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/tg/ - Traditional Games


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>Previous Threads
http://suptg.thisisnotatrueending.com/archive.html?tags=pirate+quest
>Twitter
@BlackbeardQM
>Crew
http://pastebin.com/LtCzEqH6
>Loot and Inventory
http://pastebin.com/KnMyshym

It is the dawn of the maritime golden age. Ships of all nations cross the seas of the world. From the powerful Imperial navy to the south and its domination of the Great Inland Ocean. To the varied and constantly feuding Merchant City States to the west, their cargo reaching every realm under the stars as their mercenary armies strive to steal power from one another and establish hegemony over trade. To the tribals in the far flung northern continent, and the riches that their virgin lands offer to the wider world. The seas offer boundless opportunity and wealth to those who dare to take the chance.

Previously, you head out to sea to train with your crew. But after dinner, whilst taking a breath of fresh air, you were accosted by the sight of stowaways on board. You detained the three of them and put them in the cargo bay for the time being, allowing them to await further questioning.

You are Santiago de Costa, captain of the Black Maiden's Revenge, and pirate.
>>
Together with Sven, the cripple being the most experienced member of your crew and your guiding counsel, you head down to the newly repurposed cargo area. The door secured shut by both key and Harris leaning against it. You nod at the tall Avergnoch man, who answers with a nod of his own. The fellow steps aside and unlocks the door, allowing you entrance to your cargo.

In the light you get your first good look at the new prisoners. The first man is average height but broad, with dark hair and tanned skin. He has a well groomed beard and hair, and apparently has no shirt on. The necklace indicating him as appearing as a member of the Cult of the One, evident against his hairy chest. The cabin boy lounges in the corner, he is skinny and lanky, but short. He looks at you as you enter, his eyes showing no emotion. The last man is short and lithe, and is from across the western sea. His slant eyes and yellowish skin betraying his heritage.

You have a series of questions for all of them, but the question is what you ask them. And who you ask. The cabin boy is the youngest and could break easily because of it, but the same could be said of the hairy sailor.

What do?
>Ask the cabin boy about the markings on the pirate ship
>Inquire to the sailor about the nature of the crew
>Question the foreigner about how he came to this land
>Other (write in)
>>
>>36569698
>Inquire to the sailor about the nature of the crew
>>
>>36569688
>Find out merchant's son is a sharpshot with a bow
>Tell him to learn to use a gun instead
why?
Also, why are we pressuring him so much towards combat? We should have him take stock of all the items and discuss where to unload them for best profits, he can act as a frontman and help us boost profits on the sale of our looted goods
not to say that he shouldn't learn to fight, but he isn't useless.
>>
You decide that before you figure anything out, you’ll need to get more information about what is your prisoners actually did before they, well, became your prisoners. And with that you decide that it’s best to start with the hairy sailor, he looks like he’s seen a few years on the sea at least. Meaning that he likely knew the goings on better than the foreigner cook or the cabin boy. You approach him, Sven hobbling slightly behind you.

“Hello,” You greet.

The sailor grunts at you, well you did capture him after all. Hells, it wasn’t even a pirate thing to do it was a stowaway thing to do.

“I have a few questions,” You inform him.

He grunts in response again.

“Are you just going to grunt at all my questions or are we going to make actual progress here?” You ask, and before he can respond you begin speaking, “You said your vessel was a merchant ship, yes? What did you peddle?”

The man looks at you before looking away, “Goods.”

By the love of the gods, this man, this fucking man.

>Threaten him to get the answers
>Ask him nicely
>Let Sven do it
>Other (write in)
>>
>>36570024
>Threaten him to get the answers
>>
Whats happening BB?
>ask nicely
>>Then threaten
>>
>>36570245
I'm pretty good, yourself?

