Difference between revisions of "Silver and Sith pt 2"
(Created page with "GAME: Orenthal rolls profession/merchant: (12)+7: 19 GAME: Kisaiya rolls +12: (15)++12: 27 The ship you're looking for is the Oft Sea, unfortunately there's good odds its no...") |
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"Not all of them are thiss way," Chay is saying to his kin. He is wrapping wounds, and binding them. But he tells stories of what he'd found so far in Alexandria, and the help of those there. The one they'd lost remains laid out beside them all. To be taken to Am'shere, and heart's ashes. |
"Not all of them are thiss way," Chay is saying to his kin. He is wrapping wounds, and binding them. But he tells stories of what he'd found so far in Alexandria, and the help of those there. The one they'd lost remains laid out beside them all. To be taken to Am'shere, and heart's ashes. |
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[[Category:Logs|Silver and Sith pt 2]] |
[[Category:Logs|Silver and Sith pt 2]] |
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+ | [[Category:Teacher|Silver and Sith pt 2]] |
Latest revision as of 03:02, 29 December 2017
GAME: Orenthal rolls profession/merchant: (12)+7: 19
GAME: Kisaiya rolls +12: (15)++12: 27
The ship you're looking for is the Oft Sea, unfortunately there's good odds its not here in Hextus, fortunately it's probably where its home port is. The city of Hextus is not what it once was, and it shows. The previous seat of power for the Charn empire, it was positioned in a geographically powerful position - by land, it was the fastest way to Veyshan, by the Inmost Sea it controlled the shore line between the two. It's no surprise by it used to be the capitol and even the city shows that.
The city is a sprawl, run down but still strong, with a wall surrounding the innermost part and a majority on the outskirt where the city continues to grow and poverty reigns more than a monarchy. The docks are well maintained but easily the most dangerous looking part to Hextus, with cargo offloading (both living beings and the more standard fare of trade) and more than a few silver changing hands amongst the officials and non.
Thanks to Orenthal's quick work, the ship was going to turn a solid profit. Unfortunately with the corruption on the docks of Hextus, that turned into only a tidy profit, enough that the crew is willing to stick around for a few days yet. Tough any more than a couple and they'll be hard pressed to stay.
Chay was given a disguise by the other Sith he traveled with, a cloak and mask that covered him. So long as he didn't thump his tail much or remove either it would keep him looking like any number of creature that might use this port for trade - but decidedly not like a Sith.
Ilmig probably was thankful to be on solid ground again.
Amy's hands are raw from the lines, but it's a familiar feeling and one that brings back memories of working the fishing boats.
"Sslavers?" Chay is saying to Ilmig. The sith-makar looks halfway there. As he watches the passing terrain, it's clear his mind is partway, somewhere else, even though he's physically present. He wears the robes of a Thulite devoted, the black robes covering most of his face, hands, feet. "I...don't ssuppose you happen to have anything of theirss, sser?" he asks in low tones. Had he a softskin's lips, they'd be stiff and numb.
Amythyst wipes her hands off and grins to the crew, thanking them for their help and even offering to buy them the first round of drinks at the pub. Little do the sailors realize she's also listening for anything else about the ship.
Orenthal knows that, unfortunately, bribes and such are a cost of doing business in a place like this. Best to think of it as just an expense. Paying off the crew, he says, "I don't advise you to go too far from the ship. Anything can happen in a place like this, and if they find where we're from, it'd be bad."
Ilmig is khazad, not a fish any more 'n The Mountain's a sea. His boots on the ground is the way they're s'posed to be. He shrugs at the 'Thulite' and grunts. "Guess they be tradin whatever be payin. Best keep holda yer purse, yer freedom, 'n yer soul 'ere."
"...I know," Chay replies, in a voice low enough it almost isn't heard. He looks towards the others, the sailors on that ship. His hands clench together, inside of his sleeves.
The sound of a tolling bell, high pitched, as another ship makes way for another and the gentle thump of the wood against wood of ships here and there. Calls of one to another as main sails are dropped and foresails stowed, drivers lowered and mizzens inspected. The smell is not unique to this dock, and one that you might expect. Salt, fish, and other less pleasant. Various goods, of food and not, and the undertone of unwashed as slaves are moves through.
Their ship, it's of course important to note, is from Alexandria and hasn't touched that side of the business. Their goods were all legal, even by Alexandrian standards, and more than a few sailors grumble at Orenthal's words of advice and you can guess they probably aren't going to implicitely follow his words of caution.
GAME: Orenthal rolls diplomacy: (9)+11: 20
"...you don't want to go out there," Chay says, speaking up when the sailors grumble. He meets their gaze for a few, bold moments and then looks towards the side again. The 'Thulite' turns to look over the city, then.
"All we need to do iss sstay here, and wait for them to sshow. Unless we are looking for records?" he asks, with a look towards Amythyst. "What iss it you wissh to do?"
Orenthal urges the crew to stay aboard, in case they have to leave on the moment, and he wouldn't want to leave anyone in a place like this. He knows sailors, and so he's cautious. Telling them not to go ashore will all but guarantee they'll go. But threatening to strand them, he hopes will keep them aboard. "I don't see the ship here, but they may show any time. I don't think a place like this bothers with records."
"That iss probably true," Chay returns low-tone'd, in response to Orenthal. "What do we intend to do with the sship, onsse we find it?" he keeps his body language quiet, but his back straight, to create the image of a proud, Thulite acolyte not looking for trouble.
The crew is more responsive to this train of logic but there's still more than a bit of grumbling at it. Grumbling that's only stopped as the Captain rolls out a small barrel of rum from his private stock, a further added bit of encouragement. While the crew might not have seen the wisdom, the Captain did.
Amythyst says, "maybe going into port will reveal something else...like where they stay, after all. And if this is surely their port of call..."
Orenthal nods to Chay as the Captain keeps his men in check. "All right," he says to the captain. "Well be back as quick as we can." And so he'll head off to the nearest bar, himself. He nods to Amythyst. "If we can find that out, we may be able to recover the Princess's missing goods. That'd make a nice cargo to sail back with."
Amythyst says, "I'm not 'entirely' counting on that. Stopping piracy is always a good thing and ore profitable to the ships and their crews. If we get the princess' missing good, then it'll be a bonus.""
"Then perhapss we find a merchant they would have ssold to, bassed on the type of good? I agree with you, sser. However, here may be ssomeone who keepss records. If it iss legal or not, knowledge iss a ssource of power, and a merchant musst keep organized." Still the low tones. Chay keeps his gaze focused on the floor boards, but a close look would show him looking around. Listening.
