Wednesday, April 22, 2020

Kage Gordain: The After-Post

(Read previous post here.)

AFTER POST

When the Skylark sailed away from Crossbones Island with Kage Gordain, the navy, and their prisoners, they left behind them two unfinished stories whose endings would remain unknown if I did not tell them here in one last post. 

Whatever Happened To Midshipman Arlo Byrd?

At the end of Chapter 6, Byrd stabbed Kristopher, stole some treasure, and took off into the forest. His plan was to make it back to the Skylark and convince Captain Pollard that the rest of the party were dead and the ship should return to the mainland. This benefited Byrd in two ways. First, he would be alive and safe off the island, a state that was not guaranteed based on the encounters the party already had on the island. Second, he could sell the gem he stole and put a little extra gold in his pockets.

As we eventually found out, Byrd never made it back to the naval vessel. Still, I know what happened to him since I played through his journey after fleeing from the party.

I used the same game mechanics to get back to the lifeboat as I used to bring the party inland with some adjustments. First, Byrd had to navigate the quicksand pits. For each of four rounds, he had to pass a LUCK SR to avoid the pits and, if he encountered a pit, he would need to make a DEX SR to pull himself out. I made both these rolls only a L1, since he would be very careful to avoid the pits and make sure to always be in reach of a branch or other sturdy object in case he did start to fall in. With a rather good DEX stat, he made it past the quicksand alive.

Next, he had to navigate the jungle. Just like the journey inland, he would have to make three successful INT SR (Level determined randomly to simulate the difficulty of the terrain) to find his way out. Each INT roll would have an accompanying encounter roll.  Without the benefit of Kelseen’s compass, this task proved considerably difficult. Byrd failed every navigation roll and eventually stumbled upon a next of ten Scrats, who tore him to shreds in a single round of combat.

What Or Who Were Those Large Creatures Kelseen Saw Each Night?

The party had to set up camp for the night twice during their stay on Crossbones Island. Both times, during her watch, Kelseen saw large, human-like shapes in the night. These encounters could have just been tossed away, however, I actually developed the bare bones of a story should it become important later on in the adventure.

Each night I rolled two encounter checks. The first night I rolled negative both times. However, I did come within one point of having an encounter. For the sake of narration, I decided to write the story to address this near miss. One of the creatures listed on the random encounter table were gorillas. I randomly decided that a gorilla would be watching the group from a distance that first night. Kelseen wouldn’t get a good enough look to identify it and it would retreat as soon as Kelseen advanced toward it. 

The second night (the night in the cave) I legitimately rolled an encounter. Also legitimately, I rolled “gorillas” on the random encounter table. And a final d4 roll determined there were four gorillas. I randomly determined that the encounter happened on Kelseen’s watch and she made a successful INT SR to spot the creatures before they approached, though she still couldn’t clearly identify them. You may recall that she awoke the rest of the party and they prepared for an attack, but a reaction roll indicated that the gorillas were “Enthusiastically Friendly.” I played it off as though the gorillas just left. 

These events, however, left me to ruminate on some curious questions. Why were these gorillas watching the party? Why didn’t they attack? What can “Enthusiastically Friendly” mean?

Good news, readers! I have answers. 

I left it vague to leave some room for solo roleplaying if the group ever encountered the gorillas again, but this is the background I developed. While not unheard of (there were pirates on the island, after all), humans on this side of the island was a rare occurrence. The first night was simply curiosity on the part of a single gorilla. Who are these strange beings near my home? He would have gone back and communicated this to his troop. 

The second night he returns with others, either his family or other members of his troop. Whether it was instinct or something the male gorilla saw in the party, its curiosity stemmed from a need for assistance. One of the young gorillas in the troop, possibly his own offspring, was hurt (either due to injury or illness, to be determined when necessary) and he wondered if these strange creatures could help. Sylralie did know simian (you can check the character sheets posted in Chapter 2), so understanding what the gorillas needed would be relatively easy. Furthermore, I increased the chance to encounter the gorillas from that point on, believing the animals might follow the party. Also, it wasn’t out of the realm of possibility that in a future encounter with an enemy, the gorillas may jump in and assist the party. However, this would have had to have been an outside encounter, most likely not in the vicinity of the pirate hideout and such an opportunity never arose.

Monday, April 20, 2020

Kage Gordain Chapter 12: Shemar

(Read previous chapter here.)

Toolsd30 Sandbox Companion (affiliate link); Matt Vancil’s Orcish Dictionary

[Set Up]

This chapter has no gameplay and is total narration to wrap up this campaign.

Following the events of the previous chapter, the navy rescued all the members of Kage Gordain and the remaining escaped prisoners from the island. The PCs were able to recover all their equipment, either from the pirate’s weapon stash or from the cave. All the treasure recovered from the island, both what was found in the cave and already stored in the pirate’s stash, has been confiscated and loaded aboard the Skylark. A rundown of the treasure will be listed later in this chapter. Finally, the two pirates that ran off with the case of rum were never found.

As this chapter starts, the Skylark is traveling back to Sirisea with Captain Helton and the surviving pirates locked up in a part of the ship’s hold.

The Skylark

[Scene 1]

“Come in,” Kristopher calls out in response to the light rapping on his cabin door. 

Sylralei, now dressed in pants and shirt, enters. She sees Kris covered on a cot, wearing little but shorts and the bandages that have been applied to cover his many wounds.

“How are you feeling?” the elf asks.

“I can barely move. I have wounds in my back, thigh, and buttock. You can say this mission has been a real pain in my ass.”

Syl offers a slight smile to acknowledge the joke she already heard a million times from others. She takes a seat next to the bed.

“You’ll be happy to know we made out pretty well,” she says, filling Kristopher in on the news he may have missed while being confined to bed. “I offered Captain Pollard most of the treasure on account of the fact that we wouldn’t be alive if it wasn’t for him rescuing us. However, when he heard about Midshipman Byrd’s betrayal and you nearly being killed at his hand, he felt we were owed some compensation. In the end, he only took half the coin and whatever was recovered from the pirate ship. We kept the rest of the gold and silver coins and any other items found on the island. Oh, and I was able to scavenge several ship items Pollard didn’t want for Garlen to sell in his shop when we get back home.” [At the beginning of Chapter 10 as I was asking the oracle about the Skylark’s actions I rolled an event: Trust/Anger-NPC Positive. I determined that if the PCs survive and return to the ship, the captain would be angry that a crewmember he trusted betrayed the group. To make amends he would compensate the party by not accepting the full amount offered. (i.e. the NPC acts positively toward the party)]

“What about the pirate ship?”

“Set ablaze and left to burn. The Captain didn’t want to try to sail her back.

“Speaking of the pirates, Udele Helton chose Crossbones Island as a hideout primarily because of a legend about a treasure hidden there a while back by a pirate named Gustaf. It’s safe to assume that is the treasure we found. What’s more, it turns out when Captain Pollard interrogated the pirates he learned that Udele Helton is one of Frogbeard’s top lieutenants. Turns out she won his respect by beating him in a game of cards and winning one of his ships from him.” [Back in Chapter 9 when the PCs were interrogating the captured pirate in the tunnels I did an oracle check to see if the pirate claimed the Captain was Frogbeard. It came up no, the later roll on the truth table came up “Partly True.” If the claim that the captain is not Frogbeard is only partly true, the first thing I thought of was that she was someone closely associated with Frogbeard.]

