Our Cast Of Heroes:
[*]
Lydia - Rilkan Warlock
[*]
Takeda - Nezumi Druid (+Giant Crab)
[*]
DK - Hadozee Scout
[*]
Canis - Kobold Cleric
[*]
Hayden - Dwarven Fighter
[*]
Rawleigh - Fire Elf Wizard
[*]NPC Crew
Alright. Well I haven't posted in a fair while, but let's see what was missed. I'm missing my notes for this first part so it's just from recollection.
We go from Tidewater Rock, and set south to attack the Crimson Sails like the Sicilians had suggested.
On the way, we meet up with a new PC out wandering the ocean. Rebecca, the grey elf wizard, with the soulmeld to walk on water, Traveler's Cloak for food/water, and Sudden Extend Rope Trick for sleeping at night; she can literally wander across the ocean on foot. She's a wandering shipwright, and our ship hasn't been repaired since we got it despite all the battles, so we take her on board and have her join in the crew.
Assessing the damage to our ship, it turns out we didn't read the rules quite right. Normal things die at 0hp, and so we all assumed that ships sink at 0hp as well.
Takeda: So how much damage to we have?
GM: You've got about 30% hp left.
Takeda: Alive at least.
Lydia: Let's stop and repair before we go after the crimson sails.
Canis: Actually, we're already sinking.
GM: What?
Canis: Yeah a ship is intact but sinking when below half life, and then 0hp is for when the whole thing is going to totally collapse next round.
GM: Oh, well, that's stupid. Whatever. We'll fix the numbers later. Right now you're at half hp +1 I guess. You're about to sink.
Lydia: Okay, yeah, we'll definitely stop and repair. We've got lumber on board right?
GM: Not enough for this level of damage.
Takeda: We'll stop and cut down trees from the shore. We've got enough crew to perform some basic woodcutting operations.
GM: Fair enough, you set down in a quiet spot for a few days. There's lots of hatchets and stuff, so your crew is able to collect enough wood to repair the ship up to full health.
Takeda: While they're doing that, can I make a Spellcraft check or something to check for rare ingredients in the woods? Magical herbs or something?
GM: Uh... sure.
Takeda: 23.
GM: You find some berries.
Takeda: Do I know what they do?
GM: Nope, you just know that they're kinda weird, and definitely magical. They're blue, and when the wind blows by you hear a ghostly giggling sound come out of them.
Takeda: I shal make the dwarf eat them first.
Hayden: What?
GM: Hayden, the rat-man comes to you and offers you some berries that he claims are magical.
Hayden: I'll eat them! Do they make me stronger?
GM: No, but you turn blue. Entirely blue. All of your skin, all of your hair, it's all blue now.
Hayden: It was worth a try.
Takeda: I don't eat the berries.
Lydia: I eat the berries.
GM: You also turn entirely blue.
Takeda: Hmm, I collect as many of the berries as I can, and mash them into a paste, and dye our ship's sail totally blue.
GM: Sure, it works, your sails are all totally blue now.
Takeda: I'll keep some of the seeds for growing more of these things later.
GM: You all realize that this blue effect won't ever wear off, right?
Lydia: I hope not
Hayden: Yeah, I don't mind
Takeda: Blue Sails are perfect for fighting the Crimson Sails.
So with that sorted, we proceed south. After a few more days we come upon three Crimson Sails ships attacking a town. The main ships are out in the water, with the little landing boats already attacking the town. Immediately the three ships are declared to be (in order from closest to shore outwards) the Nina, the Pinta, and the Santa Maria. We head right in, full speed for the Santa Maria. We get there, fight it out with the pirates on board. The top crew are on shore though, so things aren't too tough. After a few rounds things are subdued. The Pinta moves to meet us, and we fight them as well. The Nina, however, moves for the shore, signaling the command crews on shore that there's an attack back at the boats and such. Most of the crew on the Pinta and Santa Maria are all slaves that didn't fight back, so we quickly spread some of our crew onto those two new boats and flee the scene with two new captured ships.
This is where my notes pick back up some.
Once we're to safety, we free the slave crew, and offer them a chance to join the fleet. About half of them want to be dropped off back in civilization, but the others agree to stay, now that they're getting paid and fed properly. The crew situation overall is looking pretty light though, so we wonder aloud where we'll get more people from. The Hobgoblins speak up and say that things are going good so far, and they'd be able to get a lot of goblins from their village to work for us if we wanted to go there. Since we just need lots of people for crewing the ships, and they don't have to be strong fighters or anything, then a big pile of free goblins sounds good enough to us, and we go and pick up a bunch of goblins, along with a few more actual hobgoblins as well.
