/q/ - Quest


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File: 1386372386961.jpg (10.83 KB, 300x215, PirateSchoonerAttack.jpg, IO Exif Google TinEye)


In the middle of this Age of Piracy, there are those who stand up against their oppressors.

With what little they could cobble together, this is the story of one such crew.


We start off in the harbor of Caballo Island. Blessed with land and water, is has become a common area of attack for the nearby pirate forces.

Today, the streets are alive with activity of those who seek to safeguard their homes. Buffaloes and Dogs load the ships, while Gryphons and Pegasi prepare sails. Others bring more material, food and weapons aboard.

Our heroes find themselves near a Constable. He is signing up ponies to head off into danger that they may not come back from.

Are you prepared to sign on the dotted line?


"Sign me up, officer."


"A young kid like you is signing up for this? You know there's a good chance you won't come back with both wings intact, if at all?"


"Psh, I can handle myself."


"Alright. Head over to the Santa Vaca, the crew is experienced, so you just focus on staying out of their way and do as your told, okay?"


"Yes, mother."
I fly off to the Santa Vaca.


You fly up above the town, everyone looking like busy ants from your height.

As you approach the ships, you see a few pegasi sturggling to get a mast up and some Earthies trying to get their cargo up.

Help one of them?


I'll help out the pegasi.

Roll #1 4 = 4


Just little more and you can get it up. The wing beats are drowning out every other noise as you all sweat and strain to get this thing up.

Roll one more d10.



Roll #1 7 = 7


Heck I am on that line! Count me signed up already!


With a great deal of effort from all parties, you finally get it up. Below, the others are applauding. One more step taken to help secure your homes.

A blue and white Pegasus flies over. "Thanks kid, we didn't know if we were going to be able to get this darn thing ready. You assigned to the Vaca here?"

The Constable looks you over.

"You've got a sturdy enough build, I suppose. Any experience on a ship?"


"Sure am. Who're you?"


"I've beeeeeeeeen on the ropes! And at the cannons! And handling off bands of starving sailors at dinner time!"


"Names Foam, Whispy Foam. I've been a sailor all my life. What about you? Since you helped with this, I'm assuming you decided to sign up?"

The Constable sighs. "Well, you seem eager enough. Just sign here if you know how to handle a weapon. Head over to the Santa Vaca. They'll be ready to depart soon."


"Yup. Got tired of hunting bounties and decided to try out hunting pirates."


Bounce off to the Vacca.

Roll #1 5 + 1 = 6


"One big payout instead of a bunch of little ones, eh? If you stick around, you'll probably like the catered meals too." He laughs.

You arrive just in time.

A loud whistle can be heard throughout town. It's time to head out on these ships they managed to get. All the people who aren't going scramble to get off, while those that still aren't on-board rush in with what supplies they brought.

After a few hours of rigging and making sure the ship isn't sinking, an officer gathers both of you and brings you over to a cannon.

The Pegasi asks in a loud voice. "Are either of you familiar with firearms or the operation of this here cannon?"


"Sounds great!"
I laugh too.


"Er, no. Sorry. Just a crossbow."


"Well then, it is up to me to teach you a valuable skill." He bellows. "See that ship there, the one that seems to be joining us? It is a pirate vessel. I will not forget its smell after it attacked my previous ship. Thankfully, this here cannon will make short work of the wretched thing and its crew."

"Now, pick up that rod and give the inside of the cannon a good cleaning. We will do this every time after firing."


I clean the inside of the cannon.

Roll #1 5 = 5


"You could stand to be a bit faster, but well done for such a rank amateur. Now, I will load the powder, and you will use the other rod there to press it in. Careful now, that rod can do damage to the enemy ship, and yourself, if you are too rough with it."


I carefully push down the powder after he loads it.

Roll #1 5 = 5


"Eager, aren't we? Calm yourself, there will be enough action soon enough. Now, after I load the cannonball, I would like you to take aim with the weapon. You are familiar with how arrows fall over distance, so you should have a wing up on the other, raw, recruits we have aboard."

"Now, take aim, and fire off the first shot."

+2 to this roll because of his help.


I fire the shot.

Roll #1 4 + 2 = 6


"I used to live in cannons!"


A clean shot that goes through a cabin and out the other side. Not much damage to the ship itself, but your Pegasus Officer is pleased.

"You stupid pirates, I'll make sure you get what is coming for you."


"Clean the cannon. We must prepare for the next shot before they get in range."

"You, I want you to push in the charge. Hurry now!"

Both of you roll a d10.



Roll #1 6 = 6



Roll #1 3 = 3


"One of you, aim the cannon and the others moves it in place, then FIRE!"

-1 to the next rolls from both of you.


Grin and take position behind.
"I'm firing!"



Roll #1 10 - 1 = 9


Add your roll.



Roll #1 10 - 1 = 9


"Despite the questionable preparations, I am pleased with your skills." Says the Commander as some poor Unicorns horn lands near his hooves. You managed to hit some enemy powder, blowing out a good chunk of the enemy ship that now aims for you with what it has left.

"You said you were good with a crossbow right? Prepare it with a rope so we can board them before they can close on our ship."

"If you can get some explosives or some way to distract the enemy, that would be fantastic soldier. The less focused they are, the more we can take down in the first volley."


"Sure thing."
I tie a rope to a bolt and shoot at the enemy ship.

Roll #1 1 = 1


"Try for an area that isn't on fire! Again!"



Roll #1 6 = 6


"Good, now, once more. We'll need others to help us subdue these bastards and I won't risk all our fliers on these small pickings."


"Oh yes, let's play with fire!"
Off to our powder storage!

Roll #1 3 = 3


Another goat conks you in the head.

"Be careful with those! Do you want to send us all to Kingdom Come extra crispy?"


Another rope!

Roll #1 3 = 3


"It'd be no fun otherwise!"
But yeah, give my best.

Roll #1 9 + 1 = 10


You hear a mare's scream. She's tough and stops for a moment, put she's still attached to the deck. With your good eyes, you can see the enemy crew approach her and pick her up. They summarily throw her into the water.

"Guess we'll have to really on your rope to keep them from trying to escape. Pick off what you can before we board."

The goat grumbles, but your doodad laced explosive will amaze him, don't you think? Now, how will you get it over to the enemy ship, or will you wait till they are close enough to board?


I know a way!
Can I stuff them into my hat using hat trick?

Roll #1 1 = 1


I shoot a bolt at one of the pirates.

Roll #1 6 + 1 = 7


It's too big. For some reason, banging on it trying to force it in has given you a headache. -1 to your next roll.

You get a Diamond Dog right through his paw. He's bleeding severely and running for cover.


Oh well.
"Heeeey! Anyone with a grappling hook and a good shot?"


I keep shooting.

Roll #1 6 + 1 = 7


"What do you want?"


Another one right through his chest. He's limping away, bending his body in a weird way.


Show her the barrels of explosives.
"A zipline to their boat!"


"I'll do what I can."

I fly up and try to toss my grappling hook to the pirate ship.

Roll #1 8 = 8


It connects, nice and snug. The rest of the crew can use it if you tie it down well enough.

It's ready for the next step of your plan.


I'll tie it down.

Roll #1 2 = 2


"AHahah! Thankya!"
Jump and balance over it, run with the explosives to the enemy boat!
'1d10' +1 from agility, -1 from the modifier.

Roll #1 9 = 9


Be careful, it's going to slip through your hooves!

The line wobbles, but you make it across. What will you do now that you are on the enemy boat without backup?


I keep trying.

Roll #1 5 = 5


Light the fuse, throw them the explosives and jump into the water!

Roll #1 1 = 1


The lines taut, but you look like a kitten dopped up on Cocaine and given all the yarn in the world. But at least it held on long enough for the goat to get through. One last chance at tying it down.

You try to light the fuse. Then try again, and again. The smoke from the fire is putting out your matches! You've got an angry Donkey approaching, because he thinks your a suicide bomber. You'll have to fend him off or risk getting hit a few times.


Oh you bet I will.
With a little help from my Friend.
Tartarian Blessing.

Roll #1 8 = 8


I keep on trying.

Roll #1 10 = 10


I'll use this to let you summon a Minion for now. A dark parody of a gryphon shows up by your side, but the Donkey isn't dissuaded. What will you do next?

Just in time, you've got it nice and secure and the rest of the attacking group starts ziplining over to take out the enemy pirates. But now it's up to you to protect them as they zip over! There are three enemies with their own crossbows taking aim at them!


