Part 23: Session 16.5: The Bullshit Continues
Session 16.5: The Bullshit Continues

Welcome to the first lower deck! Sadly, we won’t be seeing quite as much of this one as we have the last. In fact, beyond the three rooms up, down, and right of the party, we won’t be seeing much at all.


The cook isn’t much of a combatant, so you manage to bind and gag him before he’s able to raise the alarm. What do you do with him?

He’s the cook. He’s got nothing on him but the clothes he’s wearing. Even the flask of booze he was drinking from shattered in the struggle.

You lay the prisoner into his hammock.

There’s a copper cauldron containing a creamy broth on the table. It is made of fish, turnips, bread, and some small red pods, all cut up.

There’s also a knife next to the cauldron, evidently for cutting up some long, thin roots and adding them to the broth. William identifies them as olgin roots.

No, sadly. Oh, but you do find a key in his chest. Nothing else of interest, though.









Cutting through the ropes is child’s play. The whole ship jolts, and rights itself from its previous list to the right.

Why do ships get fancy names for normal things? So like I said, the ship stops listing. There’s a tremendous amount of shouting and general commotion up on deck. So much, in fact, that you can hear it all the way down here. The ropes start moving; someone is pulling on them from above. Then, things quiet down.
Disabling the rudder is a requirement to escaping. Like Yann said last time, the ship is towing an emergency boat behind it which the party can use to escape, but the ship could easily catch up if it could control its steering. However, I believe it also sets off a timer which limits how long you can stay on the lower decks before the boatswain shows up again, and what he does when he shows up…well, I’ll get to that later.

Here’s your first warning. Unfortunately, it’s only just occurred to me as of writing that cutting the rudder was the trigger event, and I don’t feel like redoing half the ship again just to be sure, so our escapades down here will end fairly soon.

It does, and you now have access to the ships larder. Plenty of regular rations in here, and in one chest in particular, you see such things as smoked ham from the Kosch (I’m pretty sure that’s a region somewhere), smoked guinea fowls, dried salzareles and precious herbs.



You know how regular rations will only drop the hunger meter by half? I think these will fill you up completely.










It’s a ship full of sailors, and this is just a random crate. I wanted to give you an idea of just how much food is stored in the larder.




This is the room on the bottom edge (port) amidships. You actually have to climb a small staircase to reach it.
You’re above the water by now. You’ve found a pair of ballistae, both of which use small iron balls instead of bolts.



No, the holes are just big enough to let the balls through.

Must be. There are three chests in the room if you’re interested.


Aside from the usual junk, you find a silver mace, a necklace with a dolphin pendant, and a suit of ringmail armor.

+1 damage over the saber, but a -2 penalty to Parry and Thorwalians can’t use it anyway.


It’s mostly a better kind of chainmail. Hindrance is lower by 1 and Attack is only -1 instead of -2, plus it weighs less and the armorer in town doesn’t have any. Armor bonus is one less than scale, though.

This is as much as I could do before the boatswain would inevitably burst in. I don’t think “Bob” is quite ruthless enough to commit a total party kill (TPK) against his players, but the sequence is still interesting, so I’ve decided to add it in anyway. Those of you who have followed a certain other LP of mine might recognize this gimmick.

Suddenly a large number of sailors, led by the boatswain—

It’s what’s in the module, and I don’t know a damn thing about ships! So the sailors file into the cabin. What do you do?

What follows is a large combat between a good dozen or so marines and a party without even a corner to back into. However, thanks to exploiting the AI and carefully placing the party around the room’s obstacles, I killed them all, with only Yann as a casualty. Poor kid got stuck out front somehow. I’d show the combat, but as it is rendered COMPLETELY pointless by the following dialogue, I won’t bother.
Oh yes, and if you’re caught inside a room, you don’t even get to fight before they tie you up.

Sadly, that was just the first wave of sailors. The rest eventually overwhelm you and tie you up.












But of course, that never happened. It never happened five goddamn times as I tried to beat the time limit and grab the stuff in the port gun battery. Instead, this happened:


Let’s just say it’d be a really good idea to get off this deck for a while. Like, oh, say, maybe a too-large-to-beat group of sailors and thugs is searching the area for someone who disabled the rudder.







