that is his desk, which is a mess of scattered books, some closed, some partially opened, with a small dagger set on top of one of them.

The shelf on the aft-facing wall displays an ornate bastard sword, which appears to have an etched phrase on it in Imardanian, though you cannot make out what it says. Underneath the shelf is likewise a shield and a set of what appears to be a much older generation of Imardanian navy dress attire. At the foot of his unmade bed is a large wooden trunk, sealed and locked with a large iron lock.
Kairon
Telwari continues to strum her tune, but nods as Sébastian suggests heading down to the cargo hold. A moment later, when the song reaches its apparent conclusion, she turns to you as she stands from the barrel she'd been seated on. "You comin'?" she asks, as she turns towards the door leading into the aftcastle.
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Danelos peers about the room, finding the foreign sights fascinating. A bust of his own face, he notices, stifling a laugh. Gods below. The vanity of this man continues to astound. Perhaps we paint his true hairline on it, or... no, hollow a fissure in the skull and Terzo may use it to hold his prized boomerang.

His eyes move past the bust onto the statuette. Good. This shall sell well on any market. This goes to the crew. Leaving it where it stands, the Gleiosian continues onward toward the door in the far side of the room.
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I hate to think what deviancies happened in here, Sébastien thinks as he enters Thalia's room. Spotting the desk drawer, he opens it, deciding to leave breaking open her chest until last.
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Danelos
You find that the other door is locked, not budging when you yank on it.
Sébastien
The desk drawer opens to reveal a small leather-bound journal, a quill and inkwell, an unmarked vial of some sort of liquid, and a leather-bound satchel. Removing the satchel you found that it unfurls to become a set of stone working chisels and files. Behind the satchel, only visible once it is removed, are a number of stone objects shaped in the form of phalluses of various shapes and sizes, all smoothly polished and likely carved using the tools you'd just found.
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Sébastien chuckles to himself and he rifles through the contents of the desk. Not bad craftsmanship. Sculptor would have been a less dangerous choice of professional too, he thinks, tossing the tools and polished phalluses back onto the desk.

He then turns his attention to the storage locker, using the blunt side of his axe to smash the lock off.
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Str/Exert to break lock open: [2d6+1]=8+1=9
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"I'm with you," he replies, his voice steady and resolute.

He follows Telwari and Sébastian 
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Castor examines the Imardanian antiques with a unique mixture of awe and pity. Gods, he truly couldn't let go of his glory days. How depressing. He thumbs over the foreign inscription, raising a curious brow. Maybe we'll find the time to learn. But oh well, I'm sure it says something like 'Peace, Love, Goddess' or whatever. Taking note of the locked chest, he steps over to the desk and files through the various books, particularly curious about the one resting beneath the dagger.

 
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Sébastien
The lock does not budge with one hit from your axe, but after a couple more the lock hinge separates from the wood it's attached to, allowing you to open the chest. Inside you mostly find clothes, mostly the same sailing clothes you've seen Thalia wear during your days on the ship. Digging further, you do find a few fine dresses deeper in, as well as another carved piece of stone, this one a small figurine of a man holding a trident and gazing to one side, likely a makeshift pendant representing the sea god Pharon.

Further still, you find a portrait of two people, one of whom appears to be a younger Thalia, while the other is a man of similar age, both appearing to be roughly in their early 20s. The man is not anyone you recognize from the crew. Lastly, beneath all of this, you find a coinpurse. Opening it reveals a stash of 236 silver coins.
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Let me know what loot, from any, you intend to 'claim' for the crew and I will add it to the running list I have of loot.
Kairon
The two of you follow after Sébastien into the crew deck, before descending even further into the cargo hold below. No natural light finds its way into this level of the ship, so Telwari makes sure to grab and light a candle as you head down. As should not be surprising, the hold itself is far from full. This being the last stop of the most recent voyage, Demos opted not to bring much back to trade in Murvos, instead preparing to load the hull up with as many local Gleiosian wares as he could to distribute at the various ports you'd have visited on the next voyage.