>>36570075
>>36570245
Writing to threaten, roll a d20
>>
Rolled 17 (1d20)

>>36570293
>>
Rolled 4 (1d20)

>>36570293
Rollin for 20
>>
>>36570024
>Ask nicely

Or let Sven handle it. I don't really see a reason to be an asshole and threatening a large man who has a few years sea experience won't get us anywhere
>>
Rolled 9 (1d20)

>>36570293
>>
>>36570024
>Ask him nicely
>Other (write in)
try to logic with him?
I mean, why is he even being so obstinate? why does he hope to gain here? you can toss him overboard, hire him, or drop him off at the next harbor.

also, a bit of a hole in their story, but weren't we within sight of shore when they boarded us?
>>
>>36570343
>you can toss him overboard, hire him, or drop him off at the next harbor.
by that i mean that he has every reason to be nice to us
>>
>>36570343
Is it even possible to put anything past you guys? Observant lot, you are

Anyway, writing
>>
>>36570343
>>36570423
time to put my paranoia hat on.
>>
maybe they are pirates and fear we are a normal merchant vessel?
or maybe they are scout for a small time independent pirate here to slit our throats at night with allies still on their ship who might come for a more traditional attack?
>>
“Let me ask again,” You say, “What were you peddling? Does it really help to hide this from me?”

The man looks at you and grunts. You sigh audibly, looking absently at the roof before back down to the man you’re questioning. He looks up at you defiantly, his eyes betraying nothing. Well, looks like he wants to do this the fun way. You reach for your dagger and pull it out, examining it for a few moments.

“You know something?” You let the rhetorical question fill the air, playing with the dagger in your hand, “I can never tell whether this way is better than the other. You see, sure it’s fun. But it’s so much more effort.”

You caress the flat of the dagger against his neck, “Tell me what I need to know and I won’t make you plead to your one god for mercy.”

The man strikes a look towards the other two members of the crew, and you follow his gaze. All three of them have the same grim look. When he finally speaks it is slow and measured, “We are selling weapons from Illyrios and Helias, rumour is that pirates pay well in Bristol.”

“Thank you,” You tell him before standing up. You turn to Sven, and notion for him to follow you to a corner where you speak in harsh whispers, “There are holes in their story. Were we not close to shore? Why not dock there?”

The man nods in response, “No one peddles wares to Bristol.”

What do?
>Continue interrogation
>Get the ship moving elsewhere quickly, questioning can wait
>Other (Write in)
>>
>>36570561
>Continue interrogation
>>
>>36570561
>Get the ship moving elsewhere quickly, questioning can wait
better safe than sorry, our ship is not ready for naval combat.
>>
get the ship moving then we can question them and train the crew in the morning
>>
>>36570561

>Get the ship moving elsewhere quickly,
>>
You turn to your prisoners, overlooking them one last time before motioning for Sven to follow you out. The two of you leave, and Harris shuts the door behind you, the big man once more taking up the position of guard.

“We’re moving to different waters now,” You tell the two of them, “Harris go get the other sailors and get the ship moving, Sven, have the twins stand guard over the prisoners for the time being.”

Your two crewmembers head off almost immediately after you give your orders, you heading to the helm. Setting a course for the ship to head south and remain close to shore, you feel relief as the boat finally lurches to movement as your crew beginning manning it.

A few hours of pass of that movement, it’s relatively calm and you begin to think that your worries were ill-founded. Still, better safe than sorry. You call for the crew to bring a ship to a halt, not only are you much farther south than you were before you are sure that it would be exceedingly difficult for another ship to follow you at speed without vision.

What do?
>Get everyone to head to bed
>Head to bed but have people on watch both above deck and guarding the prisoners
>Take first watch yourself, or first guard duty
>Other (write in)
>>
>>36570005
he needs to learn how to fight if he's gonna run with us otherwise he's a liability
>>
>>36570985
>Take first watch yourself, or first guard duty

I say we start flaying motherfuckers until we actually get the truth
>>
>>36570985
>Take first watch yourself, or first guard duty
>>
>>36571082
Agreed, we need proper answers I say we work the boy 1st
>>
>>36570985

>Head to bed but have people on watch

Tie the prisoners to the main mast for the night. That way we won't have to split the watch.
>>
As the crew finish securing the ship for the night you tell them, “We’ll sleep in shifts. I’ll take first watch above deck.”

“If that’s the case, I’ll take guard duty,” Pierre answers, the Gael securing one last rope as he speaks.

“Thank you, Pierre,” You acknowledge.