This is the aft upper deck of the ship, where the chief officers live. Thankfully, the time limit no longer applies, and you can see the towed boat on the right of the big image. We’re entering the upper right room first.



Lucky for you, he isn’t in at the moment.


There’s another chest in the chamber with an item lock, but sadly I don’t know which item it needs to work.

The lock springs open easily.





There’s another chest with several empty bottles, some brandy, and three recipes, “Strong Healing Potion” notably among them.



It’s the little touches in the programming that let you know they cared.

This is the bottom right room.

Aren’t any of you going to stop him sometime?

*Sigh* Fine, you fling open the door and charge in. But before you can reach the two men, a thick fog swells up, swallowing everything. By the time it clears, you are alone in the room.

This section of the module is titled “Escape from the Bride of the Winds!” not “Killing Every Sailor on the Bride of the Winds!”

Yes, but I’d rather not have a bloodbath for once. So the captain and the magician got away and they’re probably rallying the crew as you’re sitting here. Oh, and you can see a set of windows at the back which you could probably jump out of. What do you do?

Figures.





The other chest is full of weapons, a robe, shoes, and another oilskin.

Just another seal slayer, plus a…“kunchomer.” It says it has +1 damage, but -1 Parry.

Let me see…yes, actually. Yes you can.


Well, you got one. There aren’t any more chests left in the room, but there are still a couple windows you can jump out of.

If I had climbed up the forward ladder (or if I climb up here), I would have ended up on the main deck, where I would have had to take a bunch of options to avoid capture and dive overboard. This is less interesting, but far, far more efficient.
Now before you read on, do me a favor and open a new tab with the first main update in it. It’s on the first page, don’t worry. There yet? Ok, now take a good look at all the characters’ Body stats. Notice anything unusual? That’s right, every single character has an abnormally large Swim score (well, except for vVhorpax, but you should have seen where it started). This single incident is the only reason why.
The water engulfs you completely. It is freezing. You won’t be able to stay afloat for very long. When you break the surface again, you see the ship’s lifeboat which is being pulled along behind the vessel. Everyone make Swim rolls.
Alright, looks like everyone except Belle has to drop some equipment or risk drowning.






Are you going to get another set?








Alright, make some new rolls, and I’ll change the encumbrance modifier…oh! Congratulations, you all passed.
This moment when you have to drop stuff to avoid drowning is completely unavoidable, and I’m fairly certain that the Swim skill and Strength have an impact on how much you can get away with, both in terms of absolute weight levels and how much you have “free.” You are given maybe 3-4 chances per person to drop enough to live, but if you fail, the character drowns and their portrait disappears. You will never get them or your stuff back again. I don’t like losing characters or dropping stuff into the ocean, so I build my characters’ skills appropriately. I was lucky this time, and got away with losing replaceable armor and arrows. The alchemy set cost a pretty penny, but then I’ve got tons of those now.

Roll ‘em.




William puts the oars into the holes and starts rowing to increase the distance from the ship. Most of the crossbow bolts disappear into the waves, but a few of them do hit their targets. You all take some damage. *Roll* *Roll* Oh, and one of the bolts hits Yann’s back with such a force that it throws him into the sea. Just in time and barely before Yann loses consciousness, you manage to pull him out of the water.
I’ll note that Yann is handy to have around for this moment, since being bolted off the boat is guaranteed to happen whether you like it or not, and if Yann’s still functional, his being first level will make it invariably happen to him. It’s handy, since the character so hit will be knocked down to 5 life points regardless of the starting number.

It takes you all day and half the night to row back to shore, and between the exposure, the effort, and the water…make disease checks, is what I’m saying.





It’s rather late when you finally make it back to the docks.

Good point.

Oh, that’s right. Some of the herbs were spoiled when they got soaked in salt water. You should roll to see how many you lose.



You can’t heal yourself, actually.


Yes, that’s just fine. So everyone’s healed? We’ll handle the loot-selling and armor buying next time.