Our Fleet now looks like this:
Ship Name | Category | Crew | Crew Count
|
Pinta | Light Attack | Main Crew | 12
|
Santa Maria | Light Attack | Secondary Crew | 12
|
Stone Tortoise | Cargo Barge | Goblinoid Crew | 36
|
Quark's Promise | Small Merchant | Training Crew | 24
|
We put the most inexperienced of our armada, along with Maheem and Ambrose, onto the Quark's Promise, and keep it at Tidewater Rock so that they can train up at sailing and fighting and such. Meanwhile, the Pinta, Santa Maria, and Stone Tortoise all set out again.
We visit the big city, sell off our excess lumber as plunder, and decide to look into that map we skinned off the pirate that attacked us in the middle of the night. We ask the Sicilians for some advice, and they say it points to Mancatcher Cove. The advice is that we should stay wary of Crimson Sails even out that way as well, and they send three demon-looking people with us for backup.
By deciding to follow along the plot, we get to 6th level, because the adventure says that the party should be 6th level as they approach Mancatcher Cove.
The map indicates something about a sun goddess, and something about a sea monster, and something about a cave.
We approach an archipelago, and we can spot a single cove of any significant size. Approaching that, we can see some caves that are mostly hidden among the dense jungle trees. We check a few out, and find some spare coinage and a magic amulet, but nothing too significant. Nothing worth making a whole map tattoo for. Some of the caves have portions that lead underwater, but we're sure as hell not going into that.
We wait for low tide to see if it'll pull back enough water to give us a clear tunnel. As the sun rises the next morning though, it glitters off of some stuff buried into the island's cliff face. A green skull pattern, with a golden tooth. We climb up to check out the golden tooth, and it's a large hunk of fool's gold. Worth keeping anyway.
Climbing up higher into the skull pattern, now that we've noticed it, we check out one of the eye sockets. The first one we check has a trap, and a spiked swinging log hits the Druid, Wizard, and Warlock for a big pile of damage. A few Lesser Vigor spells are thrown down, and we discover that there's nothing at all in the cave, it just stops after a small turn about 20ft back.
Checking the other eye socket, this cave goes in deeper, and opens up into a space where a bunch of tree roots have formed into a shape kinda like a big bearded face in the cave wall. With a Profession (Sailor) check we're told to check for buried treasure by the GM, so we dig down. Instead of being treasure, it opens up into a vertical shaft that drops down into another part of the water filled caves under the island.
Do we go down into the water filled caves? Nope. Fuck that. We're not going underwater when we learned about the island in the first place from someone who talked to sahuagin. The whole place is probably full of Sahuagin just waiting to pounce on us as soon as we start suffering all those horrible and nasty underwater fighting penalties.
Instead, we decide to give up on the whole stupid adventure.
Sailing back to the big city, we drop off the demon-guys back with the Sicilians, and while we're at it we give them the treasure map for them to use if they want.
We ask around about the ship that the fire elf had been on, and where it might have gotten off to. It's called the Steaming Shit Pile, because it started out as a "real" ship, and then people kept strapping more things onto the outside of it, until it became a monstrosity of steamwork and sails and hull. All kinda... just bolted together. Since "steaming shit pile" is a pretty bullshit and unthematic name that the Fire Elf Wizard gave it, and since he insisted that we weren't allowed to just rename the ship to something more fitting, we decide to at least all call it the SSP.
The Sicilians don't know, nor does anyone else in town. We head off to Rickety Squibbs. He of course can't give us any info on his customers, professional honor and all that, but he can give us info on the two other squibbers in the business. There's two people he brings up: one is a guy far, far to the south, and the other is an ogre that lives on one of the shifting islands of the shackles. Additionally, Rickety tells us that the former quartermaster of the SSP is supposed to be at a small pirate stop much closer than either of the other squibbers, so we head there first to find out more.
When we get to the pirate stop, we talk to the quartermaster and get him to join our crew and lead us to where he thinks the SSP is, in exchange for 1% of the whole world, once we take it all over. We also convince two of the dwarves in the bar to join us so that they can get a chance to work with the rare crude oil we've found on Tidewater Rock.
When we get to our destination, we begin to search around the island. As we make a turn several Crimson Sails come into view.
There's 6 of them, one of which is the SSP (basically a giant barge), and five other light attack vessels.
