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17:33, 27th April 2024 (GMT+0)

All at Sea.

Posted by SimulacrumFor group 0
Simulacrum
GM, 300 posts
Tue 1 Jan 2013
at 21:31
  • msg #1

All at Sea

20th Day of the month Arribea.

The Foamfollower casts off at dawn and makes its way out of Thyrta's harbour, its little skiff bobbing along behind it. The sky is bright, the a strong steady wind blows from the North, and in little time the ship is a mile or more off shore and Zenduf is  steering a course South for Tempigone.

Only last night the Korantines in the party (Kordan and Sallantus) called in for a drink in At Salty Mari's, and here lay he standard bet with the owner, Jaxo, with odds on their safe return. Jaxo seems happy enough to give odds of 2-1 against. Now many people say its just Jaxo's way to have sailors back from their voyage make At Salty Mari's their first stop when their purses are still full...but then maybe Jaxo is a good judge after all.

The fortunate wind sees The Foamfollower racing on its way - while this is reason for good cheer, there is less when it is clear the ship has found the island in the night, somewhat ahead of schedule, and runs aground at dawn with an ominous crunch. As the light blooms and reveals the coastline of what is essentially a solitary large mountain thrust up out of the sea, Zenduf curses his luck and sends a team into the skiff and others with poles to try and help him get the ship off the bar on which it is stranded.
Simulacrum
GM, 301 posts
Wed 2 Jan 2013
at 14:59
  • msg #2

Re: All at Sea

In reply to Simulacrum (msg # 1):

...Continued

21st Day, Arribea, morning

Zenduf Seems well in charge of things, and Joresh his first mate barks orders at everyone, hurrying along their labours. He scrambles down below decks to inspect the hull - and returns to report to Zenduf there is a little water coming in, but nothing too serious right now. Zenduf assess the situation and asks through Sanjar as interpreter that Kordan take poles to the skiff, and make a way round the Foamfollower to test in which direction the water is deepest so as to choose the right direction to attempt to get off the bank.

Others are told to start finding heavy gear and goods and bring them up on deck so that they might be dumped in the skiff to raise the ship a little - even a few inches may do it.

As this is done, Sallantus casts his eye towards shore perhaps over a mile distant, and spies some activity - is that people on the beaches? Are they taking to boats? Might they be coming to help? Sallantus knows these waters a little (based on earlier Regional Lore roll), as does Kordan.

Either Kordan or Sallantus are entitled to make a Locale test.


Meanwhile,
Here's a reminder about the ship and crew:

THE CREW
Zenduf - The ship's captain and helmsman (Seamanship 88%, Navigate 75%), a grizzled seaman, perhaps 40 years or more of age

Joresh - First mate, and trusted to look out for Safra (Seamanship 95%, Boating 85%). Small and wiry with nut brown weathered skin and a lined face. Looks tough though.

Senduk - A man from Perlak. He's the ship's doctor (First Aid 78%, Healing 55%) but quite willing and able to pitch in to the sailing work.

Kallish, Midrim, Valosh, Vashtar and Horsum, the sailors, the core of the crew (Seamanship 30%-65%). Varying in age between early 20's and mid 30's.

Zebos, the ship's cook and storekeeper. He's panfully thin - just the way he is, so he says - because he's smart enough not to touch his own cooking, so say the rest of the crew.

Bessum and Zoshi, two deck hands. Bessum is a big dumb brute with little more than his musclepower to offer, Zoshi hardly more than a boy - he is 14.

The ship has a rear deck where Zenduf usually sits at the steering oars on a raised seat.  This area is part covered by awnings, and it is decked out with all manner of little religious images, symbols and charms placed there by the crew.
The main deck has a hatch down to the hold and to the crew quarters. There is a cabin for the ship's owner (currently Safra), another area reserved to the officers (Zenduf, Joresh and Senduk, and Sanjar has been allowed to cram in alongside them. The other crew and any passengers are expected to doss down in the hold or on deck such as suits them.
Orinastron
player, 60 posts
Thu 3 Jan 2013
at 13:09
  • msg #3

Re: All at Sea

Orinastron absolutely sleeps down in the hold.  For goodness sake, if you are on the deck how do you not fall off into the briney when you are asleep.

Orinastron is quietly pleased that the ship's helmsman is that poor at his job that he actually managed to hit an island when there is all that ocean around.

Nevertheless, if there are people headed our way recent experience suggests lovesick tribeswomen are unlikely to be the cause so he will unpack his bow and have a quiver of arrows to hand to provide cover or a warning shot should it become necessary.
This message was last edited by the player at 22:15, Thu 03 Jan 2013.
Kordan Mardahar
player, 165 posts
Korantine
Sea Captain
Thu 3 Jan 2013
at 21:55
  • msg #4

Re: All at Sea

13:51, Today: Kordan Mardahar rolled 19 using 1d100. 53 - Locale.

Kordan mutters under his breath something about experienced captains making juvenile mistakes, it's really very quiet though, surely nobody overheard the comment.

If the results of the Locale check imply friendliness, Kordan will proceed to the skiff to test for depth.  If hostility is implied, the information will be passed on and he'll delay long enough to judge whether we're going to battle stations or not.
Simulacrum
GM, 303 posts
Thu 3 Jan 2013
at 22:24
  • msg #5

Re: All at Sea

In reply to Kordan Mardahar (msg # 4):

Kordan - "well, that's Tempigone, and it belongs to the Himelans*, but most of the island is inhabited by Guyuntars (Kordan even speaks a bit of Archipelagan, which is their language), and are rumoured to be wreckers**, So had better watch out. If they know better than to take advantage of a Korantine ship...well this isn't one."



*Himela is a Korantine city-state, known to have the most radically democratic constitution
**I guess this is a familiar term to everyone...but just in case: - wreckers are people who 'salvage' things from ships found in distress on their shores, and may correctly be suspected of causing the distress in the first place by luring them onto rocks, reefs or sandbars.
Tanek Sanasin
player, 129 posts
Taskan mercenary
What gnome?
Thu 3 Jan 2013
at 22:58
  • msg #6

Re: All at Sea

In reply to Simulacrum (msg # 5):

"Oh boy. This sounds less like an accident and more like a trap."