GAME: Chay rolls perception: (7)+9: 16
Chay lets loose a shuddering intake of breath, as he looks towards the next dock over. "Perhapss I buy them drinks," he says in strange tones. He sees if he can read the name of the ship across to them. "..."
Orenthal ehs at Chay. "You noticed something that might help us find them?" he wonders.
Amythyst tilts her head to Chay. "Something wrong?"
"There is a ship one over who has sith-makar slaves," Chay says. He looks very distressed about this!
Chay looks sad.
Orenthal hrms. "You know. That means you might be better disguised as our slaves than by trying to hide your form. And if we have slaves, we might fit in better... We could also go over there before we leave, as if looking to buy more, and free them." If the slavers don't look too tough, anyhow.
Amythyst seems to ponder something about this. "Strange that the pirate ship would go after ships with goods, but not slave ships." She then looks to orenthal. "May get the wrong idea out of the Sith'makar too...."
"It iss good to have ideas," Chay says. "I can buy lotss of beer and ssend it over and get them very drunk! Then they will be eassy to kill, and everyone will blame it on their being drunk!"
Orenthal hrms at Chay's idea. "That's not a bad plan, I think."
Amythyst says, "I think so too. We just have to be careful. My main area is the water, not on land......""
"Okay," says Chay. "Then let uss do that." He grunts.
Orenthal suggests, "We could have a few kegs dropped off. If they think it's been delivered to their ship by mistake, they'll drink it up before whoever's beer it is finds it."
"Okay," says Chay.
"Bettin cause everyone takes gold 'n gems," Ilmig mutters into his mug. "Only folks like these deal in people..." He listens to the thoughts on those that do. "Water ain' safe." That's his opinion, so there's got to be fact in it. "Betcha these boats spring leaks all the time. Lose their tradin cargo 'n all."
Amythyst says, "I do have an idea...."
Amythyst says, "If you guys can get the people off the ship there.....I'll make sure it sinks."
"Okay, we'll do that insstead, then," Chay agrees. He folds his arms in his robe.
"How would you like uss to get the people off the sship?" he asks.
Orenthal listens to Amythyst, and nods. "That'd be a good plan. So what I think we're doing is going to a tavern, ordering a couple kegs sent to that ship, and investigating while giving them time to get drunk. Then going and freeing the slaves and skinking the ship. Then leaving town, I hope."
Amythyst says, "as well as getting information on the ship while here."
Chay grunts in agreement.
Orenthal says, "That's what we'll be doing in the bar, yes.""
GAME: Orenthal rolls diplomacy: (11)+11: 22
The crew, grudgingly, foots the bill for the kegs to go to the other ship, owing mostly that you convinced them there will be a reward for freeing the slaves.
Orenthal says, "When we get back to Alexandria, I'll buy twice as many kegs for this crew for supporting us."
Chay grunts.
GAME: Ilmig rolls diplomacy: (9)+-1: 8
GAME: Orenthal rolls bluff: (12)+9: 21
GAME: Ilmig rolls fort+2: (1)+8+2: 11 (EPIC FAIL)
GAME: Ilmig rolls fort+2: (17)+8+2: 27
GAME: Ilmig rolls fort+2: (15)+8+2: 25
Orenthal goes up to the barman and says with a firm tone, "I'd like two casks of your hard stuff." He'll lay the gold on the bartop. "Delivered to the shipside, at..." and describe the boat's location. "Our man here will go with them to show where it's going."
Ilmig throws a keg over his shoulder, with others in tow and heads for the neighboring ship. Now, being overly neighborly ain't his best trait, but he can when he tries. "Oi there! Gifts fer yer gullets! The least bad of the swill I be findin 'ere 't passes fer drink."
When the booze is delivered, Orenthal will thank the porters and take the casks aboard. To their crew, he'll give the 'seaman's salute', a blank look and a shrug of his shoulders. "I dunno, it's paid for, and this looks like the place we were told to deliver it. If it's not yours, don't drink it, okay?" He doesn't need to tell them it's his coin as bought it, just that he's delivering it, and giving the impression that it's a happy misdelivery. Happy for them, anyhow.
"What issat?" the sailor at the fore guard looks suspicious of the khazad and his delivery. Orenthal's words appear to soothe them, however, and the booze? /Booze/ is always welcome.
The sailor sways on his feet (landlegs, mayhap), and then offers an enthused, "You go ahead and bring that on back, sailor."
The words, and appearance of the booze change the dreary mood of the ship. Aloft Seaker, is the name of it. Sailors find reasons to go off duty, and gather ondeck. Ilmig soon finds himself in riotous company, and offered a (somewhat filthy) tankard to do his own drinking with.
The slaves of course, are forced to stand and serve. Freshly captured, they aren't used to such roles, and the sailors remind them of their lot with kicks and cuts when they act out of line.
One in particular is given blow across the shoulders. The offender lifts his drink, and asides to Ilmeg, "They act up, hit them as hard as you like. Bruises don't show under scales, hahha!"
"Filthy scaled," another spits, but that sailor's holding a tankard as well, and laughs uproariously with the others.
GAME: Ilmig rolls perception: (16)+10: 26
GAME: Chay rolls perception: (6)+9: 15
Ilmig never met a drink he didn't like. Not one that he disliked enough to not drink, that is. Besides, what better way to encourage comraderie than a little healthy competition. Drinkin-wise. He fills others tankards as he does with his, so long as he be drinkin, so be they.
When everyone else heads onto the ship, Amy just.....hangs back. She leans up against a post near the edge of the dock, like someone who just enjoys the sea and watching ships.
GAME: Orenthal rolls diplomacy: (14)+11: 25
There was only one problem though, not the /entire/ crew joined in for the drinking. They may be disreputable by some standards, but they're not inept. The deck crew largely left to drink, and Ilmig soon found himself amidst their carousing and the beer was flowing more freely than the gold for once around here. A little bit of time and soon many of the crew are just stinking drunk. At least, this part of the crew. There's still a number of them below deck - the Captain for one is still in their quarters and the First Mate is on the foredeck going over paperwork and had barely touched his beer.
Another hour of drinking, and everyone Chay and Ilmig are "partying" with has passed out or otherwise fallen over drunk. Seems those Khazad are made of sturdy stock for drinking, and he's only feeling a bit tipsy from it all (-2 to dexterity-based skills, but no impact otherwise). Of course all things must come to a close and that's where you all find yourselves. The First Mate still working on his papers, though it looks like he's started to drink some of the beer, and three other crew members making sure the slaves don't run off and otherwise doing small tasks.
And around you, about 12 passed out sailors.
