At the end of the last session, we left our heroes recovering from a day’s hard work.
That night, below decks, the party plotted and realised they needed to get more of the crew “on side” so that if and when an opportunity presented itself they could take control of the ship. After sharing their impressions of various crew members they drew up a “hit list” of people open to their persuasion.
The next day was hot—damn hot. The Bards went about their business while working their persuasive charms on several of the crew. Fered also managed to get a look inside Peppery Longfarthing’s cabin and discovered she didn’t seem to have any spellbooks (which led to the assumption she had sorcererous powers).
That night Vilimzair bravely sent Pluck on a secret mission to spy on the captain. Pluck later report back that he’d overheard the captain muttering about “the prize promise”. What this meant, no-one (not even Vilimzair) could say but Alagos remembered that a ship called The Man’s Promise was known to sail these waters.
The next day marked two weeks since the Bards were press-ganged into service. Scourge declared it was time the Bards learnt how to board a ship. He forced them to row out in pairs to about 40 ft. away, throw grapple hooks onto the Wormwood and then climb aboard.
In a sinister development, while the Bards were attempting this a person unknown killed a chicken and dumped its bleeding corpse into the water. The blood inevitably attracted a shark. By this time, several of the Bards had fallen into the water. Eventually everyone but Fered who seemed beyond incompetent at climbing managed to complete the task. Fered was beaten for his ineptitude, but the hardy dwarf easily endured the punishment.
That night, Felik tried to entertain the crew, but it went badly wrong and he didn’t get the reception he desired. His performance was so dire that not even Vilimzair could wholly save the day…
3 thoughts on “Skull & Shackles #8: Your Party is Now Boarding…”
How long are your sessions Creighton? It seems you’re still early in Book 1 after 8 sessions & the GM is really playing up the shipboard life. Possibly a good approach.
Roughly four hours or so. We play every Wednesday night between 7 and 11.