“What do you know?” Kris says. “I guess I can consider this part of my revenge. Is she alive?”

“For now. We’ll see what the authorities do to her once we get back to the mainland.”

With Kris all caught up, Sylralei sits silently for a few moments, head bowed. She swallows hard before speaking her next words.

“I’m sorry. This is my fault.”

“What is?”

“You lying here. In fact, this whole mission was a mess. Upon our return to Baybrook, I will be informing Garlen of my decision to leave the group.”

Kristopher lets out a breath he had been holding inadvertently. “Dalen told me as much earlier,” he admits. “Why are you blaming yourself for this?”

“I’m rash. I’m hasty. I’ve made some bad decisions. Not just on Crossbones Island, but all the time. People have been hurt, even killed, because of me. That cannot happen again.”

“That night on the island when you walked away from me at the fire [Chapter 5], Dalen said you had a story to tell. Is that what this is about?”

Instead of answering Syl stands. “My decision is best. Let’s just leave it at that.”  She walks away from the bed and heads for the door.

“Stop!” Kris demands.

Syl halts, her eyes narrow in fury. He dares command me!

“Tell me, Syl! You owe me. Remember when we met.”

Syl softens. He dares . . . because he’s earned it.


[Scene 2]

It was a crap job. Not because it paid lousy or was terribly difficult. It was crap because of the object of the mission.

The son of a prominent noble was kidnapped and the father hired Kage Gordain to find and rescue him. Instead of studying at university or learning the family business, the son preferred to spend his time at the tavern, drinking and whoring. One night he met up with the wrong maiden and drank a bit too much. The next morning he found himself chained up at the oars of one of Frogbeard the Pirate’s galleys, a story rather similar to Kristoper Miglward’s, yet very different. Kris didn’t come from a wealthy family with any number of opportunities. He wasn’t someplace he shouldn't have been. Kristopher was an outlaw without a gang and on the run. The Seven Ayes Tavern may have been the only home he had at the time.

With the help of a little coin, a few contacts, and successfully cast My Wish Your Command spell, Sylralei and Dalen had little trouble finding the slave’s cell. Upon their entry, the noble's whelp of a son pleaded and begged to be saved. He was someone important! He didn’t deserve to be treated in such a manner! Syl quickly released his shackles, more to shut him up and keep him from alerting any other pirates than because she cared at all what happened to the privileged snob.

In this manner, Kris was also different. He never asked to be released. He sat quietly as his fellow slaves were freed. Syl truly believed if they left him there he would have simply accepted his fate. Once his chains were finally removed, all he offered was a quiet, “Thanks.”

Kris sat quietly as his fellow slaves were freed.

Kage Gordain’s mission only required them to return the son to his home, but they weren’t going to leave the rest of the slaves behind to be recaptured. Instead, they would escort them to the next average-sized city, a couple of days away. Whenever possible they traveled on forested trails to avoid the main trade routes.

They were barely several hours out when most of the slaves began to feel comfortable reverting back into men, to use Syl’s thoughts. While Dalen led the way up at the front, Sylralei was far enough behind him to hear the crude comments of the now free men. It’s been a while since they’d had the pleasure of a woman, and now there’s a fine one within reach. They remarked, rather lewdly, about her various body parts and how they would love to grab and grope them. The rogues debated who among them was man enough to take her and who had to wait their turn. Even though the noble’s son didn’t dare associate with these lowly men, he didn’t mind chuckling along with their comments, the ungrateful whelp.

Here, once again, the former outlaw Kristopher differed from the boy.

Sylralei had had enough of this talk. As the evening was approaching, she could sense the men inching closer and could hear them making plans. As incredulous as it seemed, she truly believed these idiots were going to attempt to overpower her and Dalen and rape her right there. She spun around intending to hit them with a Take That You Fiend spell in order to put them in their place. However, before they could feel her wrath Kris was standing between her and the mob.

“Back off,” he warned. “Show some respect.”

“Outta my way,” the largest of the group said moving past Kris. Without hesitation, Kris landing a punch squarely on the man’s jaw, sending him to the ground.

“Anyone else?” he asked, facing the rest of them with fists at his side. No one moved forward but slowly backed off a bit. The fact that by now both Dalen and Syl had drawn their weapons and were ready to fight didn’t hurt.

It was clear to Sylralei that Kristopher was not like the rest of the men. He was more capable and confident than the worthless son of a noble, yet more refined and respectful than the rest of the rogues. What she didn’t know was what he expected to receive in return. 

But she knew what she had to offer.

Once they had reached the safety of the city the elf wizard approached the outlaw and offered to share his bed for the night. Certainly, that must be the reason for his chivalry. To win her favor. However, to Syl’s surprise, Kris refused. To accept, he said, would be to cheapen what he did. How noble is it to save a woman from rape only to bed her himself? Besides, he felt women had much to offer apart from their bodies. This woman he just met, in particular, was brave, skilled, intelligent, and he respected her.

No, Kris assured her, he did what he did because it was right, not because he expected a reward, and certainly not to take from her what wasn’t rightfully his.

It was then that Sylralei decided to offer him a position in Kage Gordain. A humble man lacking in greed and well acquainted with a sword. He would fit in well. If he accepted, then maybe one day she could thank him properly.


[Scene 3]

Back in the cabin aboard the Skylark Kris waits for Sylralei’s response.

Who am I to deny Kris what he is rightfully due? She thinks.

The weary elf returns to the seat beside the bed.

“My father is a very prominent man,” Sylralei begins, her voice soft. “It was always his desire that I would become his apprentice when I was of age and work alongside him. His greatest joy would be to see me take his place when he is aged. But that is his desire, not mine. It’s not that there's anything wrong with his life; I respect him very much. I just wanted something different. I wanted to be free to travel the world unhindered by responsibility. I didn’t want to have to watch my every action or guard my every word as my father did. That is why I left home and eventually found myself in Baybrook.

“I was a wild elf. I hung out in the taverns and flirted with men for drinks. The handsome ones I would offer more. I befriended young wizards both young and old to learn whatever spells I could beyond the ones I already learned from my father. I didn’t take a job, didn’t need one. And I didn’t need anyone watching over me, as I learned to fight by wrestling and dueling with the young boys back home.

“One night I was sitting at the bar in the Hare’s House Inn when a young man sat down beside me and offered to buy my next round. His name was Shemar and he said he’d seen me in the Inn a few times and was impressed with the way I handled myself. I knew where that was heading and frankly, I didn’t mind. He was handsome, generous with his coin, and heavy with the compliments. So I flirted a bit before suggesting we went somewhere more private. He turned me down. Kinda like you.” The memory drew a smile and slight chuckle from Syl’s lips.

“Anyway, Shemar said he would rather just talk . . . get to know me better. And that’s what we did for the rest of the night. Drank and talked.