Orenthal runs for his partners in crime, meeting up with Amy first, since she was off the boat and sort of loitering with intent. "Hah," he says. "The ship we're after? It's -this- one. They changed the ship's name, I found out."
Ilmig spies a couple things. One bein the first mate being a last drinker. Another is a plaque tucked away with a one of the few ship names he knows. REfilling his mug, and a spare from a deckhand no longer needin it, he tromps over for the First Mate who's hard at work. "Oi there," he offers up the tankard he's not drinking from, "all work and no drink makes fer a might thirsty day, eh?"
Ilmig points out, between filling up and tromping, the nameplate to his Thulite comrade.
Amythyst stares at Orenthal. "Then this is more than just a mercy save. All right. Get the slaves off the boat. Give me a signal when the slaves are off the boat and I'll sink the sucker from underneath."
Orenthal will head up onto the boat and find his allies, then.
Chay glances over that way, but doesn't make a production of it. He clears his throat, and wanders over towards one or two of the sailors who haven't been imbibing, "Have you heard of the wonderful, and glorious salvation that the god Thul has to offer?" he asks.
"I have pamphletss," he adds.
GAME: Chay rolls diplomacy: (9)+7: 16
GAME: Orenthal rolls diplomacy: (17)+11: 28
"I would offer to you, these divine pamphlets are guaranteed to help you find the one, true path to ssalvation. They guide you through a quiz, which is sers, a tool to guide you, to determine the purity of your soul. But since we're all here, sers, I can go ahead and read aloud to you," Chay is saying. He is absolutely not trying to drive them to drink. He absolutely isn't having thoughts of poisoning them. "We could all take the quiz together, as I offer thanks to His gloriousness and fortune."
The man that Chay wander up to stares at him. Just... Stares, then looks down at the pamphlet, then back up a thte disguised Sith. He honestly has no idea what to say or do. "I Uhh.." He stares longer, "I didn't know Thul was actively recruiting?" He says, weakly, but he truly is as a loss. He thought he wouldn't have to deal with this sort while /on a boat!!/ %r"Ehhh." The sailor says as he looks to Orenthal, a frown, "I don't think we need any more beer right now. Pretty sure one of those kegs still isn't tapped yet." He looks over and shrugs. Then he wanders off the ship to go at least secure the beer as he starts down the plank, Orenthal reaches down and gives a swift - and hard - twis of the plank. The man yells out as he topples off the side and the plank is free of the ship. It's gonna take a few seconds to get it back in place.
Unfortunately that yelp is not the best for a stealthy entrance. And As Ilmig walks up to talk with the first mate, commenting on the beer, the first mate is standing quickly and pulling out his pistol. There is one upside at least, he's not staring at Ilmig but instead the man on the docks holding the gangplank.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ATTENTION -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Kisaiya has dropped a TIMESTOP!
Please +init, then cease all roleplay and actions immediately and wait for Kisaiya to instruct you further.
For in-combat commands, type: +thelp.
-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=-
GAME: Kisaiya advances the initiative order.
Round One - Init 21.
It is now Ilmig's turn! Amythyst is next!
GAME: Ilmig RAGES!, gaining +2 to melee attack/damage/Will saves and 10 temporary HP
GAME: Ilmig rolls cmb: (2)+8: 10
GAME: Kisaiya advances the initiative order.
Round One - Init 19.
It is now Amythyst's turn! Orenthal is next!
GAME: Note Flat-footed on Amythyst ended.
GAME: Amythyst casts Slipstream. Caster Level: 5 DC: 16
GAME: Ilmig rolls damage0: aliased to 1D3+3: (1)+3: 4
GAME: Kisaiya advances the initiative order.
Round One - Init 16.
It is now Orenthal's turn! Crew is next!
As soon as she hears the yelp, Amythyst rolls her eyes and immediately dives into the water....as if to avoid a confrontation. However, once she's under the water, she's able to cast a spell to make the water work WITH her and her ability to swim.
GAME: Kisaiya advances the initiative order.
Round One - Init 15.
It is now Crew's turn! First Mate is next!
GAME: Kisaiya advances the initiative order.
Round One - Init 13.
It is now First Mate's turn! Chay is next!
Orenthal has just dumped the fellow into the water. That's as good a way as any to start a brawl, he figures, and he laughs at the fellow down there even as he replaces the gangplank, so he can get back on the ship. Or dump someone else off.
GAME: Kisaiya rolls 9: (10)+9: 19
Ilmig grabs for the mate to introduce him to the drink, but he still has no sealegs, even in port. He slips and winds up socking him, instead.
GAME: Kisaiya rolls 1d8: (6): 6
"Thul is /always/ recruiting," Chay says, with too much memory. It lends his voice a chilling tone. There's a ruckus over towards one side of the ship, though. He tilts his head to the side, then looks back to the sailors. "...it sounds like He's about to have more followers, sers." He does a happy, joyful bounce on the balls of his feet, though it's for a different reason than would be apparent. He turns, and heads towards the slaves, his hands clasped piously in front of him.
GAME: Kisaiya advances the initiative order.
Round One - Init 9.
It is now Chay's turn! Ilmig is next!
GAME: Note Flat-footed on Chay ended.
The sailor next to Chay turns and runs to the other side of the boat, readying a spear to repel the boarders as it where as the one at the bow runs back to the slaves. He lowers his spear at them, making sure that they don't get any ideas while this little bit of insurrection is going on.
The First Mate looks surprised at Ilmig, a raise of his eyebrows as he's then punched hard. A grunt and he stumbles back, moving just out of arm's reach as he raises the pistol and fires it at Ilmig. "TO ARMS!" He yells out.
GAME: Chay rolls bluff: (4)+6: 10
GAME: Kisaiya rolls 3: (7)+3: 10
GAME: NEW ROUND!
Kisaiya advances the initiative order.
Round Two - Init 21.
It is now Ilmig's turn! Amythyst is next!
"Oi! Ta the depths with this!" Ilmig grumbles. Not so much at being shot, but having to put down his drink. To draw his axe and step forward to introduce it to the mate.
GAME: Ilmig rolls weapon8-4: (16)+12+-4: 24
GAME: Ilmig rolls damage8: aliased to 1D10+7: (2)+7: 9
GAME: Kisaiya advances the initiative order.
Round Two - Init 19.
It is now Amythyst's turn! Orenthal is next!
GAME: Amythyst rolls ranged: (16)+5: 21
GAME: Amythyst rolls 4d6: (12): 12
GAME: Kisaiya advances the initiative order.
Round Two - Init 16.
It is now Orenthal's turn! Crew is next!