We've got two light attack vessels and a cargo barge. No choice but to charge in at full speed. We have the Stone Tortoise hang back and take a dive into the swarm of crimson sails ships with the Pinta and Santa Maria.
It's decided that all the PCs are on the Pinta, so we just "zoom in" the action focus on just that ship, and decide to handle other stuff later. We crash our ship into the enemy and everyone begins to fight. The enemy captain manages to roll minimum damage two rounds in a row on 3d6 dice, which is hilarious. Not everything is perfect though, our healer NPC, Sandra, is taken to -7 (out of -15 allowed), and we're only on the first ship. Notably, another enemy from the first ship crits for only 2 damage on 2d6. The first ship isn't too difficult, all things considered. Lydia was hit with a Blindness spell though, which is shitty. Canis dispatches one of the skeletons to her to be a "seeing eye skeleton"; the skeleton points her in the right general direction and she just keeps shooting eldritch blasts anyway. 50% miss chance from being blinded and all, but it's the best we can do on short notice. Takeda throws a Lesser Vigor onto Sandra, and then she and some of the non-essentials from the Pinta are moved onto the now empty enemy ship (which we quickly name the Ironwall). They begin to move it back out of the battle zone back to the Stone Tortoise.
The next trouble isn't the next ship, unfortunately. Listen checks are called for, and a large thudding sound can be heard under the water line. Takeda runs below deck and looks around. Nothing is inside the ship... it's outside the ship. Without a second thought, Takeda runs back on deck and leaps into the water. Kingler immediately follows as well. It takes the rest of the crew a moment to even realize what's going on. They run to the side of the ship and look into the water. Three large sharks (with the stats of Huge sharks) have sahuagin on top, and they're bashing the Pinta trying to break a hole. Takeda (shapeshifted into a floating katana with the stats of a Fleshraker) and Kingler (also with the stats of Fleshraker) are doing quite well against the sharks, and it's all under water, so the rest of the crew basically sits back on that part of things.
The sharks finally go down just as the 2nd ship gets close. Takeda is at only 25% hp or so, but Kingler is totally unharmed. The 2nd ship contacts the Pinta, and then a squad of teleporting enemies bamph across onto our boat, into flanking positions, and land a few strong sneak attacks. The enemy captain drops a web on the whole mess as well, which our crew obviously can't get around in, but the teleporting guys will be able to pretty much ignore.
Things look pretty bad for a moment. As the round rolls around however, Canis drops two owlbear skeletons around the enemy caster captain. Takeda thinks to question where the anchor points of the web are, and manages to get himself and Groh "freed" from the web by having them retroactively not get caught in the web in the first place since they're standing up on the ship rail, rather than on the deck between all the stuff. This is good. But things can never be too good of course. That's the moment when one of the teleporting rogue things jumps over to Lydia and stabs her into instant death. 18 damage on 3d6, was at 2hp. Even with a slightly extended death's door, she's once again instantly dead. Can't even fall dramatically off the top of a tower this time.
We manage to fight back all the teleporting rogues, but as we regroup this time, we realize that the Santa Maria is sinking nearby. Taking stock of the situation, we see that there's a Crimson ship headed out to attack the Stone Tortoise, our ship, and then the SSP in front of us. A little lifeboat thing from the Santa Maria brings us a few survivors, and considering that it started out 2 to 1 we're actually doing okay, but with the captain dead we're honestly hoping at this point that whatever is on the SSP will just be too much and TPK us. It'd be pretty grand.
This is where we cut it as a cliff-hanger between weeks.
Captain Dead, severely weakened "fleet", but we have to either win at any cost or get TPK'd. We charge the Pinta straight at the SSP. There's some chaff crew that fight back, and the enemy captain is an oversized monster person (stats of a Hill Giant) with the backing of a Cleric that manages to temporarily Turn Undead our cleric's minions. It took a while to whittle the hill giant down simply because they've got over 100hp, but most of its damage went on to summons, so the actual party didn't end up in too much danger.
The attack boat going after the Stone Tortoise didn't end up having much chance. It had about a third of the crew that the stone tortoise did, so we diverted back there to assist and mopped up without even rolling, just a "yeah they can't fight back, do you capture any or just stab them all?" kind of deal. Takeda was back in command of the fleet again, so they all got stabbed of course.