“Over the next several weeks, whenever I visited the Hare’s House, Shemar was there and we would share conversation over a mug of ale. He didn’t strike me as a habitual tavern patron. Instead, he seemed responsible and had more important things to do than carouse with the other drunks. Yet, he always seemed to know when I was there.

“Then one night a pair of . . . what shall I call them . . . oafs walked in. The first was definitely human, but had the height and build of urook. The other was . . . would you believe it . . . a halfling. He was stocky and I suspect he had a little dwarf in him. The two were loud, boisterous, and smelled like they had just come from another tavern . . . one that kicked them out, if I had to guess. 

“They weren’t in the Hare but five minutes before they took an interest in me. They strode right up to our table and the large one invited me to join them as if Shemar wasn’t even there. 

“‘Hey there, sweet elf,’” Syl mimics the stranger’s deep voice. ‘My friend was curious what you might be doin’ the rest of the night. He here was hoping you might consider spendin’ it with us.’

“I asked Shemar if he was going to help me out. You know what he said?” Kris shook his head. “He said, ‘You’re on your own with this one,’ Then rocked back in his seat and flashed a wide grin.”

“No!” Kris exclaimed, shocked. “He didn’t.”

“Oh, yes he did,” Syl confirmed. “The man insisted again that I accompany them for a walk to their room at a nearby hostel. I refused, suggesting his halfling friend’s manhood held little interest for me. That’s when he grabbed my arm and not so gently lifted me up from my seat.”

“Shemar did something then, right?”

“No. He just sat and watched as the two rogues walked me to the door. Right as they reached for the handle I cast a simple Will-O-Wisp spell. It didn’t hurt them, but the sudden flare of light startled them and allowed me to draw the human’s dagger from his belt and slice open his arm. Then I held the point to the halfling’s face and told him, ‘If I was interested in someone your size, I would find a true dwarf. They have a lot more to work with.’ By now most of the inn’s patrons were looking in our direction and the two knew when it was a good time to retreat.

“When I got back to the table I asked Shemar what the heck that was all about. He told me it was a test.”

Kris’ eyes widened in surprise. “A test? You mean he staged the whole thing?”

“That’s what I asked him. ‘Oh, no,’ he assured me. ‘They were for real. That could’ve turned really bad, but I was sure you could handle it.’”

“Well, at least you knew he thought highly of your skills,” Kris pointed out.

“True,” Syl agreed. “And if they happened to get me outside, Shemar insisted he would have stopped them before they got too far.”

“So what was this test?” Kris asked.

“Shemar told me to follow him and he walked to a doorway behind the bar. As you can imagine, I was a bit wary despite our many weeks of getting to know each other. But I was curious so I followed him.

“We were in the Hare’s House’s stock room and Shemar stood next to an opening in the wall. I saw no door frame and I suspected that when closed it looked just like part of the wall. He motioned me in and followed behind. It was a tunnel that led from the inn to the basement under the Dragon’s Hoard, the same tunnel I led you down the night you met the rest of the team. Once we got there, Shemar introduced me to Garlen, his father.”

Kristopher sits up in surprise then quickly sinks back down as a sharp pain shoots through his thigh and buttocks. Syl tells him to take it easy. “Shemar is Garlen’s son?” He says through gritted teeth. “Why haven’t I met him?”

Syl turns her head away for a moment and puts up her palm to stop Kris before he says another word. She’s quiet at first but eventually answers. “I’m getting to that.”

“Shemar explained about Kage Gordain, who at the time were only his father and himself. They’ve been working together for the past year helping those who couldn’t help themselves. He asked me to join them and I said yes. I saw it as a way to travel through more of Barisea while going on exciting adventures.

“Garlen made the contacts and Shemar and I worked the missions. Over the next several couple years we delivered important messages, recovered stolen items, and hunted monsters that invaded nearby farms. More members were recruited and our missions reached throughout all of Ergon. Even my relationship with Shemar progressed, eventually moving from the bar room to the bedroom.”

“You were in love?” Kris inquires.

“Shemar was,” Syl admits. “He was much more serious about us than me. Remember, I wanted to be unhindered by responsibility. That went for relationships as well. While I felt a loyalty to Shemar, I wasn’t about to be tied down to just one person. I didn’t want someone keeping me in Baybrook if my interests drew me elsewhere. Shemar was a trusted friend, ally, and teammate. That was all. And he was okay with that.”

“That's what he told you?” asks Kris, skeptical.

“Yes! That’s what he told me.”

Kris let the matter drop but feels her defensiveness is a bit extreme.

Syl continues her story. “Kage Gordain was helping a lot of individual people, but I began to feel we weren’t doing enough. All the missions we took felt ‘safe.’ Nothing too dangerous. Also, nothing we did had any wide-reaching impact. There was a lot of injustice and I believed Kage Gordain was the group that could change that.”

“One area I felt we could make a difference was within the merchant guilds. Gokhan Baddour ran the largest guild in central Ergon. Even if a particular business was aligned with a smaller guild they were still beholden to Baddour as he had his hand in most of the shipping and transport houses. However, Baddour didn’t leave his success up to honest dealings. Extortion, bribery, and intimidation were tools the Guild boss was well acquainted with. 

“A situation arose where some of the warehouses along the riverfront felt Baddour held too much sway over their profits. They were looking to break away from under his direct control. Of course, this didn’t sit well with the Boss and things got ugly fast. Shipments went missing. Warehouse and dock workers were threatened and sometimes beaten. Eventually, the warehouse managers reached out to us for help. Garlen, however, didn’t want to get involved . . . said it was much too big and dangerous a task for us.

“I was upset and determined. On my own, I began hanging out at the waterfront tavern and mingled with the warehouse workers. Before long I caught wind of a plan to sabotage one of the dissenting warehouses. I told Shemar and, of course, he told me to let it drop. But I persisted until I changed his mind. I convinced him that not only would we protect an innocent business, but we might also actually break some of  Baddour’s grip over the city's merchants, especially the smaller shops who were barely getting by.

“On the appointed night, Shemar, Dalen -- who was a recent recruit at the time -- and I found ourselves waiting among the crates, boxes, and barrels in a large, dark warehouse. Eventually, we heard someone enter and hid while two dark-clad rogues made their way to several crates of fabrics and other textiles. They broke open a couple of crates and started stuffing dry hay and other kindling inside. They were planning on setting the warehouse on fire.

“We went into action. We told them to stop and put their weapons down . . . like that would actually work. Instead, they drew their weapons and we attacked. It was three of us against two of them and it was over quick. As with every mission, any treasure belonged to us so Shemar and Dalen looted the dead men while I watched, proud of what we had just accomplished.

“Until I felt the stinging pain of a dagger thrust in my side!

“I fell to the floor in pain as I saw a bright flash. Dalen barely ducked away from the flames of a Blasting Power spell cast in his direction. ‘Dalen, get Syl out of here!’ Shemar commanded as he jumped over my fallen body. I looked up and saw my friend standing between me and four other men: three rogues and a wizard. It was obvious that there were more of Baddour’s men than we knew.