With that the rest of the crew head to bed, you’ll be above deck for a few hours keeping an eye out. When your shift is up you agreed to head down below and wake up Hassid to take the next look out. In the morning you'll make sure to get the actual answers out of your prisoners, but you'd prefer that your crew be awake for that, and you're to tired to torture people at the moment.

As you stand watch, you feel the cold sea wind whipping against you and can smell the saltiness of the air. But that doesn't deter you from doing your job, you wander around the top deck. Looking out over the side for anything suspicious. Anything that doesn't belong in the inky blackness of the night.


>roll d20
>>
Rolled 5 (1d20)

>>36571260
>>
Rolled 18 (1d20)

>>36571260
>>
Rolled 3 (1d20)

>>36571260
>>
Rolled 16 (1d20)

>>36571260
>>
>>36571385
Should be good enough
>>
As you look off into the distance, you see a faint speck of orange light on the horizon. Fire? Slowly the light grows larger, seemingly drawing closer. You stare intently at it, considering going below deck to alert your crew of possible danger. But before you do, you notice something, the light has begun to shrink again. You watch it as it goes, the orange twinkle slowly growing smaller and smaller until it vanishes into the thick black air of the night. The wind and the sound of waves lapping against wood once more your only companions.

The rest of your watch passes uneventfully, as you notice that your time above has come to an end. You move to head down to the barracks, entering the crew quarters and waking Hassid. The former imperial sailor gets up without a word and heads above, leaving you free to head to your quarters. And so you fall asleep, your first night on your new ship.

>>><<<

You awake in the morning to light streaming in through your quarters’ one window. Yawning and stretching, you throw yourself out of bed and into your clothing. Remembering suddenly, the events of last night, you move quickly. Leaving your quarters in an unexpected hurry, you move to the cargo bay. Jean stands there, the young thief looking drowsy as he does so.

“Not a peep all night, captain,” He tells you.

“Thank you, Jean, get something to eat and have a rest,” You dismiss the Caeli boy.

>continued
>>
>>36571585
Breakfast is simple, bread and water, once more there is laughing and playful insults as you eat. The exception being the last two on watch and the twins, who are nowhere to be seen. Jean and Tomas eating quietly, the latter not speaking being a surprise considering his usual temperament. After finishing your meal, you head above deck, and are greeted to the sight of Llewellyn and Gerry boxing, you’d call it sparring but it seems there are no weapons involved and more of a practice fist fight than anything.

With morning dawned, there are a few things you need to do: namely training your crew, and interrogating the prisoners, but if you think hard enough there’s bound to be some other urgent matter, there always is.

What do?
>Training time, you’re gonna be the fiercest crew on the seas
>Interrogation, we need to learn the truth
>Other (write in)
>>
>>36571645
>Interrogation, we need to learn the truth
>>
>>36571645
>Interrogation, we need to learn the truth
>>
>>36571645
>Interrogation, we need to learn the truth
>>
Sorry about the wait, had some shit to take care of at home

Training can wait, there are more pressing matters at hand, namely the interrogation of the some suspicious individuals currently locked up in your cargo hold. You take a quick breath of the sea air, nod at the fighting twins and head back down below. You unlock the cargo and enter. It seems the three of them didn’t sleep all too well, but at least they weren’t tied to the mast like you were considering. The cabin boy eyes you off as you enter, whilst the man from across the sea fidgets.

>Who do you interrogate?
>>
>>36571969
Beat some answers out of the cabin boy. If he won't talk the others might in an attempt to spare him some pain.
>>
>>36570991
See
>not to say that he shouldn't learn to fight, but he isn't useless.
I explicitly said he needs to learn to fight
But
1. there was this whole "he is useless without fighting skills" vibe, which is not accurate
2. the whole "force an experienced bowman to switch to a completely different weapon" thing.
>>
>>36571969
Keep them separate rooms when asking the questions

Start with the boy
>>
>>36571969
Interogate the man. maybe say something like
"okay here's the deal guy. Every time you don't answer a question to the best of your ability, I cut the boy"
>>
>>36571585
>As you look off into the distance, you see a faint speck of orange light on the horizon. Fire? Slowly the light grows larger, seemingly drawing closer. You stare intently at it, considering going below deck to alert your crew of possible danger. But before you do, you notice something, the light has begun to shrink again. You watch it as it goes, the orange twinkle slowly growing smaller and smaller until it vanishes into the thick black air of the night. The wind and the sound of waves lapping against wood once more your only companions.
the lamp of an enemy ship searching for us and missing us?
>>
>>36572084
We are on a ship