I meant this.
Tartarian Power: spell; demonic power fuels your minion, and their rolls are all critical, hit or miss, til combat ends or you take an action to end the effect; critfail makes target berserk, hostile, or possessed. Can target willing allies. The target can take an action to end the effect.

Rush to the donkey.
Touch of Death.

Roll #1 1 + 2 = 3


I shoot at one of the crossbowers!

Roll #1 6 + 1 = 7


Right in the throat. Maybe the reason your bounty hunting payouts weren't that good was you always brought them back dead. Two more to go.

You fail to contain the power, and your leg takes the brunt of it, dislocating itself wherever possible.

Magenta [H/5]



Roll #1 6 = 6


Well, no use wasting my rubber bolts on dirty pirates.
I keep shooting.

Roll #1 8 + 1 = 9


Before the final blow could be struck, you tore a hole through the deck, flinging your body downwards. You've bought yourself some time, better find a good place to light that explosive.

Another one, right in the head. The rocking of the boat flings him off to sea. One more enemy to go and all your soldiers make it safely across.

"Prepare yourselves, Equines! The enemy will be close enough to board us!"


I shoot the last one.

Roll #1 3 + 1 = 4


Think quick.
Scurry the lower deck for supporting structures and plant the explosives there.

Roll #1 5 = 5


He's hit in the leg, which throws off his aim. He still manages to get one of your soldiers, but you can rescue him from the sea later.

Opening the first door, a backdraft knows you off your feet and towards a wall. Be careful with your next move, the wall might give way and you'll be in the sea if your not careful.

The pirates yell. Grappling hooks appear, and several Pegasi come from above. Hopscotch, do your best to take down the enemies that have just gotten aboard!


I mentally prepare myself then fly over to the other ship.

Roll #1 5 = 5


Roll off the wall!

Roll #1 7 = 7


Not fast enough to get it set up before a Buffalo rushes you. The rope and material is there, but needs a little more to get it going.

Magenta 4/5

You survive this QTE, but you still have an undetonated explosive with you.


Touch of Death the wall to quickly decay it!

Roll #1 8 + 2 = 10


I'll hit the buffalo in the face with my hatchet.
"Back off, pirate!"

Roll #1 10 = 10


More like Punch of Death, as the wall yields by exploding out, stabbing a few pirates that were waiting.

Pirate Gryphon 3/5
Pirate Earthie 3/5

You embed hatchet into his left eye. He's seeing blood now, if he can still see.

Pirate Buffalo H/5


Now light the fuse and throw the explosive at those ponies, then jump into the water!

Roll #1 4 = 4


I target another pirate with my hatchet.

Roll #1 8 = 8


You throw it at the wall.

It bounces back onto your hooves.

Think fast or you won't be thinking at all anymore.

You cut into the leg of a Unicorn pony who was trying to sneak up on you. Despite his injury, he lifts his sabre and prepares.

Pirate Unicorn 2/5


'1d10+1' AGILITY!

Roll #1 7 + 1 = 8


I slash at him again.

Roll #1 1 = 1


CQ2 is starting soon. Thanks for running.


You hand the explosive to the Pirate Gryphon. With a kiss on his beak, you dive out right before the explosion rocks the boat.

He moves with incredible grace, cutting into you before you can even anticipate his attacks. If not for the boat jumping into the air for a bit and starting to come apart, he might have done far worse.

The ship's powder stores are blowing it apart, and you can see the rest of your allies swimming back. This was but a small taste of the hazards to come.



This time, the crew have found several unsuspecting vessels in the darkness. Each one posess a threat to your entire fleet, so you've been sent in by rowboat to sneak aboard.

You'll be rewarded with loot and food from a captured ship, but destruction was the whole point of this trip.

So which ship do you choose to deal with? The smaller ship with more stallions at hooves, or the larger one with more cannons, but higher ranking individuals?

Your Choice.


Go big or go home. Let's go for the larger ship.


The Pegasus Commander addresses you before you take off.

"You all have orders to capture the ships, so we can secure the cargo and retrieve any intelligence" he laughs, "from the pirates. However, you've all been given and explosive courtesy of one of our Goat friends. If you think you're outmatched, scuttle their ships. Less for us to deal with is still victory."

Your rowboat is slowly lowered to sea. Roll for high efficient your rowing is.


Nice and steady now, keep the strokes long and smooth. [1d10]

Roll #1 8 = 8


Not even a hint of sweat on your brow.

Being up to the enemy ship, you and your crew can see several ways in, each with their own problems. You can try and take the deck, but that opens you up to attacks by the Flyers, or you can force yourself through one of the larger windows, but you'll be surrounded any way you look at it.


Before we commit to either path, let's take a quick peek in one of those windows.


You see [1d4-1] pirates in that hallway.

Roll #1 4 - 1 = 3


You see an older Diamond Dog male. He's fussing with some arrowheads.

A slightly younger Pegasus cleans his hammer while chatting up a Zebra, her daggers exposed. They are unclean except for the blade, which is very sharp.


Alright. Get back out of view for a moment and summon some Homing Magic in preparation. [1d10+2]

Roll #1 9 + 2 = 11


Someone like you must be experienced, since you effortlessly called out 6 of them. Will you spread them out, 2 each, or try to take one or two out instead?


Jump in through the window and send two at each target.
Diamond dog [1d10+2][1d10+2]
Pegasus [1d10+2][1d10+2]
Zebra [1d10+2][1d10+2]

Roll #1 7 + 2 = 9 / Roll #2 2 + 2 = 4 / Roll #3 1 + 2 = 3 / Roll #4 5 + 2 = 7 / Roll #5 6 + 2 = 8 / Roll #6 4 + 2 = 6


A pretty good number, You've managed to trip up the Diamond Dog and Zebra from your barrage, but the Pegasus is coming at you.

#D. Dog 1/5
Zebra 1/5
Pegasus 3/5


Put up a Protective Bubble around myself and raise my sword. [1d10]

Roll #1 8 = 8


It's up, a faint light glowing all around you.

The Pegasus readies his great hammer for a high speed strike.


…Use Telekinesis to yank the pegasus backwards by his tail. [1d10]

Roll #1 4 = 4


You separate him from is weapon, but its momentum keeps going and weakens your bubble.

The Pegasus mane stands on end, he's quite mad because of that.


Calm him down. By Slamming him into the zebra he was talking to earlier. [1d10]

Roll #1 8 = 8


A terrifying, critical blow. She tries to scream when she lands, but nothing comes out as everything blanks out for her.

#Spare or Terminate

Remember, these are all pirates who wouldn't hesitate to kill you or anyone else for that matter.


"So are we killing her now or leaving her to die in the explosion?"


Hogtie her with her own tail, but other than that leave her be.
"One, we're capturing this ship if at all possible. Two, we need prisoners to interrogate. Intelligence is hard to gather when everypony who has the information you need is dead."


"Good. Cold blooded murder isn't my thing."


A few quick ropes between blinks make it impossible for this zebra to move without help.

#D. Dog 3/5
Pegasus 3/5
Zebra OUT


I hit the pegasus with a knockout shot.

Roll #1 3 + 2 = 5


Summon more Homing Magic. [1d10+2]

Roll #1 4 + 2 = 6


Miss. Despite his mass, the Diamond Dog is an archer too, and manages to dodge yours and retaliate.

Hopscotch 3/5


Only one comes out this time. The adrenaline must be knocking you off your game right now.


I grit my teeth and fire a marksman shot at him.

Roll #1 4 = 4


One should be all I need to knock that pegasus down. [1d10+2]

Roll #1 2 + 2 = 4


The Dog is old, but he's experienced. You see that his arm is malformed, but it doesn't seem to be a hindrance.

He ducks underneath it and dives into you. He's not strong enough to put too much force into that blow, but it still stings.

Hopscotch 1/5
Torm 5/5


Protective Bubble should have negated that damage.
Slam the pegasus into the deck. [1d10]

Roll #1 8 = 8


I load up another boxing glove bolt and try to knock him out again.

Roll #1 7 + 2 = 9


My bad.

Not only do you damage him by hitting him in the back, throwing him to the ground slingshots his face into the floor. You see a tooth roll away.

This time, he dodges right into it.

They're both on the ground, but they're still struggling. You'll have to remind them to stay quiet.

#D. Dog H/5
Pegasus H/5

#Hopscotch 1/5
Torm 7/5
Bubble GONE


I load a regular bolt into my crossbow and make a shushing noise at both of them.

Roll #1 10 = 10


Grab some more rope and tie them both up.
In fact, to save rope, let's tie them together. Making it a… compromising position for both of them is more a matter of personal entertainment.