Blasting Power spell

“Dalen grabbed me as some of the crates began to burn, the residual effect of the fire spell. I tried to get free, insisting we help Shemar. ‘Get her safe!’ I heard him say and that’s what Dalen did. He literally had to pick me up and drag me away. Last thing I saw was Shemar advancing toward the gang as the wizard cast a Smog spell, enveloping Shemar in a poisonous cloud.

“The only escape we knew of was back the way we came. Dalen wasn’t sure he could outrun the saboteurs, especially carrying me, and we had no idea if there were any more thugs. So he pushed me behind a stack of boxes and we hid, his hand clamped over my mouth to stop my protests. 

“We waited for a while but heard or saw no one. We did, however, smell smoke. We had no choice but to try and find a way out. Wisely, Dalen began to run away from where the fire burned. I, on the other hand, couldn’t leave without at least trying to save Shemar. I ran back to where we left him, my eyes watering from the raging fire. Finally, I rounded a corner and saw my friend lying on the warehouse floor, mere feet from the inferno. Dalen, who had followed me, helped lift him up. Somehow we made it out of the building. When we were clear we checked Shemar but he . . . he was dead. He had been stabbed multiple times.”

Kristopher gently squeezes Sylralei’s hand which had found its way into his a while ago. “I’m sorry.”

“The thing is,” Syl explains, turning to lock tear-filled eyes with Kris, “They didn’t even come looking for us. Shemar could have run and he would have been safe!”

“You don’t know that for certain.”

“No! I do. They were not there to kill anyone, just start the fire.” She turns away and lets her shoulders sag.

Continuing to stroke her hand, Kris says, “You lied.” Syl shoots him a look. “You did love him.”

“No.”

“Yes, you did. And that’s okay. But obviously, you didn’t quit then. You still work for Garlen and I know you have seen other members get hurt or die. Why haven’t you left before?”

“Because no one died because of me. No one ever sacrificed themselves so I could live. We always fought as a team for the team. Anyone who died did so defending themselves. Or they got caught in a stupid trap . . . or an ambush we didn’t see coming. Besides, I was not the recruiter. I was not responsible for anyone person joining Kage Gordain.”

Understanding sparked inside Kris. “Until you recruited me. You feel responsible for me.” Syl said nothing. “Syl, it was still my decision. You only made the offer. I accepted.”

“That’s not the only reason,” Syl cuts him off. “I’m reckless. I don’t listen to other’s advice. That’s what killed Shemar. This time it almost killed you ... it almost killed all of us. Kelseen was right back in the tunnels. We should have gone back to the ship.”

Kris knew it was no use arguing any further. “Sylralei, we have two days till we arrive back at Sirisea. Take some time and think about it. Talk to Kel and Dalen. Trust me, you haven’t scared me off and I still mean what I said on the island. I got your back. I always will.”

“Thanks,” Syl says, getting to her feet. She leans over and gives him a gentle kiss on the cheek. “You get some rest.”

Kristopher watches his friend leave the cabin.

[Scene 4]

It is late in the morning when the Skylark arrives back at Sirisea harbor. Once she is off the ship, Sylralei tracks down Captain Pollard and discusses some matters with him. Kelseen waits for her to finish, along with Kristopher who is able to hobble along with the help of a pair of crudely made crutches. 

“It will be another hour before they can unload our crates,” Syl explains when she rejoins the group. “Where’s Dalen?”

“He’s over there talking to that young boy,” Kris tells her, nodding his head in the dwarf’s direction.

Syl glances over to where Dalen is wrapping up his conversation with a boy who appears to be in his early teens. The youth runs off and Dalen strides back to the group, a big grin on his face.

“What was that all about?” Syl asks, a questioning look on her face.

“Oh, that’s just one of the local boys. Hangs out around the docks a lot. Hopes to be a sailor one day. Travel the world.” The three stare at him intently, waiting for the dwarf to say anything useful. “Listen, Syl, I know you are hoping to head back to Baybrook first thing in the morning. That’s fine, you go ahead. I have some business to attend to and I’m not sure how long it is going to take.” 

“Business?” Syl asks. “What sort of business?”

“I have someone I need to meet, But . . . but never mind that. What’s important is that I might not be ready to leave in the morning. If that happens, go on without me. I follow when I’m done.”

Syl studies Dalen suspiciously but eventually relents.

“Well, I better get going,” Kelseen pipes up, saving Syl from the awkward conversation. “I’m sure Governor Mistsplittler is eager to hear our report.”

“And I’d like to find a nice bed and rest my rear,” Kristopher adds.

“You two go on,” Sylralei tells them before turning her attention back to the dwarf. “Dalen, can I at least count on you to help with the crates?”

“Of course. My meeting isn’t until tonight. However, if I have some time I would like to see if there are any children around interested in a story.”

Syl nods her approval and, with everything settled, the members of Kage Gordain part, each going their separate ways.

[Scene 5]

The Smoking Helm is a tavern where good friends meet to have a good time after a hard day’s work. At least, that’s the impression Dalen has as he enters the establishment. Unlike many seedier establishments, the Helm was well lit and filled with joyous music played by a three-piece minstrel troupe playing by the hearth. Light from the fire twinkled off the stained and leaded glass windows. Barmaids carried trays filled with mugs of ale and plates filled with unique and exotic foods. And the barmaids . . . they were actually smiling like they enjoyed their work. Dalen wasn’t surprised that the person he was to meet frequented this establishment. 

He motioned one of the maids over, asked a favor while handing her a gold coin, then pointed to a booth near the back. The serving girl ran off and Dalen approached the booth he indicated just moments before. Seated on one of the benches was a dark-haired woman, her hands cradling a nearly full stein of dark ale. Dalen slides onto the bench opposite her.

“You’ve barely touched your drink,” the dwarf says without any introduction. “Is it not to your liking?”

Slight creases form at the corners of Lachaidiga’s eyes as her mouth turns up in a wide smile at  the sight of her dwarf friend from the Horizon.

“Not really,” the sorceress answers. “I thought I would try something different. But I must say . . . it tastes like the horses have been here.”

“May I?” Dales asks, reaching for the mug.

“Help yourself.”

Taking the vessel, Dalen tilts it back and takes a long swig of the dark drink. Finished, he wipes his mouth with the back of his hand and sits back satisfied. “The problem, my dear, is that you haven’t acquired a taste for fine dwarven ale. But never you mind. I’ve taken care of that.”

With a wave of his hand, Dalen calls over the barmaid he spoke with earlier. On her tray, she carries a bottle filled with a deep red wine and two crystal goblets. She places one goblet in front of each of them and fills each halfway with the wine. Placing the bottle on the table, she leaves them to their conversation.

Lachaidia takes her glass and sips it gingerly. She smiles at the delightfully sweet taste. 

“And what will this heavenly nectar cost me?” the woman asks teasingly.

“Your stories, m’lady,” Dalen answers with a grin. “Your most wonderful stories!”