If he's a good marksman then we can have him man the cannons later on
>>
>>36572115
you seem to assume that cannons, pistols, and bows are an identical skill
>>
>>36572092
what is it with tg and cutting torture. fucking hell.
every damn quest.
>>
>>36572145
Then see how well he can do on guns first
>>
>>36572161
Oh sorry. I honestly didn't know that was a thing that /tg/ did.
>>
“You,” You point to the cabin boy, “Get up and come with me.”

The boy seems hesitant at first but gets up none the less and walks over, shooting a nervous glance back at the two other prisoners. You grab the boy by his collar and lead him out of the cargo hold, quickly motioning at Jean who has just exited the mess to lock up behind you. Following that you tell him to go get one of the sailors who didn’t stand watch last night to stand by the door for a moment and to fetch you some rope. The boy stands their awkwardly the whole time. With that taken care of, you move the boy into the now empty dining room. Pointing him in the direction of a chair and having him sit. You roughly grab his arms and pull them around the back of the chair, waiting for Jean to enter the room. The boy chucks you the rope before leaving, which you use to secure his arms to each other and to the chair.

“A few ground rules, to begin with,” You say, “Attempt to run and we will catch you and hurt you, hurt you more than you can imagine. Same goes if you don’t answer my questions. If you run and jump overboard in an attempt to escape your fate through drowning, then your two crewmates back there will learn every single way the Prince of Lies could torture them before they die. Savvy?”

The boy nods, his eyes not leaving your face.

“So,” You say, drawing your knife, “Shall we begin?”

>What do you ask?
>>
>>36572296
which do you like better, Cake or pie?
I have no fucking clue what to ask
>>
>>36572296
Who are you truly? Why are you really here?
>>
>>36572296
whats the true reason you're on my boat
>>
>>36572296
Your story is full of holes, nobody peddles to Bristol, and when you boarded our ship we were within sight range of the shore, meaning you couldn't have really been lost sailors. You came for a purpose.
I had already relocated my ship last night, so anyone you think might be coming for you, won't. There was a near miss with another ship that lost us, I don't know if that was your pirate captain or coincidence. But I suspect they were who you were working for.

Why don't you try being more honest here? I can still let you go by just dropping you off near the shore, a quick swim and you will alive, unharmed, and good to go. I am really not all that bloodthirsty here.

I suspect they ARE pirates and fear if we find out we kill them because they don't know WE are pirates, we might want to reveal that

another option we could do is sell those 3 guys.
>>
We need to design our pirate flag
>>
“So who are you?” You ask, “Truly.”

“Merchants,” He answers, “We were peddling weapons…”

“Cut the shit,” You cut the cabin boy off, “Your story is full of holes. Nobody peddles to Bristol, the place gets all its wares illegally through pirates. And if you were shipwrecked you would’ve gone to shore instead of my ship, and I doubt you would’ve snuck on, you could’ve just called for help. Anyone you think is going to help you isn’t coming, by the way, we sailed for a while last night to get out of any possible harm. There was near miss with a ship as well but they’re long gone. So why don’t you just outright admit you’re a pirate boarding party.”

The boy struggles for words, seemingly unsure of what to say.

“Look, boy,” You tell him, “I don’t really want to kill or hurt you but I will if I have to. Just tell me the truth, what’s the worst that will come of it? Loyalty to a captain stupid enough to send you to board another fucking pirate ship?”

The boys eyes widen, “Pirate ship?”

“Aye, you heard me,” You tell him, “We’re a merry band of scoundrels just like you lot. But of course you know what that means, cut the shit or I cut you.”

He nods.

What do you ask?
>Who’s your captain?
>What was your plan with boarding us?
>Why did they send you three of all people?
>Other (write in)
>>
>>36572652
>Who’s your captain?
>What was your plan with boarding us?
>Why did they send you three of all people?
When in doubt ask all.
>>
>>36572652
>What was your plan with boarding us?
>Why did they send you three of all people?
>>
>>36572605
That we do
>>36572652
>Who's your captain?
>What was your plan with boarding us?
>Do you often prowl these waters?
>>
“So then,” You begin, “Who’s your captain?”