It was determined that we might as well go up to 7th level for this, so we did that. We had complete command of the area, and almost more ships than we could deal with. Some of them were pretty damaged, including the fact that the Santa Maria was totally sunk. However, as with the other previous Crimson Sails ships, there were a large number of slaves per ship that were mostly willing to work for whoever wasn't going to stab them to death. Since we'd gone up a level, Rebecca picked Raise From The Deep as one of her new 4th level spells, which let us lift the Santa Maria up out of the reef without any further damage, and then we dragged it on to the beach for repairs. With a few trees cut from the island, and 6 Make Whole spells per day coming out of the party Cleric, we were able to patch it up into being seaworthy in just a few days.
A truly prodigious amount of treasure was amassed, but since we were able to sail away with every ship in the area, we just loaded it all up indiscriminately and headed back to Tidewater Rock.
Takeda: Hey Lydia, roll percentile.
Lydia: What, is there like only a chance you'll go get me brought back?
Takeda: No I'm going to bring you back myself, with Reincarnate.
Lydia: I don't want to be some new random race! I'll lose Dex points.
Takeda: Oh, come on, it'll be cool!
Lydia: No way, just bring me back normally like before.
Takeda: Alright, fine. We sail the fleet back to Tidewater Rock, and then we'll leave most of the stuff there and take just 1 boat over to the big city.
GM: As you approach Tidewater and enter the cove, you don't see the Quark's Promise anywhere.
Lydia: They're probably out sailing.
GM: And you don't see any of the normal people up on the tower.
Takeda: Oh, dear.
GM: And those Sahuagin skeletons that you'd left chained up on the beach, they're all gone.
Canis: Who's messing with my skeletons!?
Lydia: I knew the island would eventually be attacked while we were gone.
GM: There's a noise and you turn to look behind you. Suddenly some sort of spell unravels upon the waters, and several ships are all revealed within the mouth of the cove. You're trapped. Soldiers pop up on top of the tower at the same time. All the ships have got Crimson sails! You're totally surrounded.
Takeda: Nice. Very nice. Cut to black right there.
GM: What?
Takeda: This is where the film cuts to black and ends, and it's just understood that the heroes all died.
Lydia: Well, you'd hear the sounds of the battle as it cut to black, like Butch Cassidy and the Sundance Kid.
Takeda: Right, right. Sounds of battle as it cuts to black. Catapult and Ballista fire and such. Good ending. Well done.
GM: Uh, well we'll play out at least a little of this though I think.
Takeda: *sighing* Very well. It can't get better than a fade to black right then though. Okay, Rawleigh, you said that you took Plane Shift as one of your new spells, right?
Rawleigh: Yeah, when we got to 7th level.
At this point, many readers might think, "Plane Shift is a 7th level Arcane spell so Wizards don't get it until 13th level", and so it is. However, Rawleigh was still new to the whole Spell Level / Character Level difference, and I wasn't thinking super closely.
Takeda: I grab my crab's claw in one hand, put my other hand on Rawleigh's shoulder, and shout out to everyone, "Execute Plan Omega!"
Rawleigh: What?
Takeda: Plane Shift us out of here, duh.
Lydia: Yeah, we'd have code words set up. Omega is the final plan: Run away. Oh, be sure to like, cut off my hand and bring it with you when you plane shift so that you can bring me back.
This is where the timeline gets a little fuzzy, because of some retconning that went forward and back, but I'll try to present events as they "finally" happened after all the retconning was said and done.
GM: What's everyone else doing?
Lydia: *speaking for the alive PCs that didn't have their players present* Rebecca probably wouldn't have Plane Shift memorized, but she'd probably have copied it into her spellbook. She can throw up a Rope Trick and get 7 other people inside that, giving her enough time to prepare a Plane Shift of her own and escape from the Rope Trick realm. She'll bring uh... Strom, Hayden, Rodney, Swordeye, Vodka, Griffer Tibbs, and Griffer Nubbs. Everyone else... gets left behind I guess?
Takeda: If you can't pull the rope up into the Rope Trick the pirates will all get in.
Lydia: But if it only fits 8 people, and there's 8 of us inside while we wait and prepare the Plane Shift, how will they get in?
Takeda: ...hmm. I think if you don't pull in the rope they can shoot arrows into the opening or something.
GM: I'm willing to let it slide instead of making you abandon Griffer Nubbs, because he's kinda hilarious.
Canis: I can ride my manticore away at top speed. I'll take Groh with me. I guess I lose all of my other skeletons though.
Takeda: You can ride inside your sahuagin skeleton, while it rides the manticore.
Lydia: Literally Gurren Laganning it.
Canis: Yes, perfect.