[Treasure]

Below is a list of the treasure Kage Gordain acquired on this campaign after the navy took their share:

275 CP
985 SP
570 GP
A comb adorned with a sapphire. (300gp)
40’ of rope
2 steel helms, one decorated with coral (5gp).
A sack of unidentified powder
Knife with pearl (100gp) set in the pommel
Ring (of unknown magic)
Potion (unidentified)
Paintbrush (of unknown magic)
A Camelian gem (160 GP)
+1 Great Sword
Scroll (My Wish Your Command spell)
Knights Shield (+1 against humans)
A crate of miscellaneous items taken from the pirate ship. The exact nature of the items is irrelevant except to demonstrate how Kage Gordain’s missions help to provide Garlen with inventory that he can sell in the Dragon’s Hoard to help fund the team.

I didn’t bother rolling navigation and sea encounters for the journey back to Sirisea. By now I felt the campaign was over and was ready to wrap things up.


EPILOGUE:

Half a continent away, in a dark corner of the Hare’s House Inn, a halfling and an urook sit across a table from each other. In addition to their mugs of ale, a deck of cards sits in the middle of the table. The halfling picks up the deck and begins to shuffle.

To keep busy while they waited for Kelseen, Sylralei and the rest of the team to return, Nen Goldmore thought it might be a good challenge to attempt to teach the urook Tozhug how to play Hunt. It was simple enough. All one had to do was match cards. And an added bonus, halfling thought he could use the opportunity to learn some simple Urook words and phrases.

The halfling deals each of them a hand of eight cards and sets the rest of the deck down in the middle of the table.  He picks up his own cards and spreads them out. Nen’s hand includes a couple of circles, a blue horse, a red shield, and other shapes and images of various colors. 

“Okay, Tozhug, you go first.” Nen speaks in common, knowing the urook understands enough of the language from his time conversing with Kelseen.

“Dja doludam?”

Nen scans his hand for any cards containing a picture of a tower. “Hunt!” he said, having none. At the command, Tozhug takes a card from the top of the deck and adds it to his hand.

Now it was Nen’s turn. “Do you have any boats?”

Tozhug pulls a card from his hand and lays it on the table face-up, revealing a black boat with a sail. Nen picks it up and adds it to the green card already in his hand.

“Dja Vaksul?” Tozhug asks on his turn.

Nen looked questioningly at the urook, not fully understanding the words he spoke.

“Ahve Vaksul?” Tozhug repeats, trying to pronounce the common “have” thinking that might help.

“Sorry,” Nen shrugs. “I don’t know what you are saying.” He then motions with his eyes to a scrap of parchment lying on the table.

Tozhug studies the parchment on which are drawn simple representations of all the possible images on the cards. With a thick finger, he points at the picture of a sword.

“Oh. Swords!” Nen says in understanding and then hands over a card.

After picking it up, the urook removes two other cards and lays them all down face up. Each card contains a different color sword: red, black and the green one Nen just gave him. Tozhug sits back in his chair with a big smile, having just scored a point.

Nen, however, frowns at the collection of cards. “I’m sorry, buddy, but you need four cards to score a point.” While saying this, he reaches for the three sword cards lying on the table, intending to pick them and hand them back to Tozhug.

With a grunt, Tozhug slams his hand down on top of the cards, ale splashing over the rims of the mugs. Nen pulls back quickly, barely avoiding having his hand crushed. The halfling looks up to see his opponent snarling back at him.

Tozhug slams his hand down

“Okay,” Nen finally relents. “New house rule. The urook decides what counts.”

(Read the After-Post here.)

Friday, April 3, 2020

Kage Gordain Chapter 11: Battle For Crossbones Island

(Read previous chapter here.)

Game System: Tunnels & Trolls
(The above contains affiliate links.)

Setup:

Before I get into this chapter, I want to make a confession. I am not an expert on ships, especially historical sailing ships. I’m sure this is not a big surprise and I doubted anyone thought I was. The reason I bring this up is that in earlier chapters I described the Skylark as a naval cutter. Upon further research, I discovered that while there are naval cutters, the type and size of a cutter is not what I had in mind when I envisioned the Skylark. The ship I was thinking of and what will be depicted in the rest of this campaign is much larger. Therefore, I have gone back to my previous chapters and replaced any reference to a “cutter” with some other generic term, such as ship or vessel. I will leave the specifics to the experts.

[Scene 1]

Does the Skylark decide to head back to Sirisea?
(50/50 | 3[d10]) No

Does the Skylark decide to circle the island to scout it out?
(Likely (curious what is going on) | 9[d10]) Yes +Event (to be revealed later)

It is mid-afternoon aboard the Naval ship Skylark. Captain Manyard Pollard is sitting at his desk in his quarters when there is a rap on the door. After being given permission, the first mate enters the room.

“Any sign of the landing party?” Pollard asks.

“No, sir. Today will be the third day since they left for the island. What are your plans so I can inform the crew.”

“Not even seen a signal?”

“No, sir.”

Pollard thinks for a long moment. “The more time that passes the less likely they will return. Still, I don’t want to give up hope yet. At the same, I can’t afford to send any more crew ashore to search for them. I say we give them till the ‘morn, then we should think about heading back to Sirisea.”

“If I may offer a suggestion, sir?”

“Speak your mind, Hart.”

“We have enough daylight left to circle the island. I believe we owe it to our crew and passengers to take a look around in case they can be seen on the far side of the island’s peaks.”

“That sounds like a reasonable request,” Captain Pollard agrees. “Let the crew know and prepare the ship. We sail in an hour.”

[Scene 2]

“Back up you scum!” The pirate guard warns the caged prisoners, raking his dagger across the wooden bars. Beyond him, a couple other pirates are bringing the two prisoners back from the cave. Kristopher does not see Jochim with them.

Once the guard is satisfied that the prisoners are at a safe distance, he unlocks the padlock, unwinds the chain, and opens the gate. The pirates shove the rough-looking man and woman back into the cage.

“Where is Jochim?” asks one of the prisoners who was already in the cage.

[Do the pirates kill Jochim?
(Likely | 10[d10]) Yes, and…] 

“Unfortunately, he didn’t make it. But here’s something to remember him by.” [and…] He tosses Jochim’s head into the cage. It lands on the ground, rolls over, and comes to rest facing up. As the pirates are laughing, one of the male prisoners freaks out. 

“No! No!” he screams as he charges the gate. The pirates are caught off guard and are too stunned to do anything as the man pushes past and runs off. The pirates who escorted the men back give chase. The guard quickly closes the gate and throws the lock on the chain to secure it before running after the others.

[In chapter 10 when asking the oracle about the cage, I rolled an event: Open / Disruption-NPC negative. What follows is the result of that event.]

When they are out of earshot Dalen directs Kel’s attention to the gate.  “Look!”

In his haste, the guard forgot to wrap the chain around the bar of the gate. So, while the chain was locked, it was not attached to the door!

“Kel! Quickly, give me a hand.” 

Dalen rushes out while Kel holds open the gate and keeps an eye for any returning pirates. Dalen picks up a large rock and strikes the wooden post that the chain is wrapped around, cracking it nearly through. Tossing the rock away, he gets back in the cage and attempts to fix the beam so the damage is not noticeable. [Dalen makes a LCK SR for success. The higher the roll, the less likely the tampering will be noticed. Roll: 6,1+16 LCK=23 A L1 success.]