A silence falls over the ship. Even the wind is at a standstill. They see you slowly pull out the bolt, and the mechanism that accept make a satisfying click. The cable twings a bit, emphasizing what it can do. The shush motion makes them move their head up and down in agreement.

#D. Dog Surrendered
Pegasus Surrendered

They wimper as you do this. You see their tears, but they dare not let out a cry.

With this hallway cleared, you're left with a few options. Try to locate the Captain and have him surrender the ship, find the powder room and threaten to take the whole ship down, or thin out the pirates on the deck and the two floors below.


I chuckle quietly when I see him tie them together.

"How powerful are the charges we have? If we can blow apart the ship just by dumping them on the deck then we should go after the captain."


Gag them both and the unconscious zebra as an added precaution.
"I doubt our explosives are that strong. Let's keep thinning them out for now."


It won't blow up the entire ship, but there will be a noticeable hole on the side that will allow water come in.

If you want to keep thinning them,
#Go up and take care of the deck with its Flyers
#Go down and clear out larger groups of Pirates



I peak outside.


"Let's take the deck."


It's dark, with fog obscuring up to about 6 feet above the sea. There are a few torches lighting the top and you can see the shadows of at least two moving pirates.

There's a Pegasus with you who can help you get onto the balcony, but you'll have to roll for a sneak attack and not falling off. Otherwise, going through the door is safer.


I am a Pegasus.


"Agreed. Just give me a moment to prepare."
Have my spell's cooldowns worn off yet, or do I need to wait a while?


Everything is reset to Zero.

I thought that was Torm.

Torm can ask Hopscotch for help getting a surprise attack but risk falling, or go through the door which is secure.


Put my Protective Bubble back up. [1d10]

Roll #1 5 = 5


I'm a pegasus and he is a unicorn.

"Which way to you want to go?"


It fizzles and pops. You think its up, that's what its supposed to look like some times, right? It isn't.


Let's, ah… let's see if we can smooth it over a little, shall we? [1d10]

Roll #1 4 = 4


"Why don't you go take a quick peek, then come back and let me know what we're up against."


I'll fly up to the balcony.


You take a shock for trying to mess with it while it was still running improperly.

Torm 6/5

Staying away from the light as much as possible, you see 4 pirates patrolling the top. An Earth Pony, a Goat, a Pegasus, and a Crystal Pony.

You can hear [1d3-1] Pirates sleeping out of sight.

Roll #1 2 - 1 = 1


I fly back down and whisper what I saw to Tom.


Ah, screw it. I leave it alone for now and summon some Homing Magic. [1d10+2]

Roll #1 5 + 2 = 7


Two bubbles flow around you, waiting for directions.

#Riskier option outside but success is Critical but you can fall down
#Just go through the door like a civilized equine


"If do don't mind giving me a lift, I can hit them from the balcony and take them by surprise."



I try to fly him up to the balcony.

Roll #1 7 = 7


He's up there with you.

#Hopscotch: Any Succesful attack Autocrits

#Torm: Same as Hopscotch. If any attack gets a one, you'll have to spend at least two turns out of the fight.


Pick your target, your attack, and roll.


I use a knockout shot on the pegasus.

Roll #1 7 + 2 = 9


Launch one orb at the pegasus and the other at the goat, then Slam the Earth pony.
Pegasus [1d10+2]
Goat [1d10+2]
Earth Pony [1d10]

Roll #1 5 + 2 = 7 / Roll #2 2 + 2 = 4 / Roll #3 2 = 2


She goes head over hooves. She won't be getting up tonight.

The Pegasus thrown into a box with that burst. She'd never be able to get out of it without help.

The Goat and Earth Pony show why they are put on night duty by dodging your attack and retaliating.

#Earth Pony 6/6
Goat 5/5
Crystal Pony 5/5
Pegasus OUT

Turns until other Pirate gets up '2d5'

#Hopscotch 5/5
Torm 1/5

Roll #1 2, 2 = 4


I marksman shot the crystal pony.

Roll #1 9 = 9


Slash at the earth pony with my sword. [1d10]

Roll #1 8 = 8


The Crystal pony moves his floppy ears and daggers everywhere.

You must be steaming mad about that last attack. It looked you took his face full force to the floor and then jumped on it.

#Earth Pony Helpless/6
Goat 5/5
Crystal Pony Helpless/5
Pegasus OUT

#Torm 1/5
Hopscotch 5/5


I hit the goat with a knockout shot.

Roll #1 3 + 2 = 5


Use telekinesis to bend the earth pony and crystal pony over opposite ends of the box the pegasus is inside, then tie them to it. [1d10]

Roll #1 5 = 5


The goat is skilled with its greatsword. It managed to deflect the shot and add a cut to you.

They use the motion of your telekinesis to right themselves. The Earth Pony responds with a well-aimed bolt that knocks you off your hooves.

#Earth Pony 1/6
Goat 5/5
Crystal Pony 1/5
Pegasus OUT

#Torm Helpless/5
Hopscotch 5/5


My blades are at ready! Tell me when I can fight!


Pull myself back up. [1d10]

Roll #1 9 = 9


Now. The tables are turning on your comrades and this is why they held you in reserve. Go show why they made the right choice!


I try to shoot him.

Roll #1 8 = 8


Rush in!


Shatter into the goat!


Roll #1 1 + 2 = 3


I'm impressed. The Earth Pony isn't.

A nice attack that knocks him off his game. It's a mark that's going to stay there for a long time.

Your sword is good. Enough that it cuts through the deck, but the Goat manages to dodge and respond with a kick.

#Earth Pony 1/6
Goat 2/5
Crystal Pony 1/5
Pegasus OUT

Torm 7/5
Hopscotch 5/5
Gunhilda 2/5


Double slash into the horned prey!

Roll #1 10, 5 = 15


Homing magic, rise and serve me! [1d10+2]

Roll #1 7 + 2 = 9


Now I marksman shot the goat.

Roll #1 9 = 9


He witnesses the glory of Gryphon steel for a brief second when your swords practically dissolves his. Hopscotch manages to nail him in the head with enough force that he finds himself in a painful position inside a barrel.

4 spheres of magic float about you, ready.


Send one at the earth pony and one at the crystal pony. Hold the other two in reserve.

Roll #1 3 + 2 = 5 / Roll #2 7 + 2 = 9


Now strike at the crystal pony!

"Your crystal skin cannot stop true Gryphon steel!"

Roll #1 5 = 5


I'll hit whoever is still standing with a knockout shot.

Roll #1 3 + 2 = 5


The Earth pony manages to get a kick into Torm, but your combined attack on the crystal pony has him in tears. He drops his daggers to clutch his head in pain. Gunhilda takes the opportunity to toss him into a box and a few bags too so he stays in place.

You take a shot at the Earth Pony, but he's able to crouch out of the way and send his own bolt at you.

#Earth Pony 1/6
Goat 2/5
Gryphon wakes up 5/5
Crystal Pony OUT
Pegasus OUT

#Torm 1/5
Hopscotch 4/5
Gunhilda 2/5


Send both bolts at the griffon and Slam the Earth pony.

Roll #1 6, 2 + 2 = 10 / Roll #2 8 = 8


"Oho! A fellow Gryphon! Come, I challenge you, vile bandit!"

Ready my dai-unsheathing slash technique. Shatter into them!

Roll #1 4 + 2 = 6


I hit the gryphon with a knockout shot.

Roll #1 8 + 2 = 10


That was pretty brutal what you did to that Gryphon. I'm rolling for brain damage. '1d10'

The Earth pony bites the dust again, but you know how hardy they are. You'll need to make sure he stays down.

#Earth Pony Helpless/6
Goat 2/5
Gryphon gets taken OUT
Crystal Pony OUT
Pegasus OUT

#Torm 1/5
Hopscotch 4/5
Gunhilda 2/5

Roll #1 5 = 5


I marksman shot the goat.

Roll #1 9 = 9


She's quite damaged now. In fact, she thinks '1d3' is her parent before she passes out.


Roll #1 1 = 1


Tie the earth pony down. [1d10]

Roll #1 2 = 2


The goat is knocked off balance and practically off the deck. It's barely hanging on.

He roars back onto his hooves and tosses you off.

#Earth Pony 4/6
Goat Helpless/5


I grab him and pull him up. Once he's up I punch him in the face.

Roll #1 7 = 7


Slam the earth pony again. [1d10]

Roll #1 3 = 3


He clutches his snout.

He's rip roaring mad.