Rawleigh: I don't cast Plane Shift, but I make it look like I'm about to cast Plane Shift.
Takeda: Well, I've got spellcraft skills, so I'd know if you're faking it and stuff. Roll a Bluff. I'm giving myself a +10 for "puts the target at significant risk" though.
Rawleigh: Hey no fair.
GM: I'm going to rule that you've been with him for some time, and you trust him enough that you don't get a bonus on your Sense Motive.
Rawleigh: *rolls*
Takeda: *doesn't roll enough*
GM: Alright, you've been tricked by the fire elf as he dawdles around pretending to get spell stuff ready. The pirates get up to your ship. At the front of the boarding crew you can see your most hated enemy, Barnabas!
Rawleigh: As he gets onto the deck of the SSP, I pull out Lydia's hand, shout, "Barnabas!" and then throw it to him.
GM: Barnabas looks pleased.
Takeda: ...
Lydia: Do you... are you only happy when you're messing with other people?
Rawleigh: No, this was planned out the whole time, as part of my backstory.
Canis: You don't turn against your own party man, you just don't do it.
Lydia: Good thing Rebecca would have been holding my other hand.
Rawleigh: You guys said that you wanted to stop doing the ship thing, so I thought that this would be a way to end the ship thing.
Takeda: No, if we'd died charging in recklessly to try and get the SSP, or if we'd cut to black just now and never known the extra details about this betrayal, I'd have been fine with either of those; happy even. But now that it's all ended
like this, we can't ever let it go. Now we have to come back and get Barnabas twice as hard as we ever had to get him before.
Rawleigh: Oh. Damn.
Takeda: Alright, well Rawleigh can try to stall all he wants, but if he hasn't cast Plane Shift by now with enemy pirates on the deck, I'm just going to jump off the ship into the water in the other direction from the boarding party. I'll go deeper than the ballistas can shoot and just swim away.
GM: They'll get your crab before it can escape though.
Takeda: Eh, I can summon another.
GM: Alright, they can't do much to you then as you leave underwater. Canis, they can shoot a lot at you as you're flying away.
Takeda: You should also swim.
Canis: How long can you hold your breath?
Takeda: Like 2 rounds per point of Con Score, but then rounds of fighting count as 2 each so it cancels out normally. But in this case, you just have to hold on as hard as you can while the undead do all the work. Just until you're out of ballista range really.
Canis: Okay, I do that.
Lydia: We'll all meet up back in the big city. That would be an understood part of Plan Omega, that we'd all go to the Sicilians and meet there.
Takeda: Unless, of course, it was the Sicilians we were having to flee from, in which case we'd meet at Tidewater Rock, and that would be Plan Omega-Black.
Lydia: Right, of course.
Takeda: Actually though, as soon as I'm out, I'm gone. I'm not going to the big city. I've had it with this whole stupid thing.
GM: Fair enough.
Lydia: *still acting for the group of player-less PCs and NPCs* So Rebecca and the rest all Plane Shift some place. I don't know much about the planes. Do we just go to the Ethereal Plane or something?
GM: Astral might be safer than Ethereal. Ethereal is full of ghosts and stuff.
Lydia: Okay, well, we go there.
GM: You all arrive in an infinite expanse of stars, with weird little color pools floating in places.
Lydia: Fuck.
GM: Anyone in your group have Knowledge (Planes)?
Lydia: Nope.
GM: Then I guess that's all you know.
Lydia: We uh, wander around a while?
GM: After a while you meet some Githyanki, and they approach.
Lydia: Hi.
Githyanki: Ah, what's going on here?
Lydia: We're lost. Trying to get back to the Material Plane. Who are you?
Githyanki: Hmm, We are the Githyanki, it's good that you found us, and not our evil pirate brethren the Githzerai.
Takeda: No, the Githyanki are the astral pirates, the the Githzerai don't even live on the Astral Plane, they live in Limbo among their weird chaos fortresses.
GM: Yeah, sure, but none of these people will know the difference anyway.
Takeda: Yeah, but they both
*KNOW* that flesh is not stronger than steel.
Lydia: ...Sure?
Takeda: Know with all caps and asterisks too. Mystical knowing.
Lydia: Okay so I ask the Githyanki if they can get us home.
GM: Do you have anything to offer?
Lydia: Uhm, I'll offer them Strom. He can give them handjobs. And he's already from the stars and stuff.
GM: Hmm, alright. They lead you to a color portal and tell you it will take you back to the big city you describe to them, and they keep Strom.