As Dalen is making the final adjustments to the bar one of the other prisoners warn him that the pirates are returning. They carry the escaped prisoner between them.  Did the prisoner get away? (Very Unlikely | 2[d10]) No;  Do the pirates make an example of the prisoner? (50/50 | 2[d10]) No] The guard quickly unlocks the chain and opens the door as the others roughly toss the man back into the cage. He lands face down in the dirt, the air rushing out of his lungs.

“Take it easy with him!” one of the females exclaims as she rushes over to check on him.

“Hmmph!” the guard snorts, re-locking the gate, correctly this time. “Be thankful that’s all we did. If he would’ve put up much of fight we may’ve had to cut his throat.” His companions laugh at that before heading back to the beach.

[The guard needed a L2 INT SR to notice the broken bar (L1+1 level for Dalen’s L1 roll) He rolled a 1,3+13 INT = 17 and failed to notice.0.]

[Scene 3]

Ellis casts his line into the waters as gentle waves lap at the tips of his bare toes dangling off the end of the pier where he sits. Captain Helton runs a tight ship and drives her crew hard, which makes these rare moments of peace all the more special for him. Earlier all the treasure found in the cave had been hauled out, brought back to the beach, and stored in the supply hut. Now that the search was over, there wasn’t much to do but celebrate. Some of the men cracked open a jug of rum. Others pulled out various musical instruments to lead the other in a few rounds of sea shanties. Ellis simply liked to fish. He enjoyed the time alone, gazing out over the sea and listening to the gulls. If he was lucky, he might actually catch a fish or two for that night’s dinner.

Yes, this is heaven!

And then Ellis sees it.

Out of the corner of his eye, the pirate catches a glimpse of movement. Coming around the south end of the island are the bow and jibs of a ship. The fishing forgotten, Ellis drops the pole and jumps to his feet. “Ship!” he yells, waving his hands and pointing at the approaching vessel. “There’s a ship!”

Most of the pirates ignore him...or more likely can not hear him over the music of the makeshift band. Ellis runs down the pier to the beach, continuing to warn the others as loudly as he can. One by one the pirates begin to notice and it isn’t long before the Captain realizes something is up. She strides over and meets Ellis at the foot of the pier.

“What is it?” she demands.

“Captain Helton. There’s a ship coming approaching.”

By now enough the Skylark has rounded the island that it was clearly visible from where Helton stands. 

“Serpents!” she cried, spotting the flag of the Orthan navy flying from the ship’s mast. “Start gathering the men and send them to the boats.” 

Spotting her first mate, Charles ‘Cruel’ Peyton, Helton calls him over. After informing him of the situation she instructs him to stay on the island with two other men (not including the pirate guarding the prisoners) while she and the rest of the pirates row out to the Broken Curse to help fight back the Orthan navy.

Does Udele send pirates to the ship from shore?
(Likely | 10[d10]) Yes, and… She accompanies them

[Scene 4]

[Ship’s stats and sea combat rules are based on the Microlite20 variant Gryphons & Gramarye, as found in the Microlite20 RPG Collection.

The Skylark is a medium sailing ship with an AC 8 and 121 Ship HP. Based on the random wind conditions, the ship’s current movement is up to 15 yards a round.

The pirate ship Broken Curse is a small sailing ship with AC 8 and 70 Ship HP.]

Captain Pollard of the Skylark stands on the deck next to his first mate who is scanning the other ship with a telescope.

“I only see a few pirates aboard their ship, Captain. Five or six at the most.” He turns the spyglass to the shore. “There is a lot of activity onshore, however. It looks like the pirates there are climbing into a couple of boats. I think they are going to try and race us to their ship.”

“Get the catapults ready.” Captain Pollard orders. “Fire once we are in range!”

[The Skylark has enough men to fire two catapults once every 5 rounds. They must be within 150-300 yrds. It will take them 5 minutes to get in range. To hit with a catapult, an attack roll is made with a d20. The attacker needs to roll higher than the opponent’s AC to hit. Shots do 3d6 damage. Additionally, any hits have a 1 in 6 chance of injuring 1d4 people for 2d6 CON points each (“Doubles Add and Roll Over” applies).

Do the navy use flaming shots? (Unlikely | 2[d10]) No

Pirates only have enough men on the Broken Curse to fire two catapults once every 8 rounds.

Do the pirates use flaming shots? (Unlikely | 2[d10]) No +Event: Overindulge / Attention-Move towards goal  (to be resolved during combat)]

Aboard the Broken Curse, the few pirates that are currently on the ship hurriedly ready the two catapults aimed in the direction of the oncoming naval vessel. As the Skylark closes in it begins to turn slightly to give their own catapults an angle of attack. Once the two ships are in range [Round 1], each lets a volley of shots fly. The Skylark’s shots were a bit hasty and miss by several feet. [Two misses: 5 and 4] The pirate ship has better luck, piercing the navy ship with both shots, one crashing into the deck, shattering wood and injuring two seamen. [Two hits: 18 and 12, for a combined ship damage of 13, two crewmen are injured for 11 and 5 points respectively]

[For the navy crew I used the same Wizardawn stats as the pirates, randomly determining if each member would use the “easy” or “normal” stats. This created crew members who had much higher stats than the two men who accompanied the PC’s to shore. However, having higher stats would not have changed anything in the earlier part of this adventure.]

As the pilot of the Skylark turns the bow back toward their enemy, the two lifeboats that are carrying Captain Helton and the rest of the pirates from shore have just left the pier. [It will take them 15 rounds to reach the Curse. They are AC 9 and each has 15 Ship HP]

“Captain, I was correct,” the first mate tells Captain Pollard as he lowers the telescope. “The pirates from shore are trying to make it to the ship.”

“Is that so? Officer Grandshine,” he says to the Pilot. “When we are roughly two hundred yards out, halt our progress and turn the ship to give our catapults clear shot to those lifeboats.” 

[This is the event rolled a few minutes earlier:  Overindulge / Attention-Move towards goal Seeing an opportunity to take out the enemy before they reach the ship, the Skylark will turn its attention to the approaching lifeboats.]

After several minutes [rounds 2-5], the pilot steers the Skylark into position and the men manning the weapons make their final adjustments. 

[Round 6] “Fire!”

Both catapults target the lead lifeboat. The pirates see the shots sailing through the air towards them. Mere seconds before impact they scramble over the sides, realizing they are about to be hit. The tiny craft is hit by both shots and torn to splinters. [Both randomly targeted the same boat. Two hits: 11 and 17 for a combined damage of 23 points. No pirates hit.] The second lifeboat, the one carrying the pirate Captain, has room for one more but Helton orders the rowers onward in the hopes of making it to the ship before the Skylark[Per oracle rolls, Helton was on the boat that was not hit but does not pick up any of the floundering pirates despite having space for one.]