The boy looks nervously from side to side before finally looking you in the eye, defeat present, “Ivano Conti.”

An Umbrian then, from either the federation or Tristanto, not that it matters. You haven’t heard of him before, so probably just an independent pirate like yourself.

“Are these his waters?” You inquire.

The boy shakes his head, “We go wherever it seems there is plunder.”

“And why did he send you three of all people?” You ask.

“I am unaware, Zhou claimed to have boarding experience from back on the red continent. And Berislav has experience. Me? I don’t know, I can follow orders, I guess.” You sense that there’s more to it than that but you can come back to it later.

“And what exactly was your ingenious plan?” You question.

“We were to sneak aboard and incapacitate any guards, then the rest of the crew would come and board the ship. We thought a bunch of merchants wouldn’t be able to put up a fight and we’d be able to take whatever was on board.”

So your suspicions were confirmed, they were pirates, and they had tried to board your ship and kill your crew. Now you were at an impasse as to what to do with them.

“By the way, you gave me your crewmates’ names,” You tell the boy, “What’s your’s?”

He pauses for a moment, as if thinking, “Nikolai,” he answers.

What do?
>Keep them all locked up for now, you’ll need some time to think
>Throw ‘em overboard
>Next time you’re in port set them off
>Well, you could always recruit them
>Other (write in)
>>
>>36573005
>Well, you could always recruit them
The cabin boy we can definitely recruit and persuade. Lock him up in a different area and interrogate the other two separately.
>>
>>36573005
>Next time you’re in port set them off
I don't want to recruit these guys

Also for the flag, I was thinking just a skull, what do you guys think?
>>
>>36573005
>>Well, you could always recruit them
Just the cabin boy. The others seem way too loyal, so
>Next time you’re in port set them off
>>
>>36573005
>>36573072
Agreed on all counts.
>>
>>36573005
I don't want to recruit them under duress as it is likely to breed resentment. But I do want new recruits
I say we make our pitch, then drop them off at next port with instructions to come back after an hour if they want a job. If they come back, they hired, if not... fine.
that way we know it isn't a "plan to betray us on first chance they got".
>>
>>36573072
How about a laughing skull
>>36573155
Actually on second thought, this is a good plan
>>
File: Untitled.jpg (13 KB, 718x376)
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13 KB JPG
Hey looks it's a shitty pirate.
>>
>>36573072
>Also for the flag, I was thinking just a skull, what do you guys think?
The only time a pirate flag makes sense is when we are chasing a clearly outmatched merchant and trying to get them to surrender. I am partial for not even having such a thing on board (in case we encounter military we can pretend to be honest merchants).
If we want to board a ship, we lull them to a false sense of security with a peaceful flag. we just keep one of each nation we find
>>
>>36573005
>Keep them all locked up for now, you’ll need some time to think
>>
>>36573185
but the jolly roger!
>>
>>36573005
>Well, you could always recruit the boy
Get him to kill or betray the other two or pitch the idea to the other two and see who kills first? Give them the choice to betray
>>
So it appears the plan is to attempt to recruit the cabin boy?
>>
>>36573241
wot? nope!
>>
>>36573294
I do not want him.
>>
>>36573294
recruit all 3 actually
and with the plan of send them off to shore for an hour first, so they only come back if they actually want to since we don't need someone looking to betray us the first chance they got

... actually, we might as well finish interrogating all 3 first.
>>
>>36573343
This
>>
>>36573294
Do not want.
>>
Okay, writing for interrogating all three then the shore plan.
>>
You stand up and untie the boy, grabbing him firmly before leading him back to cargo. While it would be nice to have more hands on the ship, you’re not sure if you can trust this lot. You’ll keep them under lock and key and treat them well, then next time you’re on sure you’ll give them the opportunity to join your crew or be on their merry way. You unlock the door and escort the boy in, the other two pirates seemingly relieved that he isn’t injured, but at the same time you can see the emotions change slowly as they realise he must have spilt the beans.

