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11:28, 2nd May 2024 (GMT+0)

Chapter 3-A: "Chartering" a Sea-worthy Vessel.

Posted by teslasFor group archive 0
JACK
player, 956 posts
Sat 14 May 2011
at 18:45
  • msg #983

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

14:44, Today: JACK rolled 5 using 1d20 with rolls of 5. Sense Motive.

GM Edit Skill Check Result-
[Private to JACK: You feel he's clearly beaten and he knows it.]
This message was last edited by the GM at 19:47, Sat 14 May 2011.
ZEIG
player, 1045 posts
White Mage
Sat 14 May 2011
at 18:54
  • msg #984

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

14:54, Today: ZEIG rolled 6 using 1d20+4. sense motive.

GM Edit Skill Check Result-
[Private to JACK: You feel he's clearly beaten and he knows it.]
This message was last edited by the GM at 19:47, Sat 14 May 2011.
teslas
GM, 1630 posts
Sat 14 May 2011
at 19:54
  • msg #985

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

Pirate ! sets his pistol on the dock, draws his kukri, and sets it down beside it. He then steps back 5' closer to the ship and tucks his wand of Cure into his belt where it can be seen.

Edmonds is 10' away from Bikke on the actual paved part of the street staring at him. It seems as if he is hoping Bikke will run so he'll have a legitimate reason to drive his pick into his skull. "There are more of these scum in town. They'll be here any second." He focuses his one eye onto Bikke, "You can tell them to stand down for us when they get here."
This message was last edited by the GM at 19:57, Sat 14 May 2011.
JACK
player, 957 posts
Sat 14 May 2011
at 20:37
  • msg #986

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

Jack nods. Your town, your guards dead, your call Edmonds.
DAI
player, 940 posts
Sat 14 May 2011
at 20:59
  • msg #987

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

13:58, Today: DAI rolled 6 using 1d20+2. Sense Motif GO!.

DAI lowers his wand hand, seemingly upset by this end to the fight.

"Hey...I kinda wanna go check the spoils, would someone like to walk with me or do we wait until his friends show up?"

GM Edit Skill Check Result-
[Private to DAI: You feel he's clearly beaten and he knows it.]
This message was last edited by the GM at 03:11, Sun 15 May 2011.
ZEIG
player, 1046 posts
White Mage
Sat 14 May 2011
at 21:58
  • msg #988

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

"I won't feel safe until we have their weapons and they're subdued."

ZEIG looks back into the alley at all the bodies strewn around.
VIL
player, 539 posts
Red Mage
Sun 15 May 2011
at 01:03
  • msg #989

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

20:02, Today: VIL rolled 16 using 1d20+7. Sense Motive check.

GM Edit Skill Check Result-
[Private to VIL: You can't quite be sure of anything with Bikke. At best you really can't trust him.]
This message was last edited by the GM at 03:13, Sun 15 May 2011.
teslas
GM, 1631 posts
Sun 15 May 2011
at 03:17
  • msg #990

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

Edmonds looks at JACK then at Bikke, and steps forward. "Alright."

As he moves, he tosses his pick in his hand to where he's holding it at the "T" intersection with the metal handle pointed outward. "He can let the rest know he's lost without being able to talk."

Edmonds cracks Bikke across the head with the blunt end of his pick--hard. It looks as if he's going to repeat this action until Bikke isn't conscious anymore.
JACK
player, 959 posts
Sun 15 May 2011
at 03:22
  • msg #991

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

Jack assists him in knocking him out. (all nonlethal damage)

23:20, Today: JACK rolled 8 using 1d8+3 with rolls of 5. Damage 2.
23:20, Today: JACK rolled 8 using 1d8+3 with rolls of 5. Damage 1.
23:20, Today: JACK rolled 20 using 1d20+4 with rolls of 16. Attack 2 (Bikke).
23:20, Today: JACK rolled 11 using 1d20+4 with rolls of 7. Attack 1.

This message was last edited by the player at 03:23, Sun 15 May 2011.
VIL
player, 540 posts
Red Mage
Sun 15 May 2011
at 03:23
  • msg #992

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

Vil will approach Pirate !. "Surrender that wand as well."
teslas
GM, 1632 posts
Sun 15 May 2011
at 03:41
  • msg #993

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

JACK and Edmonds beat Bikke as if he owes them several hundred thousand gil, which in a sense actually he probably does.