[Rounds 7-8] Captain Pollard gives the order to reload. He orders one catapult to fire at the pirate ship and the other to target the remaining lifeboat. While they prepare to shoot again, the Broken Curse fires another volley of shots at the Skylark. These shots, however, are too far and fly harmlessly overhead. [Two misses: 7 and 6]

[Rounds 9-11 Lifeboat comes within 4 rounds of reaching the Curse.] The Skylark fires again. The shot at the pirate ship hits squarely and rips a hole in the side. [Hit: 11 for 11 damage] The shot at Helton’s lifeboat clips the back end, but no one is hit and the boat remains afloat. [Hit: 12 for 9 damage.]

[Rounds 12-16] The Skylark’s pilot resumes his progress toward the Broken Curse, but keeps slow enough to stay in catapult range for one final shot. However, by doing so the pirates also have an opportunity for one more long-range attack. Their first shot is wide, but the second one buries itself into the ship’s side [One miss/one hit: 6, 9 for 5 points damage, no injuries] In retaliation, the navy fires off their final two shots. One falls short, but the other hits right in the midst of the men huddled around one of the catapults, killing one and injuring the other two. Additionally, a loose piece of metal flies through the air and strikes one of the pirates manning the other catapult. [One miss/One hit: 2, 12 for 13 damage, 4 pirates are injured, killing one.]

With this final volley over, the Skylark sails out of catapult range and closes the distance with the Broken Curse. the naval crew preparing themselves to board the enemy vessel.

The Skylark ... closes the distance with the Broken Curse

[Scene 5]

Back on Crossbones Island, the pirate guarding the prisoners watches the scene unfolding at sea from his vantage point on the rise overlooking the beach. Minutes earlier First Mate Peyton ran up to tell him to keep an eye on the prisoners and not leave his post. He had every intention of following orders, however, in his interest in the battle and a desire to get a better view, he has moved several yards away from the cage.

“Now’s our chance while the guard is distracted,” Dalen tells the others. He picks two men to help Kelseen and himself subdue the guard while the remaining prisoners carry Kristopher away to a safe location in the forest. Once everyone understands the plan, Dalen grips the bar that he weakened earlier and pulls it apart while Kelseen slips the chain through the gap. Throwing the gate open, the dwarf and three humans quickly run toward the distracted guard.

[They need a L2 LCK roll to surprise the guard, using Dalen’s stats. Roll: 6,4+16LCK=26 Success! Each character gets a free unarmed attack with 1d6.]

Kel and Dalen’s unspoken plan is simply to capture the guard. The other two prisoners, however, are less forgiving. All four tackle the guard before he knows what is going on. Kelseen just tries to hold him down, but the two prisoners are relentless with their fist strikes, taking out weeks of anger against this one pirate. The guard soon loses consciousness and might well be dead. [He is.] 

They strip the man of his weapons, Kelseen taking his sword and Dalen his dagger. Dalen finds the lock keys and hands them to Kel, telling her and the others to lock the guard up in the cage in case he awakens. [He won't.] While they are doing that, Dalen runs over to Sylralie and cuts her loose from the tree. The elf shakes her arms and legs to regain some feeling before the five of them head off to rejoin the others.

[Scene 6]

“Get up there!” Captain Udele Helton orders as her lifeboat reaches the ladder leading up to the Broken Curse’s deck. She follows after the eight other pirates have climbed up. Reaching the top she peers over just in time to see the Skylark pulling up alongside her ship, several of its crew aiming crossbows in her general direction.

“Duck!” one of the pirates cries and Helton backs down a rung as the navy lets crossbow bolts fly. On deck, the shots sink harmlessly into the boxes and crates behind which the pirates hide. [Each of 10 naval soldiers need a L3 DEX roll (based on distance and enemy size) to hit. All 10 missed. My conclusion after playing this campaign is that T&T missile weapons are basically worthless unless you have a DEX over 25 or so.]

Helton finishes climbing aboard as the Skylark’s crew throw grapples and secure the two ships together. Many naval men climb over the railing as the pirates draw swords and engage them in battle. Despite having an initial advantage due to the navy having to concentrate on climbing from one ship to the other, they are unable to benefit as their surge is quickly repelled by the trained man. [Despite each naval man having a disadvantage of 1 less die for boarding, the navy wins the first combat by 29 points. Damage is distributed randomly amongst the pirates.]

Another wave of navy climbs aboard the Curse as a couple of pirates fall. The sea thieves do their best to fight back but are easily overwhelmed by the attacking navy who outnumber them almost two to one. Despite being about to lose her ship, Captain Helton refrains from joining the battle herself, thinking more about protecting her own life. [Does Captain Helton join in the battle? (Unlikely | 6[d10]) No, but… the Navy can reach her if they win any combat roll, a fact that turns out to be irrelevant as combat continues.]

Within a mere couple of minutes the battle is over and Helton lays down her sword in an act of surrender. When the fight is over, not a naval man is lost, yet five pirates lay dead and the remainder are beaten, cut, and barely hanging on to life. [Navy wins by 337 points. The pirates only have a combined CON of 342, but instead of merely wiping them out I decided the pirates would surrender. I randomly rolled to see how many were still alive. The result was 9. The navy will send a boat to pick up the 10 pirates floating in the water, for a total of 19 prisoners.]

[Scene 7]

Peering around the corner of a small hut-like structure, Sylralie sees ‘Cruel’ Peyton and two other pirates standing side by side on the pier watching the battle at sea. She ducks back and quickly tells Dalen, Kelseen and five of the former slaves the plan.

After being freed by Dalen and meeting up with Kristopher and the others, it was discussed what should be done. Syl, extremely ticked-off at that point, was ready to take the fight to the pirates. It didn’t take much convincing as several of the freed prisoners wanted to join her. Kristopher was too injured to move, but Kelseen and Dalen, with their newly acquired weapons, were also ready. Three of the prisoners agreed to stay with Kris and the rest searched for heavy branches that could be used as clubs. Meanwhile, Syl used some of her recovered magic to heal her other teammates. [Leaving her with 11 WIZ]

Now the group is carefully sneaking up behind the three pirates. They are successful until one of the pirates happens to glance back and see the eight of them approaching. He immediately warns the others and they turn around. [Needed a L1 Luck using the worst stat (5) Roll: 13 fail] 

“Hey, how’d you get out!”

“I’m going to kill Wiley when I see him,” Peyton curses.

The two parties charge at each other and meet at the foot of the pier. Syl casts Take That You Fiend [at random target] as the others swing their weapons. The pirate struck by the spell is shaken momentarily but quickly rejoins the fight. Even though the pirates are outnumbered, the prisoner’s lack of fighting skill shows and their blows are easily deflected. Unfortunately, the large group also makes it hard for Dalen and Kel to get in a good strike. 

Syl casts another Take That You Fiend at Peyton [chosen randomly]. He winces but remains in the battle, his sword gutting one of his opponents. Most of the other prisoners have been cut and stabbed and, even though they are still standing, it's clear that they are fearful and overpowered. Dalen and Kel try to make up for their inexperience but are pushed aside by the others who are trying to avoid being hit.

[After two rounds of combat, the pirates have won both. One prisoner is dead. Syl’s TTYF spells did injure two of the pirates but didn’t reduce either to 0 CON.]