What do?
>Interrogate someone else (who?)
>Time to train, interrogation over for now
>Other (write in)
>>
>>36573440

>Time to train, interrogation over for now
>>
>>36573440
>Interrogate someone else (who?)
cook
>>
>>36573440
>Time to train, interrogation over for now
>>
>>36573440
>Time to train, interrogation over for now
>Have the guard on duty listen in
>>
>>36573440
interrogate the other two since the kid didn't actually KNOW why he was sent (assuming it was the truth). might as well fast forward through it though.

Let them all know you are a fellow pirate and your plan for them so they don't get desperate enough to do something stupid.
>>
>>36573440
>Time to train, interrogation over for now
>Keep a guard to make sure they don't talk
>>
You figure the best thing to do is just to let them know you’re a pirate before you go train, no point in interrogating them when you know everything that’s relevant, “Okay, boys, I see we’ve had a little misunderstanding. But just so you know robbing a fellow pirate isn't the smartest move. If you want you can join this far more competent crew, if not then we'll let you off at the next port, I don't want to get my hands dirty,” You chuckle to yourself as you close the door and lock up, letting Pierre come down and take his place as guard. You alert him to listen in on whatever conversation he can and to inform you of the contents next time he sees you. But other than that you have to train some landlubbers in the way of the sea.

You head up deck to the sight of your crew already there, the twins have finished their boxing and are wiping down. Whilst it seems Sven has already begun teaching Andre how to shoot a gun, you notice that he still has the bow slung over his back though. That’s good.

What do you do?
>Combat drills for everyone, they’re all going to need to be proficient when it comes to fighting aboard a ship
>Teach the twins and the thieves how to work a ship and how to sail
>Other (write in)

Also, leave Sven to give special training to Andre
>Yes
>No
>>
>>36573737
>Teach the twins and the thieves how to work a ship and how to sail
>Yes
>>
>>36573737
>Teach the twins and the thieves how to work a ship and how to sail
>Yes
>>
>>36573737

>Teach the twins and the thieves how to work a ship and how to sail
>Yes
>>
The most pressing concern you have is making sure that the twins and the thieves actually know their way around a ship and how to sail one. Their skills in other areas are helpful, but it’s a necessity if you’re a part of a crew to be able to help with sailing a ship. You call out to the five of them and watch them assemble lazily afore you, it’s time for you to get the lot of them into shape.

“Right then,” You begin, “If you’re going to crew a ship you have to know how to sail a ship. Fighting and stealing is good and all if you’re a pirate, but it means fuck all if we’re running from another ship or chasing one down. So then, you’re all going to learn how exactly one of these functions.”

There’s a murmur of acknowledgment from the group of them, sure it’s not the most exciting lesson but it’s a damn near important one. And besides, they’ll enjoy it once they get into it. You crack your neck quickly and scan over them, they all look like they’re in good shape, good enough to train anyway.

“Let’s get started, shall we?”

>roll5d20
All those dice
>>
Rolled 8, 10, 1, 15, 17 = 51 (5d20)

>>36573995
>>
Rolled 5, 14, 19, 4, 15 = 57 (5d20)

>>36573995
>>
Rolled 20, 2, 1, 19, 4 = 46 (5d20)

>>36573995
>>
Rolled 4, 11, 19, 11, 2 = 47 (5d20)

>>36573995
>>
>>36574003
>>36574039
ever notice how a 1 always gets paired with a 19 instead of a 20? the dice know and want to fuck us up
>>36574041
oho, so 1,19,1 for number 3... damn dice
>>
>>36574003
>>36574039
>>36574041
>>36574046
>Slot three
>1 , 19 , 1 ,19
wtf?
>>
You begin training them up, and for the most part they take to it like ducks to, dare you say it, water. Gerry in particular seems to be a natural, picking up your advice and easily going from one task to the next with little fuss or difficulty. Hell, she could probably sail the ship by the end of today alone, her brother fairs slightly worse. He picks most of it up but his seasickness continuously gets the better of him, he understands it and your confident he can sail if the need arises but seems a bit uneasy on his feet. Marie on the other hand isn’t picking up anything, struggling with the most basic of knots. She may need some help. Jean is doing well, he seems to have a flair for it in the same was Gerry does but to a lesser extent. The boy could be a damn fine sailor given time. Luc, the youngest of the lot, picks it up fairly well as well. He doesn’t seem to think on his feet as much as Gerry or Jean but he knows what to do and listens well despite his inability to communicate back.