Lydia: I've left behind Eric, and now Strom. How many more PCs of players that rarely show up will I lose today?
GM: Jager probably got killed on the island I guess.
Takeda: What about Maheem? He was out on the Quark's Promise, did it get away? Was it captured among the fleet that attacked us?
GM: He's unknown. The Quark's Promise was captured though, you saw.
Takeda: Damn.
Lydia: Sandra or Rosie?
GM: You saw Rosie get killed in the fighting, but Sandra might have made it out, you don't know.
Lydia: Damn it all.
Lydia: Okay, we go back to the Sicilians.
GM: It only took you about a day to go through the Astral Plane, but Canis isn't there yet, it'd take him much longer to fly to the city.
Lydia: I guess Rebecca will go to the Sicilians and explain the situation.
Sicilian Don: I know your leader, but I don't know you. From what you're telling me, things look pretty bad for you. Why are you coming to me with these problems?
Lydia: Rebecca asks if the group can stay in the Sicilian territory while we build back up.
Sicilian Don: You have no ships, no leaders, why should I do anything for you at all?
Lydia: Rebecca will explain that, while Lydia is dead right now, she won't be forever, and last time she went from being a slave on a ship to owning three ships within a very short time. Now she'll be stronger than ever, and that'll be good to have on the Don's side, working against his enemies.
GM: The Don considers this and agrees that your group can stay in one of his facilities while you regroup.
Lydia: Okay, now they go get me brought back to life.
GM: Where do you go, sword god temple again?
Lydia: Might as well. Do I get a repeat discount?
GM: 10 resurrections and the 11th is free!
Lydia: Ugh.
GM: So, how do you want to pay? They'll accept magic items at full value, you need 5,000.
Lydia: What about those wrist things in my arms? They'd still be in my hand I guess?
Takeda: Not enough.
Lydia: How much are they?
Takeda: Uh... 2,500?
Lydia: I dunno, what else we got that we'd care to give up?
Takeda: Oh, just give over those stupid Bracers of Lesser Archery. They're 5,000 exactly.
Lydia: Alright, we do that.
GM: They bring you back to life. It's just as painful to get stabbed like that the second time.
GM: Canis, how are you going to even find the city anyway? You left all your maps on the ship.
Takeda: Just fly east for as long as possible until you get to shore.
Canis: I'll follow the sunrise, and use Create Food and Water as I go.
GM: Alright, several days later you get to shore. You're almost frozen stiff with brine from all the continual ocean air.
Canis: I brush what I can off of my skeleton and manticore and then make my way to the city, talking to villagers or whatever to get directions.
GM: Not too hard, everyone knows where the biggest city around is.
Rawleigh: Wouldn't that brine decalcify his skeleton?
Takeda: Even if the brine was enough to do actual damage, they can be fixed with spells.
GM: So you meet up with a resurrected Lydia, along with a few others from the crew. Takeda isn't there.
Lydia: Now that we've got another powerhouse with us, I'll go to the Don again.
Sicilian Don: What is is that the family can do for you this time?
Lydia: We need to borrow a ship, just for a little while. We need you to let us have a ship and we'll go out and then capture a second ship, and bring your ship back to you, plus we'll pay you some. It's less "have" and more like just a loan.
Canis: A small loan of a million dollars?
Takeda: A small loan of one caravel.
Lydia: I've been pretty good at capturing more ships in the past, and I'm stronger now than I've ever been, so it'll be a good investment.
Sicilian Don: Alright, because we've worked well in the past, this I can do for you.
GM: Also, while you're getting your new ship ready to go out, one of the pixies
So there we are folks. From 3 ships, up to 9, down to none, and then to a single loaner ship.
Blue Sails Fleet Recap:
``````Grand Admiral Lydia (Rilkan Warlock)
```Canis (Kobold Cleric)
```Groh (Hadozee Scout)
```Hayden (Dwarf Fighter)
```Rebecca (Grey Elf Wizard)
``Vodka (Human Rogue)
``Swordeye (Human Rogue)
``Rodney (Human Rogue)
``Frankie (Pixie lady)
``Griffer Tibbs (Human Fighter)
`Griffer Nubbs (Human Fighter)
Possibly escaped, but missing:
```Sandra
Status Unknown, presumed captured or dead:
``Maheem
``Ambrose
Escaped for sure, but also gone for sure:
`````Takeda
And with that, an end to the "Skull and Shackles" element of the campaign. Now we move more into the "Kill that Barnabas Bastard" arc.