Earth Pony 4/6
Goat Helpless/3

Torm Helpless/5
Hopscotch 4/5
Gunhilda 2/5


Pull myself back up. [1d10]

Roll #1 2 = 2


I try to tie him up with some rope.

Roll #1 5 = 5


Double hit into the Earth Pony!

Roll #1 10, 8 = 18


He gives you a swift kick to the stomach. He could have shot you, but this is more fun.

He's still struggling.

The Earth Pony gets the kick in, but you manage to make it pay. It won't be whole anymore.

#Earth Pony Helpless/3
Goat Helpless/4

#Torm Helpless/2
Hopscotch 4/5
Gunhilda 2/5


I tie harder.

Roll #1 4 = 4


Finish off the goat prey!

"Execution… STRIKE!"

Roll #1 8 = 8


Use telekinesis to pull myself to my hooves. [1d10]

Roll #1 4 = 4


The boat manages to dodge your punch and jump out of the way.

But leaps straight into your attack. Your blade cuts into its side. He's on the ground again and needs medical attention.

Be careful with that! You're putting pressure where you shouldn't!

#Earth Pony Helpless/3
Goat Helpless/3

Hopscotch 4/5
Gunhilda 2/5


"I could use a hoof here!"


I try to help Tom up.
How did Tom go from 5 Wounds to 2 in one turn?

Roll #1 7 = 7


"My beak into your entrails!"

Dual strike into the Goat while he;s down!

Roll #1 4, 6 = 10


Torm is up, but so is the Earth Pony.
Torm was at 5 wounds, then rolled a 2 to get up.He lost 3 wounds there.

That goat has some life in him. Sure, plenty of it is leaking onto the deck, but you have to give it to him..

#Earth Pony Helpless/4
Goat Helpless/4

#Torm 7/5
Hopscotch 4/5
Gunhilda 2/5


I'm pretty sure that's not how it works unless you are using a modified set of rules.
I knockout shot the earth pony.

Roll #1 4 = 4


Put up a Protective Bubble around myself. I seem to be having rather poor luck tonight. [1d10]

Roll #1 4 = 4


"Did.. did you just get healthier from being hit?"

Shatter into him, Ready and unsheathing slash!

Roll #1 1 + 2 = 3



It's shorting out on you.

Its fear. He's pushing himself away from you shortly after standing.

Yeah, I was wrong. I'll be switching to the proper one now.

The Earth Pony manages to move out of the way.

#Earth Pony Helpless/6
Goat 1/5

#Torm 5/5
Hopscotch 4/5
Gunhilda 2/5


Guh, fix the darn thing! [1d10]

Roll #1 4 = 4


I go back to trying to tie up the earth pony.

Roll #1 7 = 7


I missed… this one is lively!


Roll #1 10 + 2 = 12


You need to keep a calm mind to get it running!

You make sure to tie him down firmly. He's been nothing but trouble.

Shatter breaks an enemies defences. In this case, you just broke its front hooves.

#Earth Pony Tied Up
Goat Broken

#Torm 3/5
Hopscotch 4/5
Gunhilda 2/5

At this time, you have an option.
The Goat can be 'saved' or you can mercy kill it.


Damn it. Drop the bubble, the fight's over anyway. Take the now-bound earth pony, bend him over one of the crates, and tie him to it; for being such a pest, he gets to be the sub for whoever finds him.
What condition is the goat in? How bad is it?


Cut open on its side and both front legs bad broken. It won't heal properly, especially at his age and with his criminal record.


I grimace when I see the gryphon slaughter it.
"Was that necessary?"


Guess there's nothing for it then. Cradle his head in my lap and gently stroke his ears, try to make him relax.


he's not dead yet.


He is a pirate and he participated in acts which led to the deaths of others.

You can try to bind his wounds, but he won't be a productive member of prison society in this lifetime.



"Those who live by violence die by violence. They chose to pick up the sword and slaughteri nnocents, and they pay with blood."


You misunderstand. My sword is held in my telekinesis, ready to strike. I want him relaxed so that his death is quick and painless.


"Killing them in cold blood isn't right, though."


Select where the final blow will land, and end it.

The goat is breathing hard, but he isn't struggling. He has his eyes shut.


"Is it right for them to do the same to us and any others, then? They have no use."


Right in the small of his back, between the vertebrae and through his chest. With nerve signals unable to reach the brain, he'll never feel a thing.


"If it isn't right for us why would it be right for them?"


Drive the blade home, continuing to stroke his ears.


The deed is done.

#Pause for Now


Leaving the deck for now, you venture forth towards the second lowest deck. If you aim to clear out the Pirates, there are only a few left.

You stand next to the door to this deck. What do?


Let's see if I can get up my Protective Bubble.

Roll #1 1 = 1


You feel a sharp, tingling sensation flow through you.

You think it is up. Next Action.

Torm 6/5


Alright, let's peek in the doorway.


You see a pony lying by itself, on a cot. A small flame keeps her warm and highlights some of her features.

Roll for Perception.


rolling. '1d10'

Roll #1 5 = 5


She's a Crystal Pony. You can make out her stubby legs and a nicely polished chest. She's wearing a bandana over her eyes, probably to sleep.

If you want to approach her, you'll have to roll higher than '1d10'

Roll #1 6 = 6


Alright. Nice and quiet. '1d10'

Roll #1 8 = 8


Is it hostile?

Roll #1 9 = 9


Despite walking up to her with your metal horseshoes, you make no sound that seems to alert her. Maybe they're name brand?

As you look at her, you can see her face. She's smiling.

It's asleep for now.

What are your actions.


Use telekinesis on the sheets to tie her up. '1d10'

Roll #1 9 = 9


"Heywaa!" She yells as you tie her up in her own bed by spinning her around and around. Like a caterpillar in its cocoon, you can hear her struggling.

Her yells awaken a few of her compatriots that were sleeping, namely another Gryphon and a Unicorn.

+2 to next attacks against them


Slam the Unicorn. '1d10'

Roll #1 2 = 2


Leave my katana sheathed. Get ready to draw it when they come close.

Roll #1 3 = 3


+2 to that, sorry.


Even in her dreamy state, she knows to avoid big objects coming at her. Slamming into the boxes beside her doesn't help you either.

"Who are you!? What do you think you're doing here!" She yells as she starts walking up to you, mace in talons, anger in her eyes.

Torm 4/5


Guess my bubble isn't actually up. I always seem to have trouble getting that spell right… try to put a Protective bubble up again. '1d10'

Roll #1 7 = 7


Some of the rubble from your incident is pushed away. This time you know it's affecting other things.

"Stay away! I'm too pretty for this!" She yells as she rushes over and grabs her wand.


"Then you should just surrender. Less risk of leaving scars." Summon Homing Magic to reinforce my point. '1d10'

Roll #1 10 = 10


Forgot the +2 for that from my special talent.


Her face scrunches.

"I'm not some little filly! You can't tell me what to do!" She rushes at you with her Wand glowing, seemingly without fear of those 7 orbs around you.


Standard protocol is to give two warning shots. The fact that I'm aiming them at her head is just prudence. '2d10+2'

Roll #1 8, 10 + 2 = 20


You should be more careful with your swagger, because she goes head over hooves while coming at you.

Oh wait, that wasn't love, that was trauma.

She lands in front of you, locked into position, freezing and shaking.

She's at your mercy and she knows it.


Place my blade against her neck as I tie her up.
"You're out of your league. I'd suggest you refrain from trying anything."


She stays quite still while you bundle her up with the other loose ropes.

You hear a laugh coming from a door. "Oh Nostrils, is this what you do for fun? You could've just asked, you know." Your new captive becomes a bit more conscious with this quip and starts moving around a bit more.

"You there, you seem like a good, strong boy. Why don't you leave her there and come play with me?" The Zebra asks you. "Come, share a drink with me."


Let's see, fronthooves tied together, check. tie them between her back legs, check. Tie a spare rope to the base of her tail, loop it over a support beam, draw it taut enough that she has to stand on her toes with her chest on the ground, tie it off, and… done.
"Sorry, ma'am, I don't drink on the job." Two more orbs at the zebra. '2d10+2'

Roll #1 5, 3 + 2 = 10


She darts underneath them, spilling much of her drink. You can smell the booze on her.

"Here, have a drink to cool you down from all this work!"

Roll to resist. If you get a 6 or higher, you can roll an attack.


I am a professional. besides, I find your acidic swill offensive to the senses. '1d10'

Roll #1 7 = 7


Slash at her with my sword. '1d10'

Roll #1 2 = 2


She dances away from the blade.