As VIL approaches pirate !, he dives into the water next to the docks and does not rise for well over 45 seconds.

Edmonds takes Bikke's cutlass, makes sure he's still breathing, then takes off his hat exposing greasy, oily black hear beneath. He casts the hat and cutlass down the docks about 5' from Bikke. About this time LOGG and some of the others in the back notice faces peering at them from down the street with distinctive silhouettes of bandannas on their heads. Just as any of you start to rush to catch them or yell at them, they slink back into the shadows. One pirate obviously drinks a potion of Vanish.

Edmonds is notified of this, but can't quite see it himself. "They'll all be doing that, then, I assume.", he says, motioning to where pirate ! dove into the water.

"Ok, heroes. I suggest you stay here and guard the ship and this slob", he kicks Bikke in the ribs, but Bikke does not move. "We'll go let everyone out of the inn then report back here."

You hear his remark to his remaining guard as they walk away, "It's a real shame those pirates killed a few of the clinicians, especially now that half of them are bleeding to death on the streets behind us."

The docks that are over the water, when stepped on, are actually quite loud. You feel very confident standing on the docks that you could hear anyone trying to walk or even creep by, invisible or otherwise.

Pirate ! is not seen again (VIL, you could still jump into the water after him if you wanted...). The encounter is basically over. Describe your actions if you want to do anything in specific before Edmonds returns.

This message was last edited by the GM at 03:56, Sun 15 May 2011.
teslas
GM, 1633 posts
Sun 15 May 2011
at 03:52
  • msg #994

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

Everyone gains 1400 Experience for overcoming the pirate encounter.
[Private to LOGG: You gain 84 bonus EXP from response times.][Private to JACK: You gain 84 bonus EXP from response times.][Private to VIL: You gain 66 bonus EXP from response times.][Private to ZEIG: You gain 95 bonus EXP from response times.][Private to DAI: You gain 70 bonus EXP from response times.]

Everyone gains 250 Experience points for freeing the town of Provoka in addition to:
25 EXP for PETE living through the liberation of Provoka.
25 EXP for Edmonds living through liberation of Provoka.
25 EXP for the NPC you haven't met living through the liberation of Provoka.
0 EXP for 1/3 guards living through the fight.
225 EXP for the remaining pirates you had not encountered fleeing town.

Total base EXP Gained: 1950 (in addition to your bonus EXP)[Private to GM: Response Times at the time of this post.
LOGG: 6
JACK: 6
VIL : 4.75
ZEIG: 6.75
DAI : 5
]

Despite the ordeal of this evening, you all find renewed vigor in your accomplishment. OOC: You are still quite tired, despite being at full life/MP.
This message was last edited by the GM at 03:59, Sun 15 May 2011.
teslas
GM, 1634 posts
Sun 15 May 2011
at 03:58
  • msg #995

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

PETE looks on at Edmonds walking away. "I'm going back to my family. Well met, adventurers. Stop by and see me at the black magic scroll scribe before moving on." He nods to VIL and DAI then jogs off and catches up with Edmonds and the guard at the edge of your vision.
This message was last edited by the GM at 04:01, Sun 15 May 2011.
JACK
player, 960 posts
Sun 15 May 2011
at 04:01
  • msg #996

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

Jack drags Bikke aboard the ship, strips him of all belongings (including clothes), ties him up and throws him the brig, or a similar area if possible. He could use some help.
DAI
player, 943 posts
Sun 15 May 2011
at 04:02
  • msg #997

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

DAI brightens up at the mention of a Black Magic scribe in town, and moves to help JACK with taking care of bikke.
teslas
GM, 1636 posts
Sun 15 May 2011
at 04:06
  • msg #998

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

Bikke is wearing:

A large leather coat that he has draped around his shoulders.
A large necklace with a deep blue gem set in the center.
A metal breastplate over his body.
A small gold band on one hand.
Eleven different gem-encrusted rings on his other hand.
Thick leather boots.

His cutlass and iconic pirate hat are laying close to one another on the docks 5' from where he was knocked out.

He also has two pistols that were tucked into his coat. They are both loaded.
DAI
player, 945 posts
Sun 15 May 2011
at 04:06
  • msg #999

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

DAI uses detect magic on his items, and separates anything that registers.
teslas
GM, 1638 posts
Sun 15 May 2011
at 04:08
  • msg #1000

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

As JACK is finishes stripping Bikke, DAI notices that his cloth shirt is magical. JACK pulls that off the pirate as well, letting out a slightly stronger stench than the pirate was already extruding.