You watch them work for a bit, giving them instruction on what to do. For the most part they seem to be sailing the ship well, granted it’s just practice movement. The experienced sailors working on combat drills impressed by their work. However, Marie once more slips and falls, struggling with the basics.

What do?
>Give her special help, she needs it
>Keep it up as is, it’s working for the most part
>Let them do that and move on to the next group (sailors)
>>
>>36574197
>Give her special help, she needs it
>>
>>36574197
>Let them do that and move on to the next group (sailors)
tell her not to worry about it, we got time and will work with her tomorrow. on it. for now lets do the combat drills.
>>
>>36574197
>Give her special help, she needs it.

Get Gerry to help her. She's the best student and it'll help them bond, hopefully.
>>
>>36574278
>>36574244
Okay roll another d20
>>
Rolled 1 (1d20)

>>36574346
>>
Rolled 15 (1d20)

>>36574346


>>36574358
ahahahahahahahha
cries
>>
Rolled 12 (1d20)

>>36574346
>>
>>36574358
hahaha Oh wow
>>
You try explaining the basics again to Marie but she just can’t seem to get it, at one point you even call Gerry over but between the two of you, you can’t seem to get the thief accustomed to working on a ship.

“I’m sorry,” The girl says quietly, emotions evident in her voice, “You’ve given me this opportunity and I’ve blown it. I’m not good enough to be a part of your crew.”

“Hey, hey,” You comfort her, “Don’t say that. You’re a damn fine thief, you’re just having an off day is all. Not everyone can be good at everything, okay? I know it’s hard at first but you’ll catch on, just look at the others. You’ll be just as skilled in no time. You’re always a part of the crew, and you’re a damn fine part of it.”

“Really?” She asks, voice soft again.

“Yes really,” You reply.

“The cap’n ‘aint wrong, lass,” Gerry adds, “Ya jus’ need time. ‘Ow abou’ one more go, eh?”

>roll d20
>>
Rolled 9 (1d20)

>>36574542
>>
Rolled 16 (1d20)

>>36574542
>>
Rolled 13 (1d20)

>>36574542
>>
>>36574554
>>36574600
>>36574632
You fuckers couldn't roll a 1 could you?
>>
It seems that after that Marie is starting to get the hang of the whole sailing thing. You instruct Gerry to instruct her a bit more, and the Albian nods. As you watch the greener members of the crew practice and see Marie start to fall into a rhythm, she shoots you a big smile. The little street thief certainly seems happy to be getting it right, hell she’s even giggling a bit. She’s a little bit uneasy and struggling, but she is doing it now and that makes you glad. You smile back to her and nod in response. The guys seem to be doing quite well as well, continuing on with how they were going. It seems that teaching sailing isn’t as hard as your mother said it was, granted your mother tended to overplay a lot of things. Namely her sexual exploits, why she told you and your siblings about the time she seduced two women, not even men, in Menezzo will remain the greatest mystery in your life until you die.

What do you do now?
>Make sure that they definitely have the hang of sailing
>Move on to helping the sailors with combat
>Move on to helping Sven with Andre
>>
Rolled 16 (1d20)

>>36574676
Let's find out.
>>
>>36574756
>Move on to helping the sailors with combat
>>
Rolled 3 (1d20)

>>36574756
>Move on to helping the sailors with combat
we will get back to it all later, but we need to give everyone the basics so they have something to practice
>>
>>36574756

>Make sure that they definitely have the hang of sailing
>>
>>36574756
>Move on to helping the sailors with combat
>>
Happy with the progress that they’ve made with sailing you decide that you’ll move on to helping the more experienced members of your crew with combat. You approach the three of them, Pierre being downstairs. It seems that due to their history in different navies they all have different styles when it comes to on ship combat. In particular you note Harris fights with an axe of all things. They seem to have it down, but their forms don’t really mesh well together and teamwork and communication might be hard as a result. You ponder this for a moment as you consider how you should instruct them to train

What do you do?
>Have them work on communication in combat
>Have them continue to work on getting better at their own styles, a varied crew means less chance of being countered
>Run through some drills of a different style so that whilst they have their own combat techniques they have a shared basis
>Sparring, mock fights let’s go
>>
>>36574958
>Have them work on communication in combat
>>
Rolled 8 (1d20)

>>36574958
>>Have them work on communication in combat
>>
>>36574958
>Have them work on communication in combat
We should also learn there styles and get a proper training with a sword.
>>
Working on communication in combat

>roll 3d20
>>
Rolled 18, 13, 10 = 41 (3d20)

>>36575070
>>
Rolled 1, 11, 18 = 30 (3d20)

>>36575070
>>
Rolled 8, 6, 3 = 17 (3d20)

>>36575070
3d20
>>
The most important thing in combat is communication, knowing where your allies are and how to effectively work together with them. That’s what’s been drilled into you, and that’s what you believe. So, accordingly you try to get your crew to work together. The drills are simple in nature, working as a team, alerting the other to as to the battlefield, and some simple two on two sparring. Harris does well with it, the man able to easily and effectively understand what is being said and to relay information to his partner. Tomas, does fairly well as well, as you’d expect. He is able to communicate and despite a few faults that will be ironed out over time, you can’t be upset with his form. It’s Hassid who has the issues, it seems the issue he has is communicating in the merchant tongue. Considering his heritage and background it’s understandable but the man opts for silence and attempting one on one duels. That’s an issue.
What do?
>Take Hassid aside and let him know the issue
>Try the two on two sparring again
>Move on to Andre and Sven
>>
>>36575324
>Try the two on two sparring again
>>
Rolled 9 (1d20)

>>36575324
>Take Hassid aside and let him know the issue
>>
Rolled 2 (1d20)

>>36575324
>Take Hassid aside and let him know the issue
>>
You take Hassid aside, allowing for Harris and Tomas to continue sparring. As he looks at you expectantly, you begin explaining the problem, “You’re not communicating enough. And you keep treating fights as if they’re duels. It may work sometimes, but you’re opening yourself up to blindsides and flanking, as well as not letting the crew know of dangers.”

He nods solemnly, “Understood, captain.”

You pat him on the shoulder, “Relax, Hassid, just talk to the crew while you’re fighting and watch their backs.”

The eastern man nods before returning and joining the other two who he was training with, drawing his practice sword, well it’s a stick really. And getting ready to re-enter the combat.

What do?
>Make sure they understand combat communication
>Check on Sven and Andre
>>
>>36575535
>Make sure they understand combat communication

also, I think after this we need to stop at a port to sell the initial cargo of silks the ship carried, as well as what we looted from that fishing village.
that would get people some cash in pocket, and hopefully provide us with funds to start working on refurbishing the ship
also, we need to buy rum.
>>
>>36575535
>Make sure they understand combat communication
>>
You approach the sailors, and have them run through sparring again. You taking Hassid’s side against Tomas and Harris. Combat starts slow, with the four of you circling each other before Tomas strikes forward at you, you drop back and block giving Hassid an opening to hit the lunged forward Caeli man.

“Behind you!” Is Harris’ gruff call as he sees his partner about to get hit, Tomas without looking dodges to the side and twirls around.

The small sailor sees that Hassid has missed and goes to deliver a strike at the same time that Harris closes in to flank him. You move now as you shout a quick “behind” to the eastern man, putting your shoulder into your Avergnoch crewmate to off balance him, allowing Hassid to block Tomas’s blow.

The training continues like that for a while, shouts and calls to let one person know when the other one is attempting to sneak in a hit. No one manages to gain the upper hand, there are a few hits in here and there but they are quickly recovered from and made back. For one, you’re just happy that the boys are communicating and working together in combat. As you thank them for their time and walk over to check on Sven and Andre you hear a call from the rigging.

“Over there! Port side!” Marie shouts.

In the distance looms a vessel, and it’s approaching you.

>End Part 5
>>
>>36575859
http://suptg.thisisnotatrueending.com/archive/36569688/

And I archived it as well, thanks for playing, everyone
>>
>>36575880
thanks for running BB~
>>
>>36575880
thanks for running
see you next time



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