"Come, drink with me! Put that pointy thing away."


"I would need to find a sheath tight enough for it first."
Fire the remaining three orbs. '3d10+2'

Roll #1 9, 6, 1 + 2 = 18


"Oh, hohoho…" She laughs, lying on the ground as your magic orbs trip her up.

Zebra Mare Helpless/5

Protection for one more failure remains

2 turns for special ability.


Use Telekinesis on her drink and force-feed it to her. '1d10'

Roll #1 6 = 6


Rolling for effect.

Roll #1 7 = 7


"Not all of it, you didn't!" She squeaks, as she starts to breathe even more heavily. You see her try to crawl away, but her speed is hampered as she shrinks down to 7% of her normal size. Most of your gear now weighs more than her.

She looks at you as she backs up against the wall.


Pick her up with my telekinesis. "You know, if you're that thirsty, there's a whole ocean just outside. What do you say; care for a dip in the drink?" My expression, as always, is a professional deadpan.


"No no! I'll do anything, please!" She squeaks as she puts her hooves together in a praying motion.


Look around. Are there any containers laying around that she might fit in?


There's a couple. Some jars, a few vases. Plenty of boxes, too.


"Then you'll keep quiet and do as I tell you."
Poke some air holes in one of the jar lids, then stick her in it and put the lid back on. Grab a sturdy-looking wooden box, too. Just in case.
"And for your sake, I hope this doesn't wear off anytime soon. Besides, I don't want to clean up the puddle you'll be if it does."


I then stick the jar in my bags. It's by far my most unique souvenir.


She yells out some expletives, but what do you have to worry about such a tiny Zebra-mouse? She rocks the container a bit, but settles down for the moment.

After making sure her lid is secure, you hear the Gryphon lady from earlier tip over a bookshelf on the door. Looks like its just you and her now.


I think my Homing Magic's recharged by now. Let's get those going again. '1d10+2'

Roll #1 10 + 2 = 12


7 Horrifying orbs appear before you. The Gryphon is already tired from her earlier fight and suffers '1d10' San Loss.

Roll #1 4 = 4


"You, you aren't going to get out of here…" she trails off, meakly.

Gryphon 1/5


This fight shouldn't take long. Even so, I take the time to secure the jar inside the wooden box so that it doesn't get smashed in the fight, just in case.
"You assume I intended to leave." Two orbs at her. '1d10+2'

Roll #1 3 + 2 = 5


Whoops, meant to make that a 2d10. I'll fix it. '1d10+2'

Roll #1 2 + 2 = 4


The two orbs kick off her predatory instincts. She evades and tries to hit you with her mace, but your bubble deflects it.

Gryphon 1/5

Bubble is gone!


"So you do have some fight left in you." Three more orbs. '3d10+2'

Roll #1 3, 7, 1 + 2 = 13


She's too fast! She gets in a good blow, but you managed to get her in the chest and knock her down. The Third Bolt did more harm than good, shatterin a bunch and sending shrapnel everywhere, knocking you off your feet.

Gryphon Helpless/5
Torm Helpless/5


Well, damn. I try to get back up before she can. '1d10'

Roll #1 3 = 3


There's bits and pieces in both of you. You need to treat those wounds quickly!

Gryphon Helpless/4
Torm Helpless/4


I don't have time to bleed! Get. Back. Up! '1d10'

Roll #1 7 = 7


You're back on your feet, still hurting, but up.

Torm 7/4
Gryphon Helpless/3


Tie her down on one of the cots, making sure to tie her wings down as well. '1d10'

Roll #1 9 = 9


She's too tired to resist. You could do just about anything to her now.





First things first. Patch her up so that she doesn't bleed out. '1d10'

Roll #1 2 = 2


You grabbed the booze with the highest alcohol content. It helps, but she's in extreme pain. Good thing you tied her up so well.


"Sorry about that." Wipe the alcohol away to minimize the effects.


She shivers, but is complying. She isn't very strong, you can see that there really isn't much meat underneath those feathers of hers.


"You know, I could make it up to you." Trail my hoof someplace… intimate. "Make you feel good instead."


Her eyes sharpen and she begins to struggle out of her bindings. They'll hold, for now.


Keep my hoof's movements slow and gentle. "Just tell me if you want me to stop."
Rolling to see how I do at making her feel good. '1d10'

Roll #1 1 = 1


She manages to free her legs, and despite her size, she manages grab your leg with them and flip you to the ground.

Torm Helpless/4


Get back up. "A simple "no" or "stop" would have sufficed." '1d10'

Roll #1 9 = 9


She's growling at you, but she still isn't completely free.


Bring over more rope and tie her back down with double the rope this time. "I'm serious. Sex feels good, that's why I offered. I'm not going to force it on you." Reach into my saddlebags; I'm sure I have some rations somewhere. "You look hungry."


She's struggling. You've got her tied up and offering her possibly tainted food. She's not wanting any of it.


"You know if you actually manage to get free from those restraints I'll have to kill you." Move to sit in front of her.
"Do you want to know why I do this? All these… elaborate methods of restraint and confinement?"


She wimpers and moves her head from side to side.


"It's about power. Power over others, specifically. You pirates know all about that. Every time you see another ship, every time you capture a trading vessel, you get to choose the fate of that ship's crew. More often than not, you have not been merciful. I can understand why; prisoners are a hassle to deal with, especially when you don't have a legitimate port of call. Killing the crew is the practical thing to do.
For the same reason, most of the rest of the ponies in our fleet would do the same thing. They'd have just slit your throat and killed the rest of the crew on this ship. It's the faster way; far more efficient too.
That's why I take the time to tie you up. It's why I try to spare as many as possible. Not because you deserve mercy, but as a personal test. I need to do things the difficult way, the hard way. Having you bound and helpless before me, your life in my hands… That's what makes it meaningful when I spare your lives. Not because it's easy or convinient, or even fair… but because it's the right thing to do. and I have to test myself, every day, to make sure that when the time comes, I know I'll do the right thing."
Clap my hooves. "And with that little confession out of the way, I think you need some sleep." Crack her in the head with the pommel of my sword to knock her out.


She is out cold. The other prisoners aren't moving either, even your pet zebra is still.



Your enemies might lack formal training, but they've learned a lot in their career here as criminals. Things like how to set up a barricade.

"You ain't taking us alive, you filthy goverment lovers." You hear one yell.

"So please go away, okay?" You hear a voice respond.

"That isn't threatening you know, pay attention." Responds.

There are a few pirates left between you and the Captain and complete seizure of the ship and all it carries.

What do?


So there is a barricade set up between us and the rest of the pirates?


First things first. Let's get some homing magic going. '1d10+2'

Roll #1 4 + 2 = 6


I'll fly around and try to find a way past the barricade.

Roll #1 3 = 3


It's a small one, but it is making you think about your actions. These guys know you're coming and won't be caught flatfooted.

You get one Orb around you this time. Before you can summon more,

#Roll for Perception!



Roll #1 7 = 7



Roll #1 1 = 1


You can go over it, it barely goes higher than everyone's head. It's not stable either, just meant to stall you for a moment. Also, you should really look at that weird, knife shaped shadow aiming towards Torm.

Nope, everything good. Except for Hopscotch looking at you in a not good way.

#Hopscotch, you're a Pegasus, so +2 if you want to intercept that Knife

#Torm, -2 to notice and evade it.


Wait, why is he looking at me like that? '1d10-2'

Roll #1 6 - 2 = 4


I shoot the knife out of the air.

Roll #1 1 + 2 = 3


A sudden, sharp blow to your back sends you to the ground. You can barely make out what your assailant said.

"Well, this was a disappointment."

It misses, and with that several of the Pirates jump over to join in the fray.

Torm Helpless/5
Hopscotch 5/5

Pegasus 5/5
Goat 5/5
Zebra 5/5
Unknown Unknown /Unknown


Roll away and get back up. '1d10'

Roll #1 6 = 6


I hit the pegasus with a knockout shot.

Roll #1 8 + 2 = 10


Nice, you're up and ready to deal with the Pirates coming after you.

You pin her to the roof, the sudden change in location knocking her out for a bit.

"I'll get.. ughh."

Torm 7/5
Hopscotch 5/5

Aggressive Pegasus [Helpless for 3 turns due to Crit] 5/5
Goat 5/5
Zebra 5/5
Unknown Unknown /Unknown


Toss the homing magic at the zebra as an instant action, then put up a Protective bubble. '1d10+2'

Roll #1 1 + 2 = 3 / Roll #2 6 = 6


I'll hit the zebra with a marksman shot.