Tanek prepares himself for impending combat and loosens up his sling. Maybe he'll get to prove out that Slings beat Bows today. His shield and spear will be stationed nearby. (Unless slinging can be done with shield equipped, where then only the spear would be propped up nearby.)
Kordan Mardahar
player, 166 posts
Korantine
Sea Captain
Thu 3 Jan 2013
at 23:54
  • msg #7

Re: All at Sea

Kordan quickly relays the information and then double-times it to the skiff.  Getting off the sand bar, if possible, is going to be a major priority.  Grabbing Ori along the way, he hollers:

"Feed rope to me while I'm on the skiff, if things get too hostile you may need to help me get back aboard the ship."

Then, grabbing a length of rope, Kordan boards the skiff and proceeds to test for depth as instructed.
Simulacrum
GM, 305 posts
Fri 4 Jan 2013
at 22:45
  • msg #8

Re: All at Sea

In reply to Kordan Mardahar (msg # 7):

Then Kordan can make a Seamanship (Shiphandling per Legend) roll and see if his efforts impress...
Kordan Mardahar
player, 169 posts
Korantine
Sea Captain
Fri 4 Jan 2013
at 23:44
  • msg #9

Re: All at Sea

In reply to Simulacrum (msg # 8):


15:44, Today: Kordan Mardahar rolled 23 using 1d100. (59 - Shiphandling).
Orinastron
player, 66 posts
Sat 5 Jan 2013
at 10:48
  • msg #10

Re: All at Sea

Having tagged along onto the sandbar with Kordan, Orinastron will keep guard over them, bow at the ready and watching the approaching mob.  Once within normal range c. 125 m is it possible to discern whether they are armed and, if so, to fire a warning arrow short of them?

21:49, Today: Orinastron rolled 15 using 1d100. Perception (45).
This message was last edited by the player at 10:50, Sat 05 Jan 2013.
Simulacrum
GM, 306 posts
Sat 5 Jan 2013
at 13:59
  • msg #11

Re: All at Sea

In reply to Orinastron (msg # 10):

Kordan does his job well, and quickly determines on which side of the Foamfollower there is the greatest depth to get free of the bar. It's not ideal as the wind is driving the ship the other way.

Fore of the ship, Kordan indicates where there is the deepest path through the bank - but it's too shallow for the Foamfollower.

A number of small boats are labouring their way out from the shore - once they are clear of the surf you can assume 10-15 minutes to get close.

Zenduf calmly takes control, the skiff is brought back close by the Foamfollower and anything of weight that can be is lowered down into it to help reduce draft. Meanwhile Joresh is seeing that the deck hands make everything else fast, and instructs those aboard to secure themselves too. The next bit is very tricky, but masterfully done - Zenduf manipulates the sails in such a way as to heel the boat, producing a list that lifts her keel to the side and so reduces draft by enough to see her driven off the sand bar. It's a critical seamanship roll for the old captain, and the Foamfollower grinds free before he has the sails turned, and she tips back to near the level. There is much clapping of hands and shouts of joy, an Zenduf feels his damaged pride and reputation has been somehow restored.

There is no prospect of the folk from the shore engaging a ship like the Foamfollower from their little boats, and once they see she is under way they turn back to shore.

What can and must be done this morning is the crucial bearing be taken from Tempigone, looking for where the moon sits in the sky and taking a course to the West in accordance with Rilados' instructions. Solisand is, you are told, up to 3 days' from Tempigone - well within the range of a ship like the Foamfollower without stopping over at Tempigone - and Safra is now determined to press on, having tolerated several days delay at Thyrta.

The mood is good today, and the Morkeshite sailors look on Kordan at least with some respect, he has shown he can be a useful hand at sea. Much unintelligable bonhomie goes around, but you can see there is a test of strength being lined up and maybe wagers taken between Kordan and their own brawny giant, Bessum the deck hand.
Orinastron
player, 67 posts
Mon 7 Jan 2013
at 11:05
  • msg #12

Re: All at Sea

Orinastron climbs back aboard and will approach Kordan, Sanjar and the others.

'Do we need a plan when we get to Solisand based on what little we know?  Based on this morning's experience on the sandbar, we won't be able to get this hulk onto the beach and there's no talk of a port there, from what you said.  The ancient records of that Paladin talked of landing on a beach on the northern end, virtually nowhere to land on the rocky coast east and west and then long stretches of beach protected by reefs and monsters to the south.  Ruins of a village in the west and forests throughout the centre...

'Do we sail around and survey or simply make for the northern or southern end?  If we want to send a small scouting party ashore somewhere I'd be happy to be a part of that - the less time I spend bobbing about on what used to be a tree, the better.

'Any thoughts?'

Kordan Mardahar
player, 170 posts
Korantine
Sea Captain
Mon 7 Jan 2013
at 16:29
  • msg #13

Re: All at Sea

"I imagine we'd put down anchorage and send our team to shore. Though we have to actually FIND Solisand first...

Oh and that Bessum guy?  I sized him up when we first came aboard.  I can take him."
Simulacrum
GM, 308 posts
Mon 7 Jan 2013
at 22:16
  • msg #14

Re: All at Sea

In reply to Kordan Mardahar (msg # 13):

For the day following the grounding off Tempigone, the light mood returns, encouraged by the bright sky and following breeze that is the sailor's joy. Zenduf feels confident that the following wind will the Foamfollower to Solisand on the 3rd morning after Tempigone, if Rilados' navigation instructions are correct. Zenduf and Joresh take turns at the helm, and Kordan gets the chance to sit there himself, and learn how this foreign ship is steered with rope and tiller (Korantine ships have steering oars), and how the lateen-rigged sails are set to catch the wind. The crew are at times scurrying about their work, but the sea is playing nice, so there is time for relaxation too.

Safra enjoys being on deck, and as the wind whips at her clothes her handsome features are more apparent; at one moment the veil is briefly torn from her face, revealing a fine - and very young - face. Surely she is barely in her twenties? no younger in truth than some of her hirelings, but to be possessed of such a fortune and responsibility at her age...

Joresh breaks the moment, calling on Sanjar to translate for the foreigners.

"Bessum you big lump, get up here!"

"Look", he says to kordan with a grin, "a strapping lad at no mistake...a little wager then? We'll put 10 Dinars behind our boy" (it's clear this is a sum collected from the whole crew). Will you and your fellows match it?"