Amythyst, knowing there aren't any other threats down here, concentrates on the keel of the ship. In this case, she uses one of her stronger spells to cut through the keel....and make it snap down the middle.....
GAME: Kisaiya advances the initiative order.
Round Two - Init 15.
It is now Crew's turn! First Mate is next!
GAME: Kisaiya advances the initiative order.
Round Two - Init 13.
It is now First Mate's turn! Chay is next!
GAME: Kisaiya rolls 6: (13)+6: 19
GAME: Kisaiya advances the initiative order.
Round Two - Init 9.
It is now Chay's turn! Ilmig is next!
GAME: Chay rolls 1d20+8: (8)+8: 16
GAME: Chay rolls 1d4+3: (2)+3: 5
GAME: NEW ROUND!
Kisaiya advances the initiative order.
Round Three - Init 21.
It is now Ilmig's turn! Amythyst is next!
As Orenthal isn't coming up the plank, he's not about to go down it. He can guess what happened with the last one and there's the sound of the one between the dock and the ship moving around down there - trying to get some place safe to climb up. The other stands guard at the slaves, making sure they don't revolt.
The First mate flips his pistol to his off hand and pulls out his battleaxe, "Ohhh look at this. A dwarf on a ship. How cute, gonna vomit your way back home, boy?" ANd he swings, trying to hit him with it but it skates off Ilmig's armor instead.
GAME: Kisaiya advances the initiative order.
Round Three - Init 19.
It is now Amythyst's turn! Orenthal is next!
"<something you don't understand in draconic>" Chay says in lowered tones to his kin, then turns, landing a hit on their guard. Weights on his fist lend haha, weight to the blow! Anger sparks behind it, exploding into fury.
GAME: Kisaiya reverses the initiative order.
Round Three - Init 21.
It is now Ilmig's turn! Amythyst is next!
"Nice axe!" Ilmig laughs. "Too bad 's'only's good 's the one holdin it, lad..." And tries to show him how it's done.
GAME: Ilmig rolls weapon8-4: (15)+12+-4: 23
GAME: Ilmig rolls damage8: aliased to 1D10+7: (8)+7: 15
GAME: Kisaiya advances the initiative order.
Round Three - Init 19.
It is now Amythyst's turn! Orenthal is next!
GAME: Amythyst rolls ranged: (8)+5: 13
GAME: Amythyst rolls 4d6: (15): 15
Amythyst stays under the ship and continues to cut her way through the keel. She's about halfway through. She only hopes her spells last long enough to cut the whole way through.....
GAME: Kisaiya advances the initiative order.
Round Three - Init 16.
It is now Orenthal's turn! Crew is next!
GAME: Kisaiya rolls 3: (16)+3: 19
GAME: Orenthal rolls bluff: (7)+9: 16
GAME: Kisaiya advances the initiative order.
Round Three - Init 15.
It is now Crew's turn! First Mate is next!
Orenthal smirks as he winds up in a staring contest with the one fellow. "A battle of wits, then," he says. "But you, sir, are unarmed." He looks behind the fellow, and shouts, as if to a compantion, "Take him!" Buuuuut, the fellow's not buying it at all.
GAME: Kisaiya rolls 6: (12)+6: 18
GAME: Kisaiya advances the initiative order.
Round Three - Init 13.
It is now First Mate's turn! Chay is next!
GAME: Kisaiya advances the initiative order.
Round Three - Init 9.
It is now Chay's turn! Ilmig is next!
The Guard Chay just hit backs up quickly, and hearing the hissing sound grabs one of the Sith-Makar slaves. He holds the slave in close and points the spear into the underside of the Sith's head, "Step away, Thulite. I don't know what you're playing at, but I'm not going for it. HEY! FRED! Get over here!"
Fred, being the one that Orenthal is keeping at bay glares at Orenthal for a moment, then turns and charges toward Chay, taking a swing at him with the spear but missing gloriously. The three remaining sith on the ground cower.
The first mate grunts from the hit and then stumbles back once more. He's looking well beat up by this point and steps back before throwing the axe into the ground and reloading his pistol. A fine piece of work he obviously cares for more than the rest of his equipment. "Uh huh, keep talkin'" he says to Ilmig
GAME: Amythyst rolls perception: (11)+1: 12
GAME: Chay rolls perception: (10)+9: 19
Chay holds up his hands, as he takes a step back. "Just getting into the spirit of things, ser. I was hoping for more bodies for Thul."
GAME: Chay rolls bluff: (11)+6: 17
GAME: Kisaiya rolls 3: (17)+3: 20
GAME: NEW ROUND!
Kisaiya advances the initiative order.
Round Four - Init 21.
It is now Ilmig's turn! Amythyst is next!
GAME: Chay rolls sense motive: (1)+9: 10 (EPIC FAIL)
"You have pretty eyes," says Chay, distractedly.
The Man looks at Chay, very confused.
"You do! And they would make a lovely zombie," adds the Thulite.
GAME: Ilmig rolls weapon8-4: (3)+12+-4: 11
GAME: Kisaiya advances the initiative order.
Round Four - Init 19.
It is now Amythyst's turn! Orenthal is next!
GAME: Amythyst casts Scorching Ray. Caster Level: 5 DC: 16
GAME: Amythyst rolls ranged: (10)+5: 15
GAME: Amythyst rolls 4d6: (13): 13
"Keep swingin, I'll keep talkin." Ilmig swings, too, though wasn't expecting him to drop the axe and reload. Could be why the axeblade misses.
GAME: Kisaiya advances the initiative order.
Round Four - Init 16.
It is now Orenthal's turn! Crew is next!
Amythyst continues to cut. It's most of the way done, so there should be groaning and such inside of the ship to warn Chay to get a move on. She doesn't say anything, since that would just cause her air to run out...
GAME: Orenthal rolls perception: (8)+7: 15
GAME: Orenthal rolls 1d20+10: (8)+10: 18
GAME: Orenthal rolls 1d6+5+2d6: (2)+5+(6): 13
GAME: Kisaiya advances the initiative order.
Round Four - Init 15.
It is now Crew's turn! First Mate is next!
When Orenthal's opponent runs, he'll run after him. And there he is, squared off against Chay. Perfectly set up for him to come up and smash his quarterstaff in a 2-handed overhand smack against the fellow's back that looks like it hurt.
GAME: Chay rolls cmb+1: (6)+6+1: 13
GAME: Kisaiya rolls 4: (12)+4: 16
Huh? (Type "help" for help.)
GAME: Kisaiya rolls 1d100: (31): 31
GAME: Kisaiya rolls 1d8+3: (1)+3: 4
GAME: Kisaiya rolls 4: (1)+4: 5 (EPIC FAIL)
GAME: Kisaiya advances the initiative order.