Roll #1 3 = 3


It goes wide as the Zebra got in real close, real fast.

"Better try that again, little Unicorn."

No shot this time, the Zebra has Torm between you and her. You also don't notice the Goat swinging a large plank around at you.

Torm 7/5 {Bubble will only absorb a regular failure now]
Hopscotch 2/5

Aggressive Pegasus [Helpless for 2 turns due to Crit] 4/5
Goat 4/5
Zebra 4/5
Unknown Unknown /Unknown

Made some Corrections on my part.


Slam the smug off her face. '1d10'

Roll #1 6 = 6


I'll fly up and buck the goat in the face.

Roll #1 9 = 9


She can't really resist with that weak body of hers.

"Well, if you're going to be like that."

She gives you a kiss.

A flying Roundhouse kick that sends her head to the wall for extra damage.


Torm 7/5 {Bubble will only absorb a regular failure now]
Hopscotch 2/5

Aggressive Pegasus [Helpless for 1 turns due to Crit] 4/5
Goat Helpless/4
Zebra 3/5
Unknown Unknown /Unknown


Are all the zebras on this ship perverts? …I'm actually pretty okay with that. Still, business is business. Smack her around with my sword. '1d10'

Roll #1 9 = 9


I'll dive at the pegasus and try to tie it up before it can get up.

Roll #1 2 = 2


What did I miss in the last session?


I totally wrecked Knight's special amped-up enemies. I even got a living zebra in a jar out of it!


Why did she shrink?


First one was for the joke, this was came out this way thanks to RNG and the Personality I gave her.

A powerful, painful hit, knocking what little wind she has. You could feel her bones in that brief instance.

She manages to evade your action, blow you a raspberry, and help get up her Goat friend.

Torm 7/5 {Bubble will only absorb a regular failure now]
Hopscotch 2/5

Aggressive Pegasus 4/5
Goat 4/4
Zebra Helpless/3
Unknown Unknown /Unknown

He force fed her the potion she had and I rolled on a random Potion Table I found.


Her special attack was throwing some kind of alcoholic drink at you that you had to roll to dodge/resist. When she went helpless, I force-fed her the entire thing.


I'll hit the pegasus with another boxing glove arrow.

Roll #1 6 + 2 = 8


Press down on her as I tie her up. "Just relax for now; I'll be back for you later." '1d10'

Roll #1 9 = 9



And she's down for the count again! Are you going for a TKO against her!

"Hey, it isn't nap time, wake up!" The Goat yells as she tries waking her up.

She's still clutching her stomach. She wasn't able to resist the blow.

Torm 7/5 {Bubble will only absorb a regular failure now]
Hopscotch 2/5

Aggressive Pegasus [Helpless for 2 turns] 4/5
Goat 4/4
Unknown Unknown /Unknown

#Roll for Perception again!


I'll hit the goat with another knockout shot.

Roll #1 7 + 2 = 9


Perception roll. '1d10'

Roll #1 8 = 8



Roll #1 4 = 4


The Goat is an easy target, everything is lined up properly. But you're so focused, you don't see the shadow.

Something is moving, but you can't make out WHAT it is, but where.

#Roll again, Hopscotch gets the -2 this time and Torm gets the +2



Roll #1 3 - 2 = 1


Moving! '1d10+2'

Roll #1 3 + 2 = 5


Suddenly, the floor strikes you. Or maybe gravity had it out for you?

Thanks to your quick sword, you were able to reveal your adversary just a little too late. It's a Donkey, and she's wearing a suit and balaclava.

"Sorry to "pop" in unannounced."

Torm 7/5 {Bubble will only absorb a regular failure now]
Hopscotch Helpless/5

Aggressive Pegasus [Helpless for 1 turns] 4/5
Goat 4/4
Donkey Sapper 5/6


I try to stand up.
"What just happened?"

Roll #1 5 = 5


"I see SPY!" Summon homing magic! '1d10+2'

Roll #1 9 + 2 = 11


"You jerk, don't hurt Fisher!"

The little goat kicks you.

"Oh, Merde." She says as 6 orbs float about you.

Torm 7/5 {Bubble will only absorb a regular failure now]
Hopscotch Helpless/4

Aggressive Pegasus [Gets up now] 4/5
Goat 4/4
Donkey Sapper 5/6


"Buzz off!"
I try again.



Roll #1 3 = 3


You are back-poking snake, and by Faust you'll die like one!" Two orbs at the Goat as an instant, then slam the Donkey. '2d10+2' '1d10'

Roll #1 4, 1 + 2 = 7 / Roll #2 1 = 1


Now both of them are joining in.

"You show 'em Desmayo!" the Pegasus yells.

The Donkey is good and merciless. She disables your bubble with a well timed toss of Desmayo at you, and then gets in a backstab as you try to slam her.

"Hey!" Yells the Pegasus.
The Donkey shoots her a look that shuts her up.

Torm Helpless/4 Bubble absorbed the HM failure, then there were Critfails.
Hopscotch Helpless/3

Aggressive Pegasus 4/5
Goat 4/4
Donkey Sapper 5/6


"Back off!"
I try standing again.

Roll #1 8 = 8


"That wasn't supposed to happen!" Roll to my hooves. '1d10'

Roll #1 7 = 7


You've managed to raise yourself and get some distance between you and your attackers.

"Get back here and take your medicine, you wench!" Shouts Fisher at you, her wings fluttering about in excitement.

Back on your hooves.

"Does it hurt when I do that? It does, doesn't it?!" The Donkey laughs.

Torm 7/4
Hopscotch 5/3

Fisher 4/5
Desmayo 4/4
Donkey Sapper 5/6


I'll hit the donkey with a knockout shot this time.

Roll #1 5 + 2 = 7


two more orbs, this time at Fisher. Hit the donkey with my sword. '2d10+2'

Roll #1 4, 8 + 2 = 14



Roll #1 8 = 8


"Headshot! Noice." Yells Fisher as the Donkey drops.

KTHUNK, replies the floor as Fisher is sent back down.

Torm 7/4
Hopscotch 5/3

Fisher Helpless/4
Desmayo 4/4
Donkey Sapper [Hopscotch can tie her up with a roll or damage a Helpless enemy next turn] 5/3


I'll try to tie the donkey up.

Roll #1 7 = 7


"Hope I didn't scare you with my face-to-face STALLION fighting!" Last two orbs at Desmayo as I attempt to tie up Fisher. '2d10+2' '1d10'

Roll #1 3, 5 + 2 = 10 / Roll #2 3 = 3


"I'm going to gut you like a Cornish game hen." She yells as you bind her.

She's too small and quickly darts around with her goat legs, delivering a high speed slap.

As for Fisher, she's already standing, she won't go down like that.

All the enemy females suddenly freeze in place. You can hear footsteps approach and a door knob that seems to take forever to twist. The door opens to reveal a Massive, lumbering Diamond Dog. He lifts up the Zebra Mare you tied up earlier with just one arm.

"You git, is this what I feed you for!" He ripps off the bindings with no regards to the poor Zebra's flesh. "I'm cutting your rations for this!"

Hopscotch, you recognize him as Captain Anatole, a pirate with a very good Bounty on his head.

Torm 7/4
Hopscotch 5/3

Captain Anatole 8/6
Fisher Helpless/4
Desmayo 4/4
Zebra 4/3
Donkey Sapper TIED UP/3


I grin and hit him with a knockout shot.

Roll #1 8 + 2 = 10


Slam Captain Anatole. '1d10'

Roll #1 9 = 9


Meat Shield

A good, team effort. Unfortunately, Anatole has his own ideas on that. He picks up the Donkey Sapper and has her take the brunt of your attacks.

"Maybe you were good for something, Provence." He tosses her aside. "You three, get in front, or I'll give it ta ya later!"

Torm 7/4
Hopscotch 5/3

Captain Anatole 8/6
Fisher 5/4
Desmayo 4/4
Zebra 4/3
Provence Discarded

Turns Remaining 4


I marksman shot Fisher.

Roll #1 3 = 3


Put up my bubble shield. '1d10'

Roll #1 9 = 9


"Gravy, I'm scared." Says Desmayo.
"It'll end soon, I promise." replies the Zebra.
Captain Anatole just laughs.

The shot goes wide.

It's up and ready.

Torm 7/4
Hopscotch 5/3

Captain Anatole 8/6
Fisher 5/4
Desmayo 4/4
Zebra 4/3


I'll try hitting the Captain with a knockout shot again.