Two of the twelve rings are magical. One that looks like VIL's rings and the gold band.
All other items are magical.
ZEIG
player, 1047 posts
White Mage
Sun 15 May 2011
at 04:23
  • msg #1001

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

ZEIG casts detect magic on the cutlass and pirate hat left near the dock, then moves to examine the contents of the ship after brief niceties at the dock:

ZEIG bows to PETE and Edmonds.

"Without your support we surely would have fell.  I thank you, as I'm sure your city does.  It has been a long day, but it is not quite over yet."
teslas
GM, 1641 posts
Sun 15 May 2011
at 04:24
  • msg #1002

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

The cutlass and hat are also magical.
teslas
GM, 1644 posts
Sun 15 May 2011
at 04:51
  • msg #1003

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

Having a chance to finally take a decent look at the ship:
Knowledge (architecture)
Knowledge (history)

It is quite large. I can have the exact dimensions later. Need to thumb through Stormwrack. The first thing ZEIG notices as he approaches the ship is that the sails themselves are magical.

There is a hole in the door of the captain's cabin, but that is it as far as handles/levers/keyholes. Intelligence Check: DC 12

The upper deck is fairly clean as far as any of you would assume a pirate ship normally is. There is a large set of double doors that open upward that are set into the middle of the deck of the ship. They are, together, 20' wide and 20' long. A small-sized but sturdy looking crane is attached to one of the masts that could easily swing around and lift things from the docks into this cargo portal.

There are three decks beneath. The first is the cannon deck. There are six cannons that can be swiveled to point to either the port or starboard side of the ship. In the front of the ship on the same level appears to be some crew quarters. In the aft of the ship on the same level you find a room that might have been a brig if it weren't packed full of boxes, obviously looted from town. The middle of the cannon deck also has a large hole that is covered by a thick rope net. It looks as if winches can be released to move this net to allow the crane to lower something to the deck below. There are also wooden boards that are fastened securely against the aft wall that look like something could be lowered onto them when stretched over the hole for this deck as well--something like a heavy cannon.

The next level is the cargo hold. It is packed to the brim. It would take hours and hours to look through it all. In the aft of the ship looks like the galley and food storage.

The final level is all crew quarters. This level... to say the least, is smelly. You find a cut and murdered young woman in one of the rooms on a cot. She has been dead here for at least a full day. There are various bags and chests and other personal effects all around this deck.

As ZEIG concentrates for the quick sweep, many of the boxes inside of the ship contain magical something or others. The hole on the captain's cabin door is also magical.

Bikke is currently unconscious on the top deck of the ship, there being no room in the brig.
This message was last edited by the GM at 04:56, Sun 15 May 2011.
DAI
player, 952 posts
Sun 15 May 2011
at 04:54
  • msg #1004

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

21:53, Today: DAI rolled 13 using 1d20+4. int check.
21:53, Today: DAI rolled 9 using 1d20+7. know(history). 


OOC: Ah! This is obviosuly the fabled 'Bikke's Ship'

GM Edit Skill Check Result-

[Private to DAI:
INT check: The amulet Bikke was wearing looks like it's a good fit for the hole in the door to his cabin.
Know(hist): This is a ship. They've been around for a while.
]
This message was last edited by the GM at 04:55, Sun 15 May 2011.
JACK
player, 963 posts
Sun 15 May 2011
at 04:55
  • msg #1005

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

00:54, Today: JACK rolled 11 using 1d20 with rolls of 11. Intelligence.
teslas
GM, 1645 posts
Sun 15 May 2011
at 04:56
  • msg #1006

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

Coming back onto the top deck of the ship, you continue to survey it. There is a hole in the center of the steering wheel that looks like that on the captain's quarters.
DAI
player, 953 posts
Sun 15 May 2011
at 04:57
  • msg #1007

Re: Chapter 3-A: "Chartering" a Sea-worthy Vessel

DAI requests the amulet Bikke had been wearing from JACK, says "I got a hunch", then strolls leisurely to the Captain's door and attempting to place it within the hole.
This message was last edited by the player at 05:00, Sun 15 May 2011.
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