Out of magic, Syl reaches for a dropped club intending to join in the melee. Dalen, seeing another prisoner go down, thinks they might have a chance if he can incapacitate one of the pirates. Targeting the first mate, the dwarf kicks up sand with all his might, hoping it might blind the man. However, the spray of grit fails to reach high enough. This move exposes Dalen to Peyton’s attack and the pirate drives his sword into the dwarf’s side, sending him to the ground unconscious.

[Dalen tried a stunt by kicking sand. I discussed stunts back in Chapter 4, but did not talk about what happens if a character fails his stunt. There are no hard and fast rules and it’s up to the GM to determine the penalty. Some rule that the player cannot contribute any dice to the current melee attack round. Others say there is no penalty and the attack round continues as normal. I don’t like either of those extremes. There should be a penalty, but even if a character fails the stunt he may still be able to defend himself or cause some damage. The way I handle it is that I let the character gamble two of his attack dice on the stunt roll. If he fails the stunt, he loses those two dice from that round’s attack.

In this instance, Dalen needed a L2 LCK roll to blind the pirate. He rolled 4,2+16LCK = 22. A fail! Dalen’s attack dice are reduced by two.]

Before she can take a swing, Syl sees Dalen go down and all the other prisoners either dead or dying. Besides herself, only Kelseen is left standing. [Pirates won the last round by 40. Randomly assigned damage took down all the prisoners and reduced Dalen to 0.]

“Run for the water!” Syl cries and takes off down the pier. Kel follows with the pirates in hot pursuit. They are still several feet from the end when Kelseen senses that she is about to be overtaken. Stopping suddenly, she spins around with her sword. The pirate behind her tries to halt but the blade slices into his arm and he falls back, momentarily blocking his companion’s progress. Kelseen wastes no time turning back toward the end of the pier and jumping off, right behind Sylralei.

[I used the same race mechanic as in the tunnels, requiring the PCs to only stay ahead of the pirates for one round. One pirate did catch them, which initiated a round of melee which the PC’s won. Because they stopped, one more round was added to the race, which the PCs were able to win.

Once the entire campaign was over, I realized I made a goof at this point and was inconsistent with the rest of the story. When the PCs fled, the pirates should have gotten a free attack reduced only by a high SPD SR. If I base that SPD roll on the results of the first turn of the race, both PC’s would have been killed. However, I feel this omission is acceptable for the following reasons:

1. Prior to this campaign, I did not have any experience with choosing an appropriate enemy level for the level of my party. It was clear after a few rounds of combat that the stats I chose for my pirates were too high for this party. Omitting the free attack was one way to offset this.

2. If this were not a solo RPG, the person playing Sylralei would have probably asked how many CON each pirate had and would have targeted her TTYF spell appropriately to kill someone. If I had done that instead of choosing randomly, I could have eliminated one of the pirates. That alone would have been enough for the good guys to win.

3. I’m invested in these characters and wanted to give them another chance to survive. Solo Roleplayer’s Prerogative! Besides, their escape made for a more interesting final chapter (to follow this chapter)]

Syl’s leather keeps her from swimming, but she is able to find the sandy bottom with her feet. The water comes up to just above her chin and she has to tilt her head back to breathe or speak. Kelseen stands next to her, her head slightly further out of the water.

The three pirates stop at the end of the pier. “Should we go in after them?”

“Don’t bother,” ‘Cruel’ Peyton responds.  “They can’t go anywhere and they’ll have to come ashore sometime. We’ll just wait for them.”

With that, the three pirates walk back to the beach.

[Does Cruel dive in after them? (Unlikely | 2[d10]) No

Does he tell the others to chase them? (50/50 | 5[d10]) No, but...they keep an eye on the PCs so they can’t come ashore.]

“I really pissed this one up,” Sylralie confesses when the pirates have left.

“Yep!” Kelseen agrees.

“Aren’t you going to say I told you so?”

“You are standing in the ocean with water up to your mouth and nowhere to go. Do I really need to point out the obvious?”

“You were right. I got us captured. Dalen’s probably dead. What am I doing? I have no right leading this group. If we make it out this mess, I think I’m done.”

Kelseen says nothing but lets the elf wallow in her own thoughts.

The water comes up to just above her chin.

By now the pirates have reached the beach and searched the fallen men to be sure there were no survivors. Thinking of Dalen, Syl searches for any sign of her friend’s body. Surprisingly, she does not see any evidence of the dwarf. Her spirits lift slightly at the thought that he might still be alive.

[Dalen was at 0 CON, which meant he was only unconscious. While the pirates were chasing Kel and Syl, he rolled a L1 LCK to wake up and an L1 LCK to escape unseen.]

[Scene 8]

“Uh, Peyton, what’s going on?” One of the pirates point, directing first mate Peyton to the two ships.

Two lifeboats are heading toward shore. One has stopped near the pirates who were floundering in the sea after their lifeboat was struck by a catapult shot. The other heads in the direction of the shore. Even though they are still ways out, the pirates can tell that the men manning the boats are not their own.

“Gentlemen, prepare yourselves. We’re about to have visitors.”

“You’re planning on fighting them?” one of the other pirates asks.

“Of course!” insists Peyton. “We don’t run!” [Does Peyton decide to hide? (Likely | 3[d10]) No
What does he do? 1-2. Decide to wait for the boat and fight? 3-4. Go get the prisoners to use as bargaining chips? 5. Surrender     Roll (d5): 2 wants to wait and fight

Do the underlings agree? (50/50 | 2[d10]) No  Do they: 1. run and hide   2. run, take some treasure and hide 3. try to take Peyton prisoner to use him as a bargaining chip?   Roll (d3): 2 run and take some treasure]

“Uhh, suit yourself,” the other pirate responds. “I think we’re gonna go hide.”

“What! You cowards! If you were men you’d stay and fight.”

“I think we’d rather be alive cowards than dead men.”

The two pirates run inland to hide, leaving Peyton standing alone.

As the two fleeing pirates pass by the storage building one stops and makes a detour inside. He emerges carrying a crate full of bottles. Once he emerges, the two pirates disappear into the surrounding forest.

[During a chapter 9 oracle check I rolled an event: Heal/Pleasures.  I interpreted this as the pirates had a stash of healing potions and that they stored them along with a case of rum. Therefore, when the pirates took the case of rum with them into the forest, they also took the healing potions.]

As the lifeboat nears the shore it passes by Sylralei and Kelseen. They wave the naval officers on, letting them know they are OK. The lifeboat continues to the shore where ‘Cruel’ Peyton awaits their arrival. 

As the boat nears the shore, eight seamen jump into the shallows and draw their weapons. Peyton, possessed by the desire to avenge his captain and defend his land, waits defiantly. The first few naval men that make it to shore engage Peyton in combat. [Navy wins combat by 48, dropping Peyton to 11 CON] Too late the first mate realizes he has made a grave mistake and tries to run. Before he can make it two steps, however, the naval officers cut him down dead.

END OF CHAPTER 11

(Read next chapter here.)