GM Note: to keep this brief in play time, your choice of Unarmed (Brawl) or Brawn to match against my choice of his. Can make it best of 3...but if you want to play it out as a full combat of Unarmed skills, we can do that too. Bessum won't have put many of skill points into intellectual pursuits, and he's a big lad - what do you think?
Kordan Mardahar
player, 171 posts
Korantine
Sea Captain
Tue 8 Jan 2013
at 00:37
  • msg #15

Re: All at Sea

In reply to Simulacrum (msg # 14):

I'd choose Brawl, as mine's slightly higher than my Brawn.  Slowing down gameplay for just one player to be involved in a mock combat doesn't seem terribly worthwhile as it's not plot integral, entertaining as it might be.

Best of 3 works for me.
Simulacrum
GM, 309 posts
Tue 8 Jan 2013
at 01:02
  • msg #16

Re: All at Sea

In reply to Kordan Mardahar (msg # 15):

It's before the evening meal - and the crew take up positions around the deck to watch the two giants go at it, laughing and clapping.

Kordan is not entirely surprised that a jar of oil is produced, and the wrestlers are expected to smear themselves with it, make the whole thing slippy so getting a hold is difficult. Back home they call that 'Assabian Wrestling'. But he is a little suprised that he's supposed to keep at least some of his clothes on - for modesty's sake. Assabians don't actually do Assabian wrestling naked. A relief perhaps, what with Safra looking on.

Bessum is relying on brawn alone, so Kordan draws on his experience in brawling to take him on, use a little speed and dexterity in the bargain. It's a simple job of pinning the other fellow down, or lifting him up off his feet.

Bessum may be slow witted, but he's good - his shipmates wouldn't be risking a day's pay each if he weren't. And he has three successes (16, 44, 13) - but Kordan can beat at least two of them on the opposed roll...
This message was last edited by the GM at 01:04, Tue 08 Jan 2013.
Kordan Mardahar
player, 172 posts
Korantine
Sea Captain
Tue 8 Jan 2013
at 03:56
  • msg #17

Re: All at Sea

19:55, Today: Kordan Mardahar rolled 91,68,58 using d100,d100,d100. brawl challenge (43).

Not even close!  Apparently the oil rub down threw me off tilt and a left myself wide open.
Orinastron
player, 68 posts
Tue 8 Jan 2013
at 10:13
  • msg #18

Re: All at Sea

Orinastron watches the spectacle with a mixture of shock and amusement - two burly sea-salts rolling around on the deck.  The ocean will ever be alien to Orinastron's Jekkarene upbringing... Nevertheless his comrade's honour is dented and it occurs to Orinastron that, lanky streak of piss he may be, they might not know much of the Jekkarene style.

He clears his throat and steps forward, ”So brawn beats brawn, but can it beat wit? I'll stand as Kordan's second and tale the bet.  Will you try your luck with me?"

Orinastron is no expert at wrestling and certainly doesn't have the brute strength (Brawn) to take on Bessum.  Nevertheless he has learned a little technique in the ranks and it is a Jekkarene military style that maybe unfamiliar to this crew.  He has just seen Bessum in action and might have some sense of the big lunk's opening moves.
Simulacrum
GM, 310 posts
Tue 8 Jan 2013
at 11:08
  • msg #19

Re: All at Sea

In reply to Orinastron (msg # 18):

"Double or quits little fellow? Our boy has hardly broken a sweat!" says Joresh. "And are you good for the money - if your friends do not stand you the wager, perhaps we can prevail on our lady to take it from your wages?"

At this point it seems hardly fair to remind folk that so far as Safra and her crew are concerned, Orinastron is still effectively the prize and property of the band, and no wage has been negotiated for him...

So Safra turns to Sanjar and says, "My dear and trusted companion - perhaps you may advise. It would amuse me to see this one put his efforts where his mouth is - I hardly think he could prevail. Perhaps if he were to win a match with Bessum he shall prove himself worthy of the trust that your recruits have placed in him since he so foully tried to murder us only a few days ago. I would see the captain get his money back, and I shall forgo my share of his slave price and place him on half pay* if he wins. But if he loses - then he is mine, unless he buys his freedom from me with his efforts on Solisand..."

*2SP/day for a skilled sell-sword
Orinastron
player, 69 posts
Tue 8 Jan 2013
at 12:43
  • msg #20

Re: All at Sea

Does Orinastron hear any of this exchange between Safra and Sanjar?  Even if he does he will keep his thoughts to himself...  Tanek and Kordan already freed him, after the run-in with the brigands out in the hills before they struck upon Gorkas. Strange that this perfumed pair should think they have any claim over him!  If he should lose the bet he plans to make good his debt with the fine helm he took as his share from the last few days' excitement.

Orinastron will hazard that Bessum will try the same opening moves again and will look to feint these and go for a quick throw, using the lunk's weight against himself.  It's a trick that at only work once but even if it secures a small advantage it will be worth it.
This message was last edited by the player at 21:08, Tue 08 Jan 2013.
Simulacrum
GM, 312 posts
Tue 8 Jan 2013
at 12:45
  • msg #21

Re: All at Sea

In reply to Orinastron (msg # 20):

Good call.

Orinastron thinks he has the measure of the big deckhand from watching his simple but effective plays on Kordan.

Make an Insight role to get a bonus (one grade easier) on your first roll - and then roll, best of three.
Orinastron
player, 70 posts
Tue 8 Jan 2013
at 21:21
  • msg #22

Re: All at Sea

Orinastron steps up, nods to Bessum then sets about him:

08:17, Today: Orinastron rolled 2,9,1 using 1d100,1d100,1d100. Unarmed (46). First roll Easy (69).

Critical, Success, Critical
.

Although no-one is more surprised than Orinastron, he will endeavour not to show it...
Kordan Mardahar
player, 173 posts
Korantine
Sea Captain
Wed 9 Jan 2013
at 00:17
  • msg #23

Re: All at Sea

[ ooc - lol, don't get cocky or Murphy will roll better crits than you. ]
This message was last edited by the player at 03:15, Wed 09 Jan 2013.
Tanek Sanasin
player, 130 posts
Taskan mercenary
What gnome?
Wed 9 Jan 2013
at 00:53
  • msg #24

Re: All at Sea

In reply to Kordan Mardahar (msg # 23):

Tanek sidles over to Kordan during Orinastron's match and mutters to him, "Hey uh... so... uh... mmmhh... Orinastron.  I guess we neglected to mention his freedom to Safra and she thinks he's still a slave.  I sure hope he wins so she forgoes the portion of the slave sale price that she's never going to see..."