While the wares in the hold are all crated, barreled, or otherwise sealed in a way that you are not particularly sure of the contents, you are able to check the markings on the various storage vessels found below. After some back and forth, you are able to come up with a rough inventory.
Rough Inventory
* 2 large crates, bearing the seal of Brennis and an image of some grapes. The label "Sangiovese di Vizidel" is painted at the top of each of the sides.
* 6 crates of varying sizes, bearing the seal of Cru'un and featuring an image of a small hammer and scribe crossed in front of one another. The label "l'Argentu fini d'Eligiu" can be seen painted on one side of some of the crates, likely once per crate.
* 50 large sacks, of roughly equal size, that bear the seal of Talguta with no other symbols of note. Each bag does, however, have the phrase "лучший кофе" haphazardly painted onto it with inconsistent, messy writing.
Castor
To your surprise, the books vary greatly both in subject matter and in their written languages. Some highlights include a Brennisian novel titled "I Cavalieri e le Tre Fanciulle", a very old-looking Ghian cookbook book titled "一百一米饭", a Tulrissian book of poems titled "die Segel im Wind, das Salz auf meinem Gesicht, das Meer ist meine Liebe für alle Zeiten", and an Okani history book titled, "te hinganga o Mai'Kawa, he korero whakatupato", though there are numerous others as well.

Reaching for the one beneath the dagger, you find its title to be hand-written in fine calligraphy, reading, "Pelican Transactions." Opening it, you find it to be Mr. Tilleroux's recordkeeping book for the purchase and sale of cargo during your travels, going back several months. Opening to the last page with writing, you find that it has three entries for wars that have not already been listed as sold, presumably corresponding with the items still remaining in the cargo hold below. Past each of the existing items in the hold, there is also a line where he has written tomorrow's date - Asadia, 59th Krymikos - presumably in preparation of their expected sales.
Cargo Entries
2 crates red wine - Sangiovese di Vizidel - purchased in Vizidel on Etnadia, 4th Krymikos, in the 82nd year of the 6th Era for 500 silver pieces
6 crates fine silver, purchased from Eligiu in Cru'un on Amidia, 18th Krymikos, in the 82nd year of the 6th Era for 850 silver pieces
50 sacks of 'the best coffee' from the Blackwater Company in Talguta on Kadia, 46th Krymikos, in the 82nd year of the 6th Era for 350 silver pieces
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Post by Namelessjake »

Sébastien smirks seeing the pendant of Pharon, thinking of his own which sits around his neck along with his other collection of charms.

He tosses Thalia's belongings out onto the bed, before placing the fine dresses and the coin purse back in the footlocker. He grabs the bows, arrows, and the khukuri and places them too in the open footlocker, which he then drags out into the hallway. "Castor!" He shouts, to the cabin at the end of the hall. "If you find anything of value or of use to us, I have a footlocker out here," he says.

The sailor then looks to the storage area between the two cabins. Now, how long have we got before we have to make port, he thinks, looking over the Pelican's stores.
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Danelos snags the quill and the burning candle from the table, using the latter to heat the lock and the former to rake against the tumblers within. Come, now, captain dearest. Let us see what riches you've kept from us.
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Interesting. Castor traces over the cargo manifest a moment before picking up the log and bringing it out to show Séb. "Found the transactions log. I guess we're expected to make a sale tomorrow. Wine, silver, and coffee in the hold," he says, handing the book over. "There's a locked chest too. Maybe the key's on him?" He looks past into the crew hold, wondering if the corpse might hold what they need. 

"Oh! And some fancy old Imardanian Navy junk." He ducks back into the room, retrieving the ornate bastard sword, shield, and naval dress attire, and places them in the footlocker.
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"Worth a look," Sébastien replies as he continues taking stock of the supplies. "if not, just break it open," he adds.

"Good to know what we're hauling though. We'll have to find our own buyers though, Murvos is going to be far to risky. We need to go somewhere no one will recognise the ship."
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Terzo loots the body, and hurries back to the others.
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