Round Four - Init 13.
It is now First Mate's turn! Chay is next!
GAME: Kisaiya rolls 9: (8)+9: 17
Huh? (Type "help" for help.)
GAME: Kisaiya rolls 7: (9)+7: 16
"I told you...you had pretty eyes," Chay gasps out, having tackled the guard. He starts to push himself back up and away from the man. Hopefully, his kin got away!
Chay leaps forward at the one that's holding the Sith as the man looks right about to stab, Greg (not Fred, the one who charged Chay) reacted to Orenthal sneaking up behind Fred and hitting him with the quarterstaff. "Can't right it!" he says. And that's how Chay got stabbed in the chest, thankfully Fred missed with his swipe on Chay as he dove and as he turned to swing at Orenthal, he was no better with his attack - the swing going well wide of the man who just clonked him with a quarterstaff.
GAME: Kisaiya rolls 1d8+4: (2)+4: 6
GAME: You damaged Chay for 4 points. 36 HP remaining.
GAME: You damaged Ilmig for 3 points. 80 AND 1 TEMP HP remaining.
GAME: Kisaiya advances the initiative order.
Round Four - Init 9.
It is now Chay's turn! Ilmig is next!
GAME: NEW ROUND!
Kisaiya advances the initiative order.
Round Five - Init 21.
It is now Ilmig's turn! Amythyst is next!
GAME: You roll initiative for Dogs: Roll: 15 + Bonus: 5 = Total: 20
GAME: You roll initiative for Kennel Keeper: Roll: 10 + Bonus: 2 = Total: 12
GAME: Ilmig rolls weapon8-4: (20)+12+-4: 28 (THREAT)
GAME: Ilmig rolls weapon8-4: (4)+12+-4: 12
GAME: Ilmig rolls damage8: aliased to 1D10+7: (6)+7: 13
And with the resounding shot of the man hitting Ilmig with the pistol, the hatch near the aftcastle slams open, two hounds scrambling up and out of the hold with a half-elf in pursuit.
"Yer gonna shoot yer eye out with that thing if'n ye ain't careful!" Ilmig comments as the bullet dents his armor. Maybe it's moot, though, since Ilmig's return slice leaves the ship cap-de-mated.
GAME: Kisaiya advances the initiative order.
Round Five - Init 20.
It is now Dogs' turn! Amythyst is next!
GAME: Kisaiya rolls 8: (4)+8: 12
GAME: Kisaiya rolls 8: (4)+8: 12
GAME: Kisaiya advances the initiative order.
Round Five - Init 19.
It is now Amythyst's turn! Orenthal is next!
GAME: Amythyst casts Scorching Ray. Caster Level: 5 DC: 16
GAME: First Mate removed from initiative list.
GAME: Amythyst rolls ranged: (17)+5: 22
GAME: Amythyst rolls 4d6: (9): 9
GAME: Amythyst rolls ranged: (17)+5: 22
GAME: Amythyst rolls 4d6: (9): 9
Amythyst snerk.
GAME: Amythyst rolls 1d6: (1): 1
GAME: Kisaiya advances the initiative order.
Round Five - Init 16.
It is now Orenthal's turn! Crew is next!
Amythyst continues to cut, until there is a resounding CRACK in the keel, and the entire ship groans loudly from the keel cracking. Amythyst stops her spell and immediately swims away from the ship....no telling how soon it could go down. But she DOES swim up....for air.
The two hounds look malnourished and quickly start in on the nearest things they see. In this case, one launches at Chay - though by some miracle they miss - and the other goes for Fred.
GAME: Orenthal rolls acrobatics: (2)+9: 11
GAME: Orenthal rolls 1d20+8: (16)+8: 24
GAME: Kisaiya rolls 4: (19)+4: 23
GAME: Kisaiya rolls 8: (9)+8: 17
GAME: Kisaiya rolls 1d8: (7): 7
GAME: Kisaiya rolls 1d10+3: (6)+3: 9
GAME: You damaged Orenthal for 16 points. 20 HP remaining.
GAME: Orenthal rolls 1d6+5+2d6: (6)+5+(6): 17
GAME: Kisaiya advances the initiative order.
Round Five - Init 15.
It is now Crew's turn! Kennel Keeper is next!
Orenthal sees this isn't going to go easily for him, is it? Well, there's not a lot he can do with Chay grappling that fellow, but he can try and help Chay get that fight over with as quickly as possible. Unfortunately, that means getting his own backside bashed up kinda painfully. But he can smack down the fellow Chay's tangled up with, smashing him with his sturdy quarterstaff pretty darned hard.
GAME: Kisaiya rolls 3: (4)+3: 7
GAME: Kisaiya rolls 3: (1)+3: 4 (EPIC FAIL)
GAME: Kisaiya advances the initiative order.
Round Five - Init 12.
It is now Kennel Keeper's turn! Chay is next!
GAME: Orenthal rolls reflex: (8)+7: 15
GAME: Kisaiya advances the initiative order.
Round Five - Init 9.
It is now Chay's turn! Ilmig is next!
Huh? (Type "help" for help.)
GAME: Kisaiya rolls 1d20: (19): 19
GAME: Chay rolls 1d20+7: (16)+7: 23
GAME: Chay rolls 1d4+5: (2)+5: 7
Fred took his first swing at Orenthal as he was leaving, the dog along with, but then she turned to attack him anyway - annoying the beast at his heels for now. He missed quite handily, but at least he still has his spear - unless George who somehow (while being underneath Chay and the slave) managed to throw his off onto the decking.
The kennel master looked between them all and pointed at Orenthal, "That one you beasts!" He yells out, and then starts a quick bit of incantation - a pool of grease appears under Orenthal and oozes out under the man Chay's pinning and even Fred. Though thankfully both Fred and Orenthal manage to keep their feet.
Chay meets the terrified eyes of his kin. He's been there. He knows how bad it is but this time, he's on the other side. He draws his teeth back over his muzzle, and slams his palm into the guy's jaw, snapping it upwards and back. The strike leaves a smear of blood behind from his wounds. Arzaneth would be proud.
He starts to get up. "The other sship," he tells his kin again. "Pleasse. You will--you will not like what happenss if you sstay in Charn!"
GAME: NEW ROUND!
Kisaiya advances the initiative order.
Round Six - Init 21.
It is now Ilmig's turn! Dogs is next!
GAME: Kisaiya advances the initiative order.
Round Six - Init 20.
It is now Dogs' turn! Amythyst is next!
GAME: Kisaiya rolls 8: (5)+8: 13
GAME: Kisaiya rolls 8: (11)+8: 19
GAME: Kisaiya rolls 1d10+3: (10)+3: 13
GAME: You damaged Chay for 13 points. 23 HP remaining.
One of the dogs again takes a bite at Fred, but it misses and dances back to avoid the grease-y mess on the ground, the other takes a bite out of Chay, sinking his teeth into his shoulder with a growl.
GAME: Kisaiya advances the initiative order.
Round Six - Init 19.
It is now Amythyst's turn! Orenthal is next!
GAME: Orenthal rolls reflex: (18)+7: 25
GAME: Kisaiya rolls 5: (8)+5: 13
GAME: Kisaiya rolls 5: (18)+5: 23
GAME: Kisaiya rolls 1d20: (15): 15
GAME: Kisaiya rolls 4: (18)+4: 22
As Amythyst treads water on the surface...the keel of the ship breaks with a horrendous crack...that makes the ship's deck waver violently. Then Amythyst remembers something. "Blast....Chay..." She rolls her eyes...and back underwater she goes......to find an opening and some wood planks for the sith'makar.
GAME: Kisaiya advances the initiative order.
Round Six - Init 16.
It is now Orenthal's turn! Crew is next!
GAME: Orenthal rolls acrobatics: (7)+9: 16
GAME: Orenthal rolls 1d20+10: (5)+10: 15
GAME: Orenthal rolls 1d20+5+2d6: (11)+5+(5): 21
GAME: Orenthal rolls 1d6+5+2d6: (6)+5+(6): 17
GAME: crew removed from initiative list.
GAME: Kisaiya advances the initiative order.
Round Six - Init 12.
It is now Kennel Keeper's turn! Chay is next!
Orenthal scoots out from the little predicament he's in, and before Fred is quite aware what's going on, Orenthal is behind him. A 2-handed swing of the quarterstaff and a meaty thwack on Fred's head spells the last Fred will be making trouble for anyone.
GAME: Orenthal rolls will: (19)+1: 20
GAME: Kisaiya advances the initiative order.
Round Six - Init 9.
It is now Chay's turn! Ilmig is next!
GAME: You damaged Chay for -2 points. 25 HP remaining.
GAME: Chay rolls 1d20+7: (15)+7: 22
GAME: Chay rolls 1d4+3: (4)+3: 7
GAME: NEW ROUND!
Kisaiya advances the initiative order.
Round Seven - Init 21.
It is now Ilmig's turn! Dogs is next!
GAME: Kisaiya advances the initiative order.
Round Seven - Init 20.
It is now Dogs' turn! Amythyst is next!
GAME: Kisaiya rolls 8: (20)+8: 28
GAME: Kisaiya rolls 8: (14)+8: 22
GAME: Kisaiya rolls 1d10+3: (4)+3: 7
GAME: Kisaiya rolls 1d10+3: (10)+3: 13
"Get off! Get--" Chay takes a swing, landing one solidly across the dog's muzzle. For the moment, the sith-makar is pinned. Moving will leave an opening worse than it is. Slowly, he begins to heal, and he readies another punch.
The man starts to chant again, pointing a finger at Orenthal, but he frowns as it seems to have no effect.
The hounds on the other hand are only so happy to oblige, the first one, after being hit in the muzzle by Chay, lunges at him again - sinking his teeth on. The second was attacking Fred, but with Orenthal having killed it, it moves around at the edge of the grease and takes a bite at Orenthal instead - sinking his teeth in deeply.
GAME: Kisaiya advances the initiative order.
Round Seven - Init 19.
It is now Amythyst's turn! Orenthal is next!
There's a shudder of the ship, everyone managing to keep their footing and now the drunken people start to slide toward the middle. Clearly, something is wrong with the ship and the sound of timbers breaking and bending, the groan of a ship under heavy duress. And then the call from below decks.
"GET OFF THE SHIP!" Another hard snap, and another, and soon the ship starts noticeably listing off to starboard, away from the docks.
GAME: Chay rolls ref: (19)+3: 22
GAME: Kisaiya rolls 5: (13)+5: 18
GAME: Kisaiya rolls 5: (8)+5: 13
GAME: Kisaiya rolls 4: (18)+4: 22
GAME: Kisaiya rolls 1d20: (1): 1 (EPIC FAIL)
GAME: Kisaiya rolls 1d20: (1): 1 (EPIC FAIL)
GAME: Kisaiya rolls 1d20: (20): 20
GAME: Kisaiya rolls 1d20: (20): 20
GAME: Orenthal rolls reflex: (2)+7: 9
The hound attacking Orenthal scrambles for purchase and then its legs shoot out fron under it and it starts sliding toward the starboard side of the ship. Right along with it are two of the slaves who failed miserably, one of them letting out a screech of panic normally only used by the very young - the Sith is probably just out of puberty.
GAME: Amythyst rolls acrobatics: (8)+3: 11
Amythyst makes her way through and gasps for air. She doesn't stay there as she runs for the upper decks to help Chay and the prisoners....
GAME: Kisaiya advances the initiative order.
Round Seven - Init 16.
It is now Orenthal's turn! Kennel Keeper is next!
Smythly has arrived.
GAME: Orenthal rolls athletics-4: (20)+9+-4: 25
GAME: Orenthal rolls strength: (10)+3: 13
Orenthal manages to stop sliding down the slanty deck, his feet planting on some bit of debris that had gotten wedged in. Frantically, he reaches out and grabs one of the Sith sliding by, holding him back from sliding in. "I've got you there. We'll get you home safe."
GAME: Kisaiya advances the initiative order.
Round Seven - Init 12.
It is now Kennel Keeper's turn! Chay is next!
Ilmig has disconnected.
The kennel master waves his arms and with a final fling of his wrist with the right words, four balls of light streak from his hand toward Orenthal. Orenthal, seeing the danger lets go of the Sith and jumps into the water as the light travel onward before making a slow and lazy bank to follow after Orenthal, passing through the Sith that he dropped and toward him before ultimately winking out before reaching him. "THAT'S RIGHT! You better get our ship!!" It might've been more impactful, if the ship wasn't currently sinking and he wasn't on uneven footing.
GAME: Kisaiya advances the initiative order.
Round Seven - Init 9.
It is now Chay's turn! Ilmig is next!
GAME: Kisaiya rolls 8: (6)+8: 14
GAME: Kisaiya rolls 3d6: (12): 12
GAME: You damaged Chay for 6 points. 12 HP remaining.
GAME: NEW ROUND!
Kisaiya advances the initiative order.
Round Eight - Init 21.
It is now Ilmig's turn! Dogs is next!
Grease. That's helpful.
Chay takes a few steps forward and then allows himself to gracefully fall on to his back. Or not gracefully. IKt's sort of hard to make that look good. As he slides on the grease, he quickly reaches out to grab a hold of one of the Sith to pull them with him.
GAME: Kisaiya advances the initiative order.
Round Eight - Init 20.
It is now Dogs' turn! Amythyst is next!
GAME: Kisaiya rolls 1d20: (19): 19
GAME: Kisaiya rolls 4: (9)+4: 13
GAME: Kisaiya rolls 5: (6)+5: 11
GAME: Kisaiya rolls 1d20: (1): 1 (EPIC FAIL)
GAME: Kisaiya rolls 1d20: (14): 14
GAME: Kisaiya rolls 5: (18)+5: 23
GAME: Kisaiya rolls 3d6: (11): 11
The dog that's sliding down the decking scampers and skitters about, finally finding some purchase before it completely lots its way. It looks up to the Kennel Master, then around, trying to figure out exactly what it should be doing. It shivers on the spot, not quite sure what it should be doing in that moment. Another look and it starts running up the decking toward one of the Sith-makar that's still standing - one of the slaves. Just in time for it to lose it's footing and starting sliding down. THe Hound whines, but barely keeps its footing.
The Sith-makar that was arrested for a moment before being let go scrambles for some form of purchase, letting out another sort of screech noise before it hits the trailing hard, bounces over and slams into the water like a rag doll.
The two other sith still standing, both lose their footing now and are sliding toward the starboard railing with rapidity.
The hound that had bit at Chay loses its footing, sliding down fotward the railing with a howl.
The Hound Master too loses his footing, and with a yelp, begins to quickly slide down the side of the ship, his hands grasping for any purchase.
GAME: Kisaiya advances the initiative order.
Round Eight - Init 19.
It is now Amythyst's turn! Orenthal is next!
Ilmig has connected.
Amythyst has reconnected.
GAME: Amythyst rolls athletics: (6)+8: 14
GAME: Amythyst rolls strength: (6)+0: 6
GAME: Amythyst rolls dexterity: (14)+3: 17
GAME: Amythyst rolls acrobatics: (20)+3: 23
GAME: Kisaiya rolls 3d6: (6): 6
GAME: You damaged Amythyst for 3 points. 39 HP remaining.
GAME: Kisaiya advances the initiative order.
Round Eight - Init 16.
It is now Orenthal's turn! Kennel Keeper is next!
GAME: Kisaiya advances the initiative order.
Round Eight - Init 12.
It is now Kennel Keeper's turn! Chay is next!
Amythyst has partially disconnected.
GAME: Kisaiya rolls 2: (1)+2: 3 (EPIC FAIL)
Now on the top of the ship, which is listing horribly, Amythyst grabs one of the sith'makar and just leaps into the water....putting the sith'makar above her so she can absorb the impact of hitting the water. Now...they're both treading water.....and Amythyst is helping the Sith'makar....
GAME: Kisaiya rolls 4d6: (9): 9
The Kennel Keeper flails his hands wildly, letting out a shriek, and with a thud hits the railing, then cartwheels off of the ship and into the water.
Orenthal is a pretty good swimmer. And the Sith ... he's not sure of, but it looks like it's not moving. Maybe hitting the water stunned it? Either way, Orenthal will pull it up to where we can both crawl out of the water. There's got to be someplace to get out of the water, every harbor he's ever been to has them.
GAME: Kisaiya advances the initiative order.
Round Eight - Init 9.
It is now Chay's turn! Ilmig is next!
GAME: You damaged Chay for -4 points. 16 HP remaining.
GAME: Chay rolls athletics: (3)+0: 3
GAME: Kisaiya rolls 4d6: (13): 13
GAME: You damaged Chay for 7 points. 9 HP remaining.
"Kin, kin! --aaaugh!" Chay hits the rail. He takes the blunt of the fall, and two of the enslaved sith-makar are with him. One of them has a broken arm, and small, strangled hisses comes from their throat.
"Amy!" Chay yells, shouting when he sees it. He's bleeding out, himself. "Amy, help!" To the other two, he grabs them each, "There are friendss. Friendss, kin of mine. Hold on." He swallows air.
GAME: NEW ROUND!
Kisaiya advances the initiative order.
Round Nine - Init 21.
It is now Ilmig's turn! Dogs is next!
GAME: Kisaiya advances the initiative order.
Round Nine - Init 20.
It is now Dogs' turn! Amythyst is next!
GAME: Kisaiya rolls 1: (16)+1: 17
GAME: Kisaiya rolls 5: (1)+5: 6 (EPIC FAIL)
GAME: Kisaiya rolls 4d6: (12): 12
GAME: Ilmig rolls strength: (5)+3: 8
GAME: Ilmig rolls strength: (20)+3: 23
GAME: Ilmig rolls strength: (1)+3: 4 (EPIC FAIL)
GAME: Ilmig rolls athletics: (19)+7: 26
GAME: Ilmig rolls athletics: (10)+7: 17
GAME: Kisaiya rolls 4d6: (17): 17
GAME: Kisaiya rolls 6d6: (22): 22
GAME: You damaged Ilmig for 14 points. 67 HP remaining.
GAME: You damaged Ilmig for 19 points. 48 HP remaining.
The first hound that lost its footing continues to slide down the decking onto it slams railing with a whine. It's also the one that Chay had bloodied up before. It stumbles there, trying to press down but collapses again on the spot. It looks at Chay, trembling, and it's clear that it's malnourished and hungry but now in far more pain than it knows what to do with.
The other hound up above lets out a yelp that's nearly a shriek, PANIC! It's lots its footing and heading toward the water, it'll be lucky if it can survive the fall.
Ilmig ain't about to try and fight a ship. Well, maybe he considers it for a moment. Nope, only if it was on dry ground. Everyone may be gettin off the boat whether they want to or not, the way its rockin and rollin. So its just a matter of getting off gracefully. For a khazad, that means still breathing.
He stows his axe and grabs for manacled scaled slaves (who might be able to swim better'n him). "Time ta get goin!" One pitch slams them into the mast, then another into a rail. Both times Ilmig's on between the sith and the hard place, and might've broke something. But at leat the sith have a soft(ish) khazad to break their fall. And breaking things never stopped Ilmig before. He'll be twice damned if any more good folk die on his watch when he walks away. Everybody's walking, or limpin, their way out today.
GAME: Kisaiya advances the initiative order.
Round Nine - Init 19.
It is now Amythyst's turn! Orenthal is next!
GAME: Amythyst rolls athletics+8+2: (13)+8+8+2: 31
GAME: Kisaiya advances the initiative order.
Round Nine - Init 16.
It is now Orenthal's turn! Kennel Keeper is next!
Hearing Chay's call for help, Amythyst looks to the sith'makar she has with her....and swims for Chay and his sith'makar. Grabbing onto both, she swims then both back to shore rather easily. Amythyst said she was a powerful swimmer.....She just proved it.
GAME: Orenthal rolls athletics: (14)+9: 23
GAME: Kisaiya advances the initiative order.
Round Nine - Init 12.
It is now Kennel Keeper's turn! Chay is next!
GAME: Kennel Keeper is the current action. Please +ninit before adjusting their initiative.
GAME: Kisaiya advances the initiative order.
Round Nine - Init 9.
It is now Chay's turn! Ilmig is next!
GAME: Kennel Keeper removed from initiative list.
Orenthal takes a breath and really puts some effort into swimming over to where he saw a way out of the water. Churning up the water, though he doesn't expect his enemies are in any position to interfere at this point. Of course if they do, he's in deep trouble. Sharks would be a problem, too, cause he's kind of bloody. But he can do this! This is why the Guild pays him gold!
GAME: You damaged Chay for -2 points. 11 HP remaining.
GAME: Chay rolls handle animal: Trained Use Only: 0
GAME: Chay rolls sense motive: (19)+9: 28
GAME: NEW ROUND!
Kisaiya advances the initiative order.
Round Ten - Init 21.
It is now Ilmig's turn! Dogs is next!
If reptiles shed tears, Chay would. Amy has to pull, to get him to let go of his kin. He lets out a low keening as the sith-makar is taken away and to safety.
...but there's a funny thing about refugees, about former slaves. He looks at the dog. The dog looks at him, and Chay sucks in his breath. "Come on," he says, low-voiced. "Come on!" He urges the dog overboard, and into the water. They'll keep eachother afloat.
Some things. Slaves just understand.
So many are going over the side. Ilmig and company might, too, but it won't be by choice! There's perfectly good dry dock right over there! He tromps that way, until he notices that the plank is long since tossed away. Mountain's Beard. He ain't a keen jumper, and no one be tossin this khazad.
"Oi..." He mutters and heads for the side. "Take a deep breath, lads!"
GAME: Ilmig rolls athletics: (3)+7: 10
GAME: Kisaiya advances the initiative order.
Round Ten - Init 20.
It is now Dogs' turn! Amythyst is next!
GAME: Kisaiya rolls 5d6: (17): 17
The one that Chay is encouraging looks at him shakily, then slowly moves toward him - letting Chay take the lead as his eyes look elsewhere and he favors two of his three legs, but not the back left. That one he keeps hopping off of quickly. The other one lets out more more yelp, high-pitched before it hits the railing, then off into the water. The one next to Chay looks at the one in the water and lets out a little whine.
GAME: Kisaiya advances the initiative order.
Round Ten - Init 19.
It is now Amythyst's turn! Orenthal is next!
GAME: Kisaiya advances the initiative order.
Round Ten - Init 16.
It is now Orenthal's turn! Chay is next!
GAME: Kisaiya advances the initiative order.
Round Ten - Init 9.
It is now Chay's turn! Ilmig is next!
After getting the two sith'makar to shore, Amythyst goes back out to Ilmig and grabs onto him to drag him, fully armored, back to shore. "Don't take too many chances, Chay! I'll be right there!"
"...I am ssorry for your friend. I undersstand," Chay says. He puts his arm around the dog's shoulders, if the massive beast will let him. From one former slave to the other, he urges it towards the water, and from there, towards the other boat. "They may sswim better than we do. Come on." And, he tries as best he can.
They jump. He trusts Amy to find them, if the waves hit.
Orenthal finally makes it over for what passes for a ladder in this port. Barely deserving the name, but sailors who've fallen over the side need a way back to land anywhere you go. It's harder with the Sith, a dead weight, but hopefully not dead. He dips under the water to get the sith up on his shoulders, then climbs bodily up and out of the water, heaving himself up bit by bit onto the pier, then laying the sith down with a weary gasp. No healer, he'll look and see if there's anything he can do.
Unfortunately, the one that Oren had brought to the pier's edge didn't make it, the impact with the railing having killed him, but he would be taken back all the same so that he might have a proper burial.
Chay managed to get the hound into the water and it limped its way toward shore with him. Its one leg making him whine and croon when he used it - which he did at a minimum - he pokes his nose out trying to reach the other beast but it can't and soon its just paddling with self preservation taking a higher priority. They find the pier as well, of course... Chay now looks like a Sith.
Ilmig swam like rock, but very buoyant rock, which gave just enough that between his two floaties (the two sith) the three managed to get to the pier.
Amythyst swims out, back (helps Ilmig), out, back (helps Chay), out ba-... no. Everyone is looking good, she pauses for a moment to look around, and then leisurely works back to the pier where she pulls herself out.
With the revealing of the Sith in their midst, the sinking of the ship, and the freed slaves... to say they were chased off the docks would be a bit like saying "Meh there was a bee" after kicking over a bee hive. Every turn was more people, the port authorities chasing after them. It's a good thing that the suggestion was made for the sailors to be ready, because when the saw the ruckus they started preparing the ship to go under way. And not two minutes they were pushing away (incredibly good time).
The ship pushed out of the port as several of the interceptors were already being prepared. They already crested the horizon by the time the first finally was under way. A bit of good tactics on the part of the ship's captain, and they managed to lose their pursuit in the night. It was a long trip back to Alexandria, and while spirits were high, it was hard to keep them sky high. They saved five of the six, but how many more are out there on other ships? Even right now?
Amy's hands burned from the ropes, but it was good and hard work. Ilmig jumped in on the lines as well. Orenthal, unfortunately, didn't have any work for this trip with the caro unloaded from the port in Charn. And Chay? Chay mourned and healed with his people, and the hound which one of the Sith took a shine to.
The Pirates had been stopped, and trade can resume. Alexandrian problems, right?
Ilmig was shot. Twice. Sliced. Possibly chewed on by dogs. Slammed around on a capsizing boat. Once on dry ground, he mutters. There were still two things worse.
He has to get back on another boat.
His beard is going to take forever to dry.
"Not all of them are thiss way," Chay is saying to his kin. He is wrapping wounds, and binding them. But he tells stories of what he'd found so far in Alexandria, and the help of those there. The one they'd lost remains laid out beside them all. To be taken to Am'shere, and heart's ashes.