He then turns back and hollers "Yeah Orinastron!  Take him down!" while raising his eyebrows and nodding at Kordan.
Simulacrum
GM, 314 posts
Wed 9 Jan 2013
at 00:59
  • msg #25

Re: All at Sea

In reply to Kordan Mardahar (msg # 23):

So the wiry Jekkarene strips to the waist, revealing a rather thin frame, pale skin and an ugly scar on his chest which may account for the bouts of coughing and wheezing...he keeps his eyes fixed on Bessum as he carelessly slops oil onto his hands and smears it over his torso. Despite the brave display, nobody has any doubt this is going to be a brief match, and Bessum will shortly be throwing Orinastron around like a rag doll.

Orinastron affects an air of cocky confidence to try and disconcert the big lad, stepping smartly, bobbing and weaving, before, it seems, stepping right into Bessums powerful embrace. But he fools the Assabian - and smart footwork sees Bessum grabbing at thin air, while Orinastron reappears at his side, stamps on his toes, and as Bessum reflexively lifts his foot from the deck Orinastron reaches for the other with both hands and heaves with all his might, sending the big fellow crashing to the deck. The Jekkarene immediately pounces, putting all his body weight on Bessum's head and torso to pin him down so he struggles like a beetle on its back and cannot rise.

It is marvellous performance...and Orinastron, having earned the trust of the other hirelings, has now confounded the expectations of Safra and her crew.

She affects disappointment at the outcome, but seems delighted with the show.

"So the good captain has his money back. And I am denied a slave - well there is a drama to tell of. Bessum's pride will never be the same again!"

And Orinastron can make an immediate improvement to his Unarmed/Brawl skill.

The whole ship's company is now in fine form. Respect is earned, and the wind that fills the sails and drives the Foamfollower to its goal seems heaven sent. What could go wrong now?...
Simulacrum
GM, 315 posts
Wed 9 Jan 2013
at 01:05
  • msg #26

Re: All at Sea

In reply to Simulacrum (msg # 25):

23rd Arribea, Morning

LAND HO!

A dark streak atop the water in the morning light...this surely must be Solisand? Zenduf is confident that the course is true, and right here, where Rilados said Solisand would be, land is sighted. A few miles distant yet...to far to make out any form or detail but surely several KM across. The Foamfollower approaches Solisand from the East.

The party is now in charge of making plans...their job to locate the quarry and decide a strategy.
Orinastron
player, 72 posts
Wed 9 Jan 2013
at 04:04
  • msg #27

Re: All at Sea

From what we know the East coast is rocky and without a suitable landing place although that's not to say Kordan couldn't find one.  We know from the historical record that there's a place to land on the northern end and the south has a lagoon bordered by a reef with the threat of a sea monster lurking there.  Yet putting in at the northern end may mean a difficult and treacherous passage of the interior.

If we sail around the island we may achieve no more than alert Haliskome to our presence.  Chances are she has found a good place to shelter her vessel from casual discovery?

Any preferences?  Orinastron isn't keen to meet a sea monster and would rather take his chances with the ground beneath his boots but that isn't a particularly inventive approach.
Simulacrum
GM, 316 posts
Thu 10 Jan 2013
at 15:41
  • msg #28

Re: All at Sea

In reply to Orinastron (msg # 27):

To be clear:

The Foamfollower cannot beach, but must anchor wherever she may best feel protected from the elements, or is convenient for the team. The team will be delivered to the shore via the skiff, and unless you have other plans, two of the crew will come with you then take the skiff back to the ship. Which means:

Deciding on how to identify the best place to land
A plan for what the Foamfollower will do, where it may find shelter etc
Deciding what to take with you
Decide how to ensure you are picked up again when ready/needed.

When you get onto Solisand, the whole island is an adventure location. The speed at which you plan to move around is important - how quickly do you cover the ground, are you trying to be stealthy, are you searching, are you going to have a chance to spot an encounter before it spots you, do you spot 'found encounters'?

There are three basic speeds to choose from - Search, March and Flight/Pursuit. The last of these also has a fatigue implication.

Other Notes:
Any experienced sailor knows that the Haliskome's ship, The Purple Wanderer, is a small galley and therefor even without rowing crew there must be at least 10 or so crew in order to handle it.

If the team is suddenly undermanned because a player has dropped out it needs to be flagged - this is a dangerous place, pirates or no. So I suggest cover with back-ups, or I'll hunt for an additional player if needed.

Good luck

Simulacrum
Simulacrum
GM, 319 posts
Thu 10 Jan 2013
at 23:35
  • msg #29

Re: All at Sea

In reply to Simulacrum (msg # 28):

NB: Map Updated (group 0 map)
Orinastron
player, 75 posts
Sun 13 Jan 2013
at 09:44
  • msg #30

Re: All at Sea

We're player characters, what could possibly go wrong?...

Do we have any sense of how long it would take to circumnavigate the island and survey major features?  We can see the extent of the north south axis as we are approaching from the East.  If a cirucmnavigation took only a day or two perhaps we could do that and get a sense of whether there are obvious places that Haliskome may be holed up.  Alternatively, as we don't know what weare looking for we could simply head straight for the East coast that we are already approaching and put ashore there but that sounds a bit aimless...

The risk it seems to me is that we are gong to wander around aimlessly and Orinastron doesn't have any particularly smart answers.  How about something like:

We circumnavigate and survey summarily  the coast and major landmarks.
In the course of doing that we identify a suitably sheltered anchorage for the Foamfollower.
We have them put as ashore within sight of the anchorage.
We take rations for 5 days and have the Foamfollwer send out a skiff to our landing spot at dusk every day in case we are ready to return.

Thoughts?
Simulacrum
GM, 325 posts
Sun 13 Jan 2013
at 17:05
  • msg #31

Re: All at Sea

In reply to Orinastron (msg # 30):

One detail to add - the land ahead looks forested.

Likely time to sail right around the island based on what you can see? Maybe an entire day of daylight hours. Average speed under sail circa 8-9KM/hr, but can be rather slower when against the wind or current.
Kordan Mardahar
player, 177 posts
Korantine
Sea Captain
Sun 13 Jan 2013
at 23:55
  • msg #32

Re: All at Sea

Circumnavigating the island will definitely give us more information about it, but also virtually guarantees that our presence becomes known.

So the question then is, does the value of the information gained exceed the loss of surprise?
Orinastron
player, 76 posts
Mon 14 Jan 2013
at 00:10
  • msg #33

Re: All at Sea

Yep, I agree - it pretty much advertises our presence but I think it's probably worthwhile simply from the point of having some sense of the lie of the land and where it might be fruitful to look?  Otherwise I suspect we will be wandering around without any idea where we are going in a potentially hostile environment (normal modus operandi for any PC group?!  :-) )
Tanek Sanasin
player, 133 posts
Taskan mercenary
What gnome?
Mon 14 Jan 2013
at 05:10
  • msg #34

Re: All at Sea

In reply to Orinastron (msg # 33):

Hmm, well.  We know from the Report of Astangoras that the North beach is the only easy landing point.  I wouldn't want to risk our lone ship against a possible sea monster at the South beach, even if the one that was there was slain in 1014.  Now, Astangoras did say that there were some landing points on the rocky East and West sides.

Perhaps we could try to find a location to land on the East side here?  If lookouts haven't spotted us by now, I can't imagine that they wouldn't as we circle the entire island.

(I'm a little foggy on this point, but what year is it currently?)
Orinastron
player, 77 posts
Mon 14 Jan 2013
at 06:12
  • msg #35

Re: All at Sea

Orinastron is OK with that - land from a skiff on the Eastern shore or at the beach to the North.  Anything that gets him ashore sooner rather than later, frankly.  We'll still need to solve for what the Foamfollwoer does in the meantime - needs a sheltered location to anchor lest we be shipwrecked here and how we make contact for a pick-up from shore?  Think we need to put ashore in sight of anchorage?
Simulacrum
GM, 326 posts
Mon 14 Jan 2013
at 11:25
  • msg #36

Re: All at Sea

In reply to Orinastron (msg # 35):

There is a thin line of beach visible (labelled East Beach on the map). It's probably not a good beach for dragging up a galley, but I'm sure would be perfectly servicable to land a skiff.

If the Foamfollower cannot find a protected anchorage it must take its chances - but if an ill wind blows up Zenduff would have to take her out to open sea to ensure she does not break its anchor and cannot get driven onto the rocks and shallows about the island.
Orinastron
player, 79 posts
Tue 15 Jan 2013
at 11:19
  • msg #37

Re: All at Sea

Shall we just land here then, let the Foamfollower anchor off the beach and send a skiff out for us each evening?

If there's just four of us now shall we take a couple of deckhands, dress them in red tunics (à la Star Trek) and take them along with us?
Kordan Mardahar
player, 179 posts
Korantine
Sea Captain
Tue 15 Jan 2013
at 18:10
  • msg #38

Re: All at Sea

How's the open sea weather this time of year?  Is it safe for the Foamfollower to be just hanging out?

Another alternative would be to just swing to the north side of the island, look for safe anchorage, and leave the south and west un-spotted.  That would leave the Foamfollower better protected from natural issues and perhaps harder to spot.
Tanek Sanasin
player, 138 posts
Taskan mercenary
What gnome?
Tue 15 Jan 2013
at 19:58
  • msg #39

Re: All at Sea

In reply to Kordan Mardahar (msg # 38):

I'll defer such unimportant details as the safety of the boat [sic] to the seamen who are paid to make then. Like Kordan.

I think we should bring some gold shirted security officers along. That way if the captain dies we can have someone step up to replace him.
Simulacrum
GM, 330 posts
Tue 15 Jan 2013
at 23:04
  • msg #40

Re: All at Sea

In reply to Kordan Mardahar (msg # 38):

Right now the weather is fine, and has been ideal since you left port. That can change.

Avoiding the south is a reasonable call as you suspect there is a reef there (based on the textual evidence), nbut have no idea where it is and how far out.

But someone...decide what to do. If all else fails Sanjar should step in?
Orinastron
player, 80 posts
Wed 16 Jan 2013
at 02:53
  • msg #41

Re: All at Sea

Orinastron listens to Tanek and Kordan, 'OK, agreed.  We let Zenduff worry about the Foamfollower - his job is just to make sure there is a skiff within shouting distance of our landing point at dusk each day to pick us up or provide supplies in case of need.  Kordan's point is well made - we know there is a beach at the northern end based on the historical reference.  Let's have Zenduff take the Foamfollower round there and send us into the beach by skiff.

'We know that there was a 'stronghold' towards the south and that we must cross some thickly frosted terrain to reach it - that might be where she is holed up, alternatively the ruined village in the West.  Or somewhere else entirely.  At least by getting ashore at the northern end we are underway and off this boat.  Let's go!'


Orinastron will set about tooling up - he will retrieve his light armour and his fine new helm, his broadsword and buckler, his bow and the sheaf of arrows he bought in port and a couple of spare bowstrings.  He'll also requisition three days light rations from the cook.  He will approach Sanjar and Safra and ask if they can spare a couple of likely deckhands to accompany us ashore primarily to carry surplus kit - rope, water skins and the like.

Ref:

By the time our fleet reached the apostate's island, we had already lost 2 ships to the ocean's violent temper. So with land in sight we put in at the first available beach, on the north side of the island. We set a camp and sent two parties inland to explore. One returned within a few hours, reporting that they had found the ruins of a village to the West. The other party returned the following day with reports of a forest that stretched as far as they could reckon, forming a barrier between our position and the location of the Apostate's stronghold  - indeed three of their party had already become lost. As a result of this intelligence I decided to send a ship under Captain Ortantos to circumnavigate the island, rather than risk more of my men on a march into the forest. The captain reported back that East and West coasts were both rocky with few landing places; yet at the south, closest to our objective, were many miles of beaches, however made treacherous to approach by the presence of a broad reef.



This message was last edited by the player at 11:15, Wed 16 Jan 2013.
Kordan Mardahar
player, 182 posts
Korantine
Sea Captain
Wed 16 Jan 2013
at 17:00
  • msg #42

Re: All at Sea

"Tis settled then, we be landing on the north shore.  Sanjar, do you be having at your disposal any means of magical communicating?  If not, might I be suggestin' that when we do be needing pickup, we be at the drop-off point during the first hour after mid day?"

[ OOC]

While on land, unless stating otherwise, Kordan plans on walking around with his bow out and an arrow knocked at the ready, and will be assuming hostility unless shown otherwise.

Who all speaks any Archipelegan besides me?  That could come in handy if there are natives.

[/OOC]
Simulacrum
GM, 331 posts
Wed 16 Jan 2013
at 17:19
  • msg #43

Re: All at Sea

In reply to Kordan Mardahar (msg # 42):

Someone make me a team test for Perception. Assume there's an eagle eye among the crew at 60% if noone in the party has better.
Kordan Mardahar
player, 183 posts
Korantine
Sea Captain
Wed 16 Jan 2013
at 22:39
  • msg #44

Re: All at Sea

Simulacrum:
In reply to Kordan Mardahar (msg # 42):

Someone make me a team test for Perception. Assume there's an eagle eye among the crew at 60% if noone in the party has better.



14:39, Today: Kordan Mardahar rolled 80 using 1d100. Team perception check.

Sorry everybody.
Simulacrum
GM, 332 posts
Thu 17 Jan 2013
at 09:59
  • msg #45

Re: All at Sea

In reply to Kordan Mardahar (msg # 44):

GAME MAP UPDATED (see group 0 map)

Zenduf sets the course to skirt the north side of the island, taking a wary course around the headland and the crew keeping watch for any rocks or banks on this unfamiliar coast.

As she passes the point where the coastline turns back then runs to the West, the forested upland of the east drops away and a long shore comes into view, a silvery line denoting many kilometers of beaches. The forested headland gives way to low ground behind the beaches, beyond them shades of blue-green that suggest more trees and thick undergrowth. In the distance a long, high crag, and to the south of it, the pale outline of two hill tops.

As Zenduf takes a line to come closer to the island to find a place to launch the skiff, a large shape becomes visible on the first (easternmost) beach. It looks like it could be a vessel dragged up onto the shore. Those aboard the Foamfollower gather at the rails, trying to decide what it is. Is it a galley? Could that be the Purple Wanderer? or is it something else?

Perception rolls - individual this time, make one team test for the Foamfollower crew.

Should Zenduf hold his course?
Orinastron
player, 83 posts
Thu 17 Jan 2013
at 11:54
  • msg #46

Re: All at Sea

22:51, Today: Orinastron rolled 34,88 using 1d100,1d100. Perception (Orinastron 45, Crew 60)

Orinastron makes the roll but the crew roll (assuming the 60 you mentioned before) fails.  We will instruct Zenduff based on the results of the roll but, if it looks like a Jekkarane vessel, we might be inclined to make straight for sure now and endeavour to avoid detection.
This message was last edited by the player at 11:55, Thu 17 Jan 2013.
Tanek Sanasin
player, 140 posts
Taskan mercenary
What gnome?
Thu 17 Jan 2013
at 14:55
  • msg #47

Re: All at Sea

In reply to Orinastron (msg # 46):

06:54, Today: Tanek Sanasin rolled 35 using 1d100. Perception (31).

Tanek peers at the shape on the beach but can't quite make it out.
Simulacrum
GM, 333 posts
Thu 17 Jan 2013
at 16:02
  • msg #48

Re: All at Sea

In reply to Tanek Sanasin (msg # 47):

Orinastron says, "what's that on the bluffs above the beach? Looks like someone has been clearing back the woods. Maybe there's a camp up there? Can't make out more from this distance".

GM Note: for reference, there's a small circle on the map at the point indicated by Orinastron)
Kordan Mardahar
player, 184 posts
Korantine
Sea Captain
Thu 17 Jan 2013
at 17:06
  • msg #49

Re: All at Sea

Not sure if it's needed, but Kordan passed perc test:

09:06, Today: Kordan Mardahar rolled 8 using 1d100. (Perc 23).
Simulacrum
GM, 334 posts
Thu 17 Jan 2013
at 19:21
  • msg #50

Re: All at Sea

In reply to Kordan Mardahar (msg # 49):

Kordan's seafaring eye is convinced that the shape on the beach is a galley.
Orinastron
player, 84 posts
Thu 17 Jan 2013
at 21:08
  • msg #51

Re: All at Sea

Looking at the map, I wonder if the best approach to the camp would be from the south-east via the higher, forested ground and not so far from the East beach we first sighted?  The alternative appears to be a fairly open approach across low ground.  With only four of us plus a couple of deckhands  our best chance lies in a stealthy approach rather than walking up to their front door?

Orinastron will have Zenduff ease off on our westerly progress whilst the party has a quick confab: north beach landing or east beach?
Kordan Mardahar
player, 185 posts
Korantine
Sea Captain
Thu 17 Jan 2013
at 21:21
  • msg #52

Re: All at Sea

Yeah, maybe return back towards the East Beach and do a short cross-country hop up to investigate.  If there's a beached ship and a cleared camp, coming in from the north may be a bad idea.

Though if there's anything in the way of a settlement, I imagine we've already been spotted.
Orinastron
player, 85 posts
Thu 17 Jan 2013
at 22:02
  • msg #53

Re: All at Sea

'Zenduff, you heard Kordan.  Turn us about.  We'll land on the East beach'
This message was last edited by the player at 22:02, Thu 17 Jan 2013.
Simulacrum
GM, 336 posts
Fri 18 Jan 2013
at 18:55
  • msg #54

Re: All at Sea

In reply to Orinastron (msg # 53):

Zenduf looks at the foreigners with a rather weary eye, and starts a stream of excited babbling in Morkeshite and it does not require an insight roll to guess that he is sounding off about the ignorant landlubbers on his ship, how you can't turn a ship on a dinar, and how for all he knows a horde of ravening pirates are about to take to their ship and chase them across the ocean.

Kordan probably sympathises...

In the end, if that's the order, Zenduf is willing to make a wide turn to the north, and trusts that the wind will oblige; in any event he would rather not encourage the imagined pirates to follow him but make like he is hurrying out to sea...and then he will seek to loop back to the east beach, drop you and get clear. OK?
Kordan Mardahar
player, 186 posts
Korantine
Sea Captain
Fri 18 Jan 2013
at 19:22
  • msg #55

Re: All at Sea

That sounds like a good plan.
Orinastron
player, 86 posts
Sat 19 Jan 2013
at 11:47
  • msg #56

Re: All at Sea

Orinastron will kit up as mentioned before.
Simulacrum
GM, 337 posts
Sat 19 Jan 2013
at 22:15
  • msg #57

Re: All at Sea

In reply to Orinastron (msg # 56):

23rd Arribea. Midday. Weather remains good, with little cloud. It's warm here.

The skiff is in the water, and it's oars are dipping the surface, pulled by two crewmen from the Foamfollower. It will take less than 20 minutes to reach the beach, 500m away.

Who is in the skiff with the party? Certainly two sailors who must row it back to the mother ship...but if anyone is to accompany Sanjar, Korda, Tanek and Orinastron now is the time to say; be specific when requesting crew members (you have the list). Or bring Hebdomar (needs rolling up) if you want support and feel the desire to try him out.

How many day's supplies are you taking - and will you carry all this with you or find a hidey place near East Beach to stash it?

When is the Foamfollower to return?

Below is some movement information, relevant to the locale and the tactics you deploy. This will also give you and idea of how long it will take to explore the island. These are 'straight line' movement rates and account for general terrain but not for major obstacles (like a cliff, swamp or what have you):


SEARCH: Speed 2KM per hour, 3KM in open country.  The Adventurers are moving cautiously, taking care to examine the surroundings, keep an eye out for trails and ready to go to ground or use stealth if they suspect an encounter is near. Characters always get a chance for Track and Perception rolls before running into an encounter, and may have a chance to evade or avoid traps by detecting heir presence before they are triggered. Fatigue rolls avoided.

MARCHING: Speed 3KM per hour, 5KM in open country. Moving at normal pace, forging a path though the surroundings to reach a destination. Track rolls are only awarded if the party states they are stopping for the task. Traps avoided or evaded on an opposed roll basis. Fatigue team test once per half day.

FLIGHT/PURSUIT: 5KM per hour, 10KM in open country. Crashing along in flight or pursuit or a rush to reach an objective. No opportunity for perception, tracking or spotting/avoiding traps. Individual fatigue tests, or team test as appropriate every 10 minutes (as Medium Activity), using Athletics.
Sanjar Zand
player, 136 posts
Sun 20 Jan 2013
at 05:06
  • msg #58

Re: All at Sea

- So far Sanjar agrees with pretty much all courses of action and strategic decisions.

Sanjar does not really have much enthusiasm for fisticuffs, however a good bet is another matter.  The gambling involved seems to keenly keep his interest, though he does not part with his own coin at this time.

When the matter of Orinastron is raised, and his freedom, Tanek would have been reminded that while he was the 'designated' owner of Orinastron and legitimately set him free... Orinastron was still booty acquired on the job and his value rightfully should have come from Tanek's share of the loot first and foremost.  Lucky for both men that Orinastron won the wager.

Orinastron has definately increased in status in the eyes of the vizier, in no small way.  Just what Sanjar really thinks doesn't seem to part his lips however he decidedly seems to treat the man with much increased social respect.

Sanjar would perhaps give Hebdomar the chance to volunteer to join the away party as a guard for Sanjar.  Do well and perhaps he will start down the path to earn his freedom.

Sanjar does not divulge any method of facilitating communication.  He does however offer to cast protective wardings over the group before they launch out in the skiff.

I am for the ship returning the eastern coast where we landed at dusk, when it is perhaps the least likely to be noticed from the shore of the island.

Sanjar desires to have those with stealth skills, of whom he is not one, to approach the encampment without undue risk and return with whatever their immediate impressions are.

On the 'away mission' Sanjar will leave his staff behind on the ship and instead sports his scimitar strapped to his waist and buckles on his quiver and bow.  Once they hit shore he will break out the bow and have an arrow ready in hand, as he scans the interior.
Orinastron
player, 88 posts
Sun 20 Jan 2013
at 11:03
  • msg #59

Re: All at Sea

In reply to Simulacrum (msg # 57):

In answer to Simulacrum's questions and skimming earlier posts:

Looks to be about 8km from East beach to the suspected encampment on the North shore - 4 to 5 hours travel at search speed.

Every day, Zenduff is to send out the skiff one hour after midday to our landing point on the East beach in case we need pick up or re-suppply.  The two sailors should have with them another 2 days of rations for our landing party in case we need it and should bring with them the ship's doctor in case we have need of his services.

To start with we'll take 3 days rations as that looks to be generous enough to scout out the North shore and report back with first impressions as suggested by Sanjar.

I dont know who Hebdomar is (sorry...) but if he volunteers to join us as Sanjar's guard, so much the better.  As there are otherwise only four of us let's take Hebdomar (if possible) and ask for a volunteer from amongst the ranks of the core crew of sailors (Kallish, Midrim, Valosh, Vashtar and Horsum), incentivised by a bump in their daily rate for the step up in risk.  The sailor might well stay in hiding at our landing point looking after whatever we choose to eave with him whilst we recce up north.  At least he is then on hand in case of need but not part of the scouting party.

Given we are probably starting with a recce of the North shore and assuming we leave a stash at the East beach, Orinastron will leave 80 of his 100 new arrows at the East beach as well as half of his three days of rations.  Although he prefers the bow, others have indicated they will have these at hand so Orinastron will search with his sword at hand.
Simulacrum
GM, 338 posts
Sun 20 Jan 2013
at 12:26
  • msg #60

Re: All at Sea

OK, I will run with this as a plan.

Ori, Hebdomar was one of your fellow bandit gang, also captured in the failed attempt to kill Safra at the Floundering Turtle.

Since he was clearly only in the bandit gang in the first place as a former pirate washed up on the shores of Brotomagia and in need of a home, you know his loyalties are malleable, like yours. Hebdomar is right now still booty. but he is a sailor, speaks Archipelagan, is physically tough and could be useful.

If the plan is to bring Hebdomar (someone can roll him up or I will flesh out his NPC stats), decide what he will be allowed as equipment. Otherwise the set up now is:

Party landed at beach; find a good spot to stash equipment enabling team to travel light. Leave a volunteer sailor there to cover it. Skiff returns to the ship, ship hides out on the open ocean?

For now, if you move at March speed, you could get to your objective and back again in about 6 hours - ie back before dusk. At Search speed, night will fall (First Watch starts circa 7pm, it's Spring) and you may not be back at the beach befopre morning.

NOW:

Sanjar Zand is rested from his earlier magical exertions (GM handwaive in the conversion restores his MPs to full), and sets about leaving Safra spell-protected (and flattered) before joining others in the boat, cutting a dashing figure as he ties the sash that secures his scimitar tightly around his waist.

Orinastron shows himself a practical fellow in trying to get everything organised; Sanjar looks on approvingly. Bows and arrows are placed in the boat, together with bags of milled corn for making bread or porridge, and strips of dried meat, a cheese, and some hard biscuits. finally, a jar of strong wine, two goastkins of weak beer, considered 'safe' drink if fresh water is hard to find, and an assortment of empty skins to fill up with if you do come across a spring or fresh pool.

Tanek climbs aboard, his shield covered with a fine canvas case. He cannot resist a remark about how little room his sling takes, and how readily he will be able to find ammunition for it if their supplies run low. Slings are, after all, better than bows.

The mighty Bessum attempts to reassert his brawny reputation by taking a pair of oars - he is joined by Valosh and Vashtar, the latter having volunteered to guard the 'camp'.

Kordan sits at the back, using the sterring oar to find the path of least resistance towards the shore and through the light surf. Kordan misses Sallantus' banter, and still wonders what happened that night at Thalvi's Place that the marine should disappear and miss out on the mission. Perhaps his love of dry land finally got the better of him. In any event, it has done nothing for Korantine reputations for steadfastness, as Kordan finds himself the only Korantine among Safra's crew...now he is the foreigner.

For now, the party has a narrow objective - discover if the suspected camp or settlement is Haliskome's stronghold, the rest all rather depends on what transpires. But in preparing the next step, the decision required is when the Foamfollower should return; Zenduf is anxious that at least for now he moves off shore as far as possible to reduce the chance of detection.
Orinastron
player, 89 posts
Mon 21 Jan 2013
at 02:48
  • msg #61

Re: All at Sea

Oh. THAT Hebdomar...  ;-)

I think we should move at Search speed as we're on a recce but as to whether we set off as soon as we land and camp out the night elsewhere or wait on the beach overnight before setting off, Orinastron doesn't mind and will go with the flow.

Clarifying - in case it should become important later - that we are taking some rope along with us in the landing party.  And a whetstone for sharpening blades.
Sanjar Zand
player, 137 posts
Mon 21 Jan 2013
at 04:03
  • msg #62

Re: All at Sea

Sanjar can cast a protective ward over the whole group, but the duration will be limited.  If it is desired to attempt to make landfall and proceed directly to the target, he could cast beforehand.  If it is desired to delay and/or make our way slowly to the target... he would have to hold off and leave us unprotected in the landing and then cast when we were going to to actually make our move towards the camp.
Kordan Mardahar
player, 189 posts
Korantine
Sea Captain
Mon 21 Jan 2013
at 04:46
  • msg #63

Re: All at Sea

My choice would be the slow and steady route, as we're wholly unfamiliar with the island. Sanjar can spell us up when we're ready to strike.

Loading up in the protective spells only to have to fatigue ourselves to utilize it, and possibly falling into a trap doesn't appeal.
Sanjar Zand
player, 138 posts
Mon 21 Jan 2013
at 05:07
  • msg #64

Re: All at Sea

Upon review, that seems best to me as well.  Land, make our way slowly and stealthily, and Sanjar will cast wardings when we are prepared to close upon the target.
Simulacrum
GM, 340 posts
Mon 21 Jan 2013
at 16:05
  • msg #65

Re: All at Sea

In reply to Sanjar Zand (msg # 64):

You hit the beach, and unload your stuff from the skiff. The sailors help you carry it up off the sand to the edge of the forest, where the undergrowth, tree cover and broken ground make for many hiding places where you can stash whatever you need to leave behind while you strike into the woods. It is approximately 1 hour past midday by the time you are set to travel. Perhaps 6 hours of daylight remain.


Of course once you are in the woods a Survival (easy, as you are moving slow) or Navigation skill (standard, unfamiliar ground with limited view of the sky) will be needed to make sure you lose no time heading straight for your destination. for each failed roll before the required success, lose an hour as you stray from the right bearing. Orinastron's guess is that it will still be full daylight (late afternoon) when you get to where you think the camp is; but beware you are unlikely to make it back before nightfall.


The woods here are not so tall, but the canopy is pretty thick and where it is broken in places there is heavy undergrowth. The woods are splashed with spring flowers, pleasantly scented, and alive with birdsong. here and there you see a flutter and a flash of colour from birds that are surprised by your intrusion into their world, or the sprint of some unseen small animal dashing for safety into a thicket or up a tree. It seems this place is untouched by human hand.
Tanek Sanasin
player, 141 posts
Taskan mercenary
What gnome?
Tue 22 Jan 2013
at 01:17
  • msg #66

Re: All at Sea

In reply to Simulacrum (msg # 65):

Tanek plods along while bellyaching, "I never really had to learn how to go places while in the Militia!  I sure hope you guys know where we're going!"
Orinastron
player, 90 posts
Tue 22 Jan 2013
at 03:09
  • msg #67

Re: All at Sea

Orinastron nods in agreement, "Get used to it friend Tanek, I say.  Once you leave your unit and strike out on your own it seems there is neither rest nor peace.  You have only your own wits and your trust in those at whose side you stand.  You must choose those comrades wisely, as I have so recently learned"
Rhaskos
player, 52 posts
Tue 22 Jan 2013
at 18:04
  • msg #68

Re: All at Sea

Rhaskos squints at the sun, takes moss from a nearby tree and sniffs it carefully

(Survival roll - skill 41 - Rhaskos rolls 43)

This way - I know where I am going....

Rhaskos strikes off through the undergrowth.
Kordan Mardahar
player, 191 posts
Korantine
Sea Captain
Tue 22 Jan 2013
at 19:47
  • msg #69

Re: All at Sea

"I'm following Rhaskos, he's never steered me wrong before."
Simulacrum
GM, 342 posts
Tue 22 Jan 2013
at 20:35
  • msg #70

Re: All at Sea

In reply to Kordan Mardahar (msg # 69):

And he doesn't this time either - I asked for an easy roll because you are moving at Search speed, which adds half again to his chance, total 61%..
Kordan Mardahar
player, 192 posts
Korantine
Sea Captain
Tue 22 Jan 2013
at 20:48
  • msg #71

Re: All at Sea

Hah!
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