Roll #1 3 + 2 = 5


Homing Magic. Those three need to go down now. '1d10+2'

Roll #1 10 + 2 = 12


Gravy the Zebra gets in while you were focused on the shot.

7 Magic Orbs begin rotating.

Captain Anatole just smirks. Fisher gets close to Desmayo.

Torm 7/4 [Protective Bubble and 7 Magic Orbs Remain]
Hopscotch 4/3

Captain Anatole 8/6
Fisher 5/4
Desmayo 4/4
Zebra 4/3

Turns Remaining 2


I try to hit Fisher with another Marksman shot.

Roll #1 9 = 9


Two orbs to Desmayo, three to Captain Anatole, and I charge the captain and hit him with my sword. '2d10+2' '3d10+2' '1d10'

Roll #1 10, 1 + 2 = 13 / Roll #2 1, 9, 2 + 2 = 14 / Roll #3 8 = 8


Square in the head. Strong enought that it sends her flying back.

Desmayo freezes in place at the prospect of being alone. The Captain licks his lips, then kicks her.

Two hit clear on target, but with so many going around, you damage yourself with all the shrapnel.

Torm 5/4 [2 Magic Orbs Remain]
Hopscotch 4/3

Captain Anatole 2/6
Fisher 5/4
Desmayo Helpless/2
Zebra 4/3

Turns Remaining 1
Save Desmayo


Fisher Helpless/3


I hit Anatole with a knockout Shot.

Roll #1 10 + 2 = 12


Send the last two orbs into the captain's face as I pull Desmayo someplace safe. '2d10+2' '1d10'

Roll #1 9, 4 + 2 = 15 / Roll #2 8 = 8


"Hehe, Clever horse."

Good, strong hits as Hopscotch's arrow already knocks him down.

Meanwhile, your Telekinesis pulls Desmayo away. Gravy ignores Hopscotch and runs to her side. A bad move as Anatole lunges for her.

Torm 5/4 [2 Magic Orbs Remain]
Hopscotch 4/3

Anatole and Zebra TBD
Fisher Fisher/3
Desmayo Helpless/2

Roll #1 7 = 7


Slam Anatole away. '1d10'

Roll #1 7 = 7


Act or wait?


Act. Still calculating the Damage and I;'ll take your next moves into consideration.


I'll hit him with a second one just to be safe.

Roll #1 4 + 2 = 6


I thought I used up all of my magic orbs.


"No, please no…"

The Zebra stops struggling, going limp in the Captains paws.

"Is this all you were good for!? I'll have you cooked after this!"

A good team effort to put him back down.

Torm 5/4
Hopscotch 4/3

Captain Anatole Helpless/3 [Damage Accounted for, you can roll for capture, but you must both succeed]
Fisher Fisher/3
Desmayo Helpless/2
Zebra Helpless/2


Captain Anatole used Life Drain on his minion.

Turns Remaining 5


"Get him!"
I tie him up.

Roll #1 8 = 8


Take him down! '1d10'

Roll #1 5 = 5


You bind his legs,

But you fail to bind his arms. He tosses the both of you away.

"You!" He points at Hopscotch, "I'm going to have your wings for dinner!

Torm 5/4
Hopscotch 4/3

Captain Anatole 8/3


"Try it, pooch!"
I hit his legs with a Marksman shot.

Roll #1 6 = 6


More Homing magic. '1d10+2'

Roll #1 10 + 2 = 12


You're arrows do far worse than penetrate. They flip him over and his jaw goes straight to the floor.

7 of them. With the Dog on the floor, and those Orbs around you this will be easy.

"Please, don't hurt him." You hear from Desmayo.
"He's our …" you see Fisher try to reach for him and fail.

He's effectively at your mercy. What will you do with him and the other Pirates after rounding them all up?

#Pause for now, but feel free to post your actions after seizing the ship. What will you do with the Pirates you captured and the Captain here?


I'll have him shackled and manacled and kept somewhere. I caught him, so I get the bounty.


"Your what? He seemed perfectly willing to throw your lives away."


I'll get the recipe for her potion from my zebra-doll, then offer each member of the crew (aside from the captain) a choice: Drink the potion and be my little living dolls, or stay tied up and be left to the judgement (and desires) of the crew that takes over the ship when we turn it over to the fleet.

I also take the time to give the only fatality a proper burial at sea, saying a small prayer as he disappears beneath the waves.


He's not getting out any time soon. With the bounty on just this guy, you'll be able to cruise through life. Now imagine what other bounties you might come across.

7 of the 100 crew are Officers and taken straight to the brig.
Of the 93 remaining, 9 were killers who walked the plank that day.
Of the 84 remaining, '1d15-1' have bounties on them.

Roll #1 13 - 1 = 12


Of the 72 remaining, '2d20+10' Decide to walk the plank than submit.

Roll #1 17, 4 + 10 = 31


Of the 41 remaining, '1d20+5' are given the terrible jobs on ships.

Roll #1 19 + 5 = 24


Hopscotch gets 12 bounty prisoners.

Of the 17 remaining, the PC's are given rights to them.

Any Pirates from the raid that live are branded on their flanks and have an ear cut off. They're sentence is to be slaves to the ships instead of immediate execution.


Putting this here for your convenience:
Agreed. You get the captain and the bounty on his head. However, due to the fact that he killed that young zebra mare, you are getting him in extremely damaged condition, seeing as I took the opportunity to beat the shit out of him.


Torm's bounty

1 Crystal Pony Rogue.
She is in her 20's. She has stubby little legs and a portly stomach. She's blind, but what's left of her ears function fine.

1 Unicorn Pony Paladin.
Also in her 20's. She's from really far away, as you can tell by her now squeaky accent. Her eyes have an almond-y shape, and her snout is odd, in a cute way, because it's shorter than most. She isn't very brave, as she tends to hide for the most part.

1 Pegasus.
Despite being flighty when you fought her, the Pegasus tends to stick close to the other two. There really wasn't any going back for them anyway. When you offered them some pieces of cloth, she took the orange one.

1. Goat
Barely more than a child herself, she was a victim of Piracy who would be shoved into a brig or worse if you had let her stay back on the ship. The Zebra dotes on her.

2 Zebra.
The Zebra with the shrinking potion is still trying to get away. Unfortunately, she tries to use only the things you give her, which resulted in her inflating like a balloon a few days ago. The Goat pushed her around a bit. The second Zebra is less hopeful. She takes great care of the goat, but there isn't much life in her. Who knows how long she has suffered in these ships? In good news, she's eaten a lot more and is getting rather wide now.

#11 Prisoners Remain.


It's rare to see so many boats linked up like this, but the capture of two vessels necessitates it. Everyone is being reassigned, including our heroes.

You've all been sent to the Persimmon, the small ship that was captured. The Officials in charge of this expedition have decided to send all the mercenaries, hunters, and other assorted undesirables into the small ship.

Climbing aboard the small ship, you can see an unkempt Earth Pony trying to handle everyone.

You can also head off towards the improvised barracks if you're tired. They'll be sending staff down there shortly.


So, where are our prisoners?


"I'm looking for the captain we captured."


"That depends," responds the new Captain, "the prisoners who can still work are being assigned after they've been branded. A few will be used as menial labor if they're too injured for anything else. The rest are being chained to the ship and watched while they work in groups."

"The captain and the other enemy officers have been locked up in the brig of the big ship."


"Great. I did most of the work catching the captain so he's mine, got it?"


"You'll be paid, don't worry. Just don't expect any fanfare. Its the other High Rankers who'll parade him around town. You'll probably get an envelope with money like all the rest of us."


So, how is this going to work?


You can talk to the Captain about things you might have questions about, or go to your cots and trigger a second NPC.


"Some of the prisoners are unicorns or have wings. How do we make sure that they stay in line?"


"The Unicorns got a little off the top, if you get what I'm saying. They'll have to work at getting their telekinesis out, let alone any other special tricks. We also have a few rings that stop a lot of them when its on them. As the Horn grows, it becomes a part of it. Meaning no hocus pocus from them."

"The Fliers, they got two options. Gryphons got those hand things, so their wings got clipped for now. The Pegasi, I just hope they can lift real good. They've got a cannonball strapped to them. Even if they flew off, they'd just sink to the bottom if they landed in water or just starve even if they made it to land."


Wait, I thought he was going to be a pet or something?
"That's hardly fair, considering they didn't do any of the work."


"Someone like him won't be assigned to anything but the brig under 24 hour watch. He's too dangerous, and we don't want him to cause any riots. There are a few prisoners left though. Take your pick if you want one for yourself. They won't be free for the rest of this life."

There are 11 prisoners remaining that you can take for yourself.


"I see. If you need me, I'll be at my cot." I leave him and head to my cot.


I look at all the prisoners left to take. Do any of them have bounties?

Roll #1 6 = 6


How many people are in Pirate Hunters total? I'd like to see if we can distribute them as evenly as possible. By which I mean that since I did most of the work capturing that ship, I don't want to get shafted.


There are a few ponies still checking the beds when you get down to the second level. They point you towards a few cots they've inspected to make sure there aren't any surprises. There are several trunks you can stack to make a wall.

A prisoner with a shaved mane and cut horn walks in.

"Hello Master, can I get you anything?"

Roll for perception.

12 of them did. You already have the papers stamped. You just need to wait to get back to get your prize. But that's still a long way off.

"Most of these are the ones who aren't in a good a condition to work. They may be dirty pirates, but even we have some standards. Any that the crew, or more specifically, you, don't take, will be sold at auction. You caught them, you get to take your pick. Looking for anything specific, or would you like me to pick for you?"

There are 4, but Sylt is dropping, so it's you, Campfire, and BDN.


"Hmmm. If they aren't good for work what are they good for?"
What all is available?



Roll #1 5 = 5


"Servant work. Not much for heavy lifting, but they do what you say, since they can't really hope to run away. They step too far away from you, and."

The captain makes the motion of knife going through his throat.

"We've got one of each, if you're looking. We've got a Gryphon and a Pegasus if you're looking for one who can fly with you, but it's up to you in the end."

She walks up to the terrarium where you are keeping the others.

"Please, I'll do anything, just don't make me go back in there."


"I'll take the gryphon. I've been meaning to learn some different flying techniques."


"Go back in where?" Do I recognize her? '1d10'

Roll #1 6 = 6


"He's not much to look at, and it'll take some time before her can really get into the air, so all he has right now are some chains." He calls out, and a Diamond Dog sailor brings one out for you. He isn't struggling much right now.

#Name: Lappet
This is a Male Gryphon, trained as a Knight/Bard. This Gryphon is in their late 40s and hails from rather close by. Noticeably odd ears are a prominent feature, along with their great abundance of Dexterity. The Gryphon has a strong constitution and uses a sword and shield as their primary weapon. Its favorite color is purple. This character's vice and virtue usually are Gluttony and Temperance.
The character is penniless, as in free samples, free hugs, free shrugs, garbage, partially owing to their Doggeland ancestry. The mother, remarried, while the father is still healthy. They were raised with two brothers and two sisters.

You look into the terrarium, and then remember that the potion has to be applied regularly. Your unicorn isn't in there.

"Just tell your servant Viatka what you want me to get for you. Just don't put me back."


I nod my head as I read his dossier.
"Well, Mr. Lappet. Behave yourself and your life will improve considerably."


"Yes, ma'a…"
The Diamond Dog gives a tug on his chain.
"Yes, my Lady. How can I serve?"


I guess we have a communal sleeping area instead of private rooms?


"You and those others that captured the ship will get your own rooms, but right now, they're being inspected. We don't want the prisoners pulling out knives on us when we sleep. You'll get them once we get everything settled."


I turn to Lappet.
"You can keep my room looking nice. Once you've recovered enough we can go flying together. I've not had much of a chance to fly with gryphons."


He bows his head. You can see a lot of damage from his beatings. He might be humble now, but he might not have hesitated to kill you just last night.

"Yes, my lady."

The Diamond Dog gives you the chain and leads you both downstairs. He shows you to your 'room.'

"Don't get too comfy with him. If it were up to me, he'd have been drawn, quartered, and barbequed. He deserves no less for being a dirty pirate."


Address the unicorn. "It was a way to make you all easily transportable. Now that we've arrived at our new home, I have no reason to put you back in."


I nod.
"I'll put a bolt through his head if he makes me, don't worry."
What's my room look like?


"Thank you, master. Thank you."

She breathes a sigh of relief.

"Please, where did you learn such mercy?" She asks, trying to butter up to you.

He swallows a bit.

"You were the one who took down our whole ship? Just who, or what, are you?"


"A gryphon and a creepy unicorn were there too, but yeah. I'm Hopscotch, a bounty hunter."


"Just three of you. Just what kind of monsters are ye'? You wouldn't be using Grogar's Crossbow or somethin'?"


"Nope, just this old thing."
I motion to the crossbow by my side.
"How did you get into piracy, anyways?"


"I am not a harsh pony. I do not enjoy hurting others. Follow my instructions, and I'll do my best to take care of you all."
Turn to examine the Terrarium.
"And remember, I could kill you in a variety of excrutiating ways if you tried something stupid."


"Hmph, I took to the drink. Wound up without much, like all sob stories. When the Pirates offered a job, I jumped at the chance. When you're poor like that, you take anything that pays."

He tugs on his collar.

"You, how did someone like you get into this business?"

She starts sweating.

"Of course Master. I'd never think of that. You're so merciful, I was just wondering where you came from."


"Not any one place, really. I was born on the road, and I have been travelling most of the time since then. However, I am now wondering were you come from, and what made you turn to piracy."


"I started tracking down foals that ran away from home or got lost when I was a filly. As I got older I realized I could make money tracking down ponies that went missing or didn't want to be found."


She looks down.

"The money. You fought us all, but we used to get paid good money to defend ships. Fat lot it'll do me now."

"Must've been nice being looked up to like that."


"It's pretty great. Who knows, maybe if you don't do anything stupid that forces me to kill you we can work together."


"That's why you always have to careful when choosing your employer. What's your name?"


He sits on his hind legs and puts his talons up.

"Yes, My Lady. Anything that you desire."

"It's Viatka, Master."


"I'm not going to do it if I have a single doubt about you, though. Until then you're a cleaner and porter."

What does my room look like?


I nod and turn back to the Terrarium. "Perhaps you should start stacking those trunks to make a wall. I enjoy privacy."


Not much right now. Just a cot connected to a wall. Your servant begins stacking some of the supplies that have been brought aboard into a makeshift wall for you.

She bows. "Yes Master"

She tries to use her magic to lift them, but it looks like she's just making angry faces at them.

Would you like to move on to some combat then?


"Thanks. We'll need to get you something to sleep on. After you are done let's go see what that unicorn is up to."


I think you'll have to wait until your horn grows back before you can lift those." I stack them myself.


He's just a few hoofsteps away. He's helping his servant stack some boxes.

"Master. I can…" Her eyes go wide.


"What is the matter?"


She turn away quickly.

"I can lift them, I'm just getting used to the ring."

She picks up a few small boxes with her hooves.


Stop her and take her head in my hooves. "Here, let me see that." I examine the ring; what does it look like?


It's an Iron ring. They can negatively affect magic, so every type of unicorn prisoners gets one, but they decided to add quite a few more chains to their hooves to be sure.

You can see marks on her horn stump. They used a hammer to make sure it wasn't falling out.


Are his servants still small?


So it's the fact that the ring is Iron that makes it work as a magic inhibitor?


All except the Unicorn. It's obvious she's a slave, since they've cut her mane, tail, an ear, her horn has been damaged, she's branded where her tramstamp is, and she's got chains. The other are in a small terrarium.

There's a few more things that they add when making these types, but that is their function. Unicorns have to many options to escape any type of imprisonmnent, as you can attest with your ability to Teleport.


How difficult would it be to replace this ring with one that looked the same, but didn't inhibit magic?


"Hey, how did you shrink that one?"



That wouldn't be possible. It's been hammered in, even cut into her as there is some dried blood on it. You wouldn't be able to get an angle on it to use tools, and the only thing available to use as part of a lever is her skull.


"When we were taking the ship, one of the zebras started throwing some kind of potion at me. I force-fed it to her, and she shrunk. Now that she's told me how to make it, I can make as much as I need. Most of them I just shrunk to make them easier to transport."
I doubt it's impossible, but I get the idea. How much privacy will I have when I finish stacking the chests?


"Hmm. That sounds useful. How long does it last?"


With the chests up, you might actually get a little more privacy than a room since you can stack them and add stuff in them to keep noise out.

However, it lacks a door, so anyone can pass by and see you. The Captain mentioned you'll get room once they make sure there aren't spare weapons in them.

The potion wears off within a week, depending on factors like Race and Mass.


"Do you want the recipe?"
Turn to Viatka. "Speaking of which, do you know why yours wore off so fast?"


"You ran out after giving it to the others, so I only had a smaller dose. Theirs' should wear off in the next few days."


"It sounds useful, yes."


Alