D&D 5E Spell & Crossbones

OOC: Northwest Point Beach is about 10 miles from Nassau, so a little over 3 hours away at normal walking pace; I've included a modern map of Nassau for reference below.

Nassau Map (modern)

50 is the number of crew you want for a schooner, which is a good ship for a crew engaging in piracy, smuggling, or treasure hunting because it can operate in shallow waters.

As far as the missing plantation workers...yes, it's unusual. Here is what a breakdown of the inhabitants of New Providnce Island in 1712 might look like: 500 regular citizens + 1,000 pirates + 1,500-2,000 slaves / other plantation servants. So 32 missing is about 2% of the population of slaves/servants on the island.
 

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[SBLOCK=Barrington]The hill rises up gently and the lights of the Stuffed Swan inn are soon visible. Wind rattles the tops of the palm trees as Polly regards Barrington with a smile. "Well, if Jim is good enough for your ma' then tis good enough for me," she says teasingly. 

As they discuss the history of Nassau, with the numerous attacks against it by Spanish and French, as well as Governor Trott's departure for the Carolinas and "Governor" Blackbeard's rise*, Polly's perspective is a bit innocent. Not naive, but innocent in that she sees the world thru a very personal lens, speaking of anecdotes and experiences rather than ideas or philosophies.

Though something bothers Barrington about the three pirates they passed, he is hard pressed to pinpoint exactly what. Are they from Hornigold's crew or Jayne McChul's perhaps? Men who he'd fought in the past in the clandestine war waged by the Academie Royale des Sciences? All he can tell for sure is that their boisterous voices grow unusually quiet after rounding a cluster of houses just down the hill a ways, as if they've deliberately fallen silent. Something isn't right.[/SBLOCK]

OOC: The current Blackbeard is NOT Edward Teach, who has yet to join Hornigold's crew. Instead, he is another semi-historical pirate whose true identity (and passing on of the "Blackbeard" mantle) may very well be part of your adventures.
 

Quickleaf [sblock]Katerina narrows her eyes at the board, running her finger over one notification in particular. That would work itself out but did remind her of their group needing expedience. Which reminded her of hijinks going on inside. She takes one final glance around the area before heading back inside.

OOC: I don't know if I need to wait to go back inside for time purposes or not? [/sblock]
 

"Polly," Jim begins, kissing her quickly on the lips. "I want you to wait here for a moment. Something's not right. I'll be right back; you'll be fine." He squeezes her hand reassuringly, and gives her his biggest smile. He then nods and turns around, and quickly moves to investigate what the pirates are doing. he's not hiding, but he isn't being particularly conspicuous either.

He pulls open the catch on his holster.
 

Katerina meanders her way back into the tavern. She takes a moment to watch the arm wrestling spectacle before returning over to Nia, eyeing the dwarves discussion as she goes.

"So...," she says while picking up a tankard of...something. "You mentioned our target was close by. Do we need any special... tools?" She sips from the mug then grins widely. "Just want to be prepared."


OOC: I think you asked about the spelling of the Captain's name? It's Katerina with an E. I think my gaming accountant spelled it differently on my sheet :)
 

Nia gives Katerina a sidelong look, then goes back to watching the armwrestling with a smile.

"We will," she confirms. "But I have taken care of dat already. Your job will be negotiating with de ship's current owner; a task for which you have all de tools you will need already. We will wait until you have possession of de ship before we remove de curse, of course."
 

[SBLOCK=Barrington]As Barrington draws near the corner of the small house, the winds have picked up, causing the palm trees overhead to rattle violently and the ramshackle windows and doors to groan in their sockets. Another boom of thunder sounds over the ocean, and Polly shifts nervously, watching Barrington from afar. Just then two of the drunken pirates whirl from around the side of the house, pistols drawn and leveled at Barrington, though their inebriation is causing their aim to drift a bit. Fortunately, he catches a glimpse of their reflections thru a window moments before, allowing him to draw down first. The third drunken pirate is nowhere in sight.

"Nice night for a walk, isn't it?" Slurs one of the pirates, giving Barrington an evil eye. "Gotta give it to the lass, she was right about you. Dangle a little Polly your way n' watch you jump..." While Polly is too far to hear them, she is obviously surprised by the sudden turn of events, bringing her hands to her mouth and taking a step back. She seems not to be the 'lass' they're referring to. "We'll be taking your pistols n' blade, and then for that walk I mentioned..."

OOC: Drunken Pirates, initiative 1d6=4; the pirates have initiative +3, tied with Barrington, and Barrington wins the tie. If Barrington wants to shoot first, he can.

You can make a Perception check to try to locate the third pirate in hiding.

A Drunken Pirate, Stealth (disadvantaged) = 16 1d20+2=16 1d20+2=19

[/SBLOCK]

OOC: I mentioned this in the out-of-game thread, but here's how I'm handling initiative: 

PCs and monsters have a static initiative value, usually equal to their Dexterity modifier. Monsters adjust their initiative value with a d6 roll where the result determines how they modify their initiative value: (1) -2 initiative, (2) -1 initiative, (3-4) no change, (5) +1 initiative, (6) +2 initiative. Ties always go to the players when dealing with minor NPCs and monsters, though against major villains Dexterity scores are compared.
 

Nia gives Katerina a sidelong look, then goes back to watching the armwrestling with a smile.

"We will," she confirms. "But I have taken care of dat already. Your job will be negotiating with de ship's current owner; a task for which you have all de tools you will need already. We will wait until you have possession of de ship before we remove de curse, of course."

OOC: ooc: QL Do you want this sblocked? I was thinking no since the rest of the group is inside the tavern with us but I don't think anyone would be overhearing...


Kat turns her head to face Nia. "Did you say," she leans in close as she drops her voice to a whisper, "Cursed? Because I thought I heard you say cursed." She sits back up straight. "That might make things a tiny bit more difficult."
 

"Flee now, or you shall regret every choice you have ever made." Barrington's voice is level as he draws his pistol and fires. He's not aiming to kill, only to wound, but sometimes in the dark it's hard to be precise about these things, and he's not holding back. The reloading action is automatic, and practiced with a lightning efficiency.

"I am outnumbered and fear for my person, and for that of an innocent young woman." He is speaking loud, clear, and deliberate, as he draws his rapier, and (assuming they have weapons held on him) attacks with pistol and blade.

(Okay; let's see if I've got this right).

Surprise round.
Fire. 1d20+7, damage 1d10+3 (18; if it's a hit 9 damage). If it's a hit, then spend a superiority die for +d8 damage (=3), make WIS save vs DC 13 or be frightened until end of my next turn.

(I assume that there's no bonus action available, but if there is, it would go down instead like round 1, below)

Round 1
Draw rapier, advance, and attack the other visible guy. 1d20+5 to hit, 1d8+3 piercing (9 to hit, 9 damage). I assume it's not a hit, but if it were then spend a superiority die for +d8 damage (=7), make STR save vs. DC 13 or be disarmed. If he's disarmed I will kick it away.

Because of feat, bonus action is firing pistol, at third guy if seen (perception 1d20+1= 10) -- probably not -- so the second guy. 1d20+7, damage 1d10+3 (=25 to hit; 12 damage).

(I presume I can't spend superiority dice on a bonus action, but maybe that's wrong. If I can, then I'll use the second one above (since I assume it didn't get used).) Regardless, Up to two superiority dice used.

So -- (I'm spelling this out since it's the first time)

Attack, superiority die (fear save needed)
Attack (miss?)
Bonus attack (with superiority die? if so, disarm.)
 

"On de contrary," Nia assured Kat, still smiling that 'cat's got the canary' smile. "It is to our advantage. You must trust ol' Steeleyes, Captain. Leave de curse to me. But use it when you speak wit' Blackbeard to take ownership. Let him tink he is takin' advantage of YOU, sellin' off a ship dat none dare use."

"We'll be havin' de last laugh, when we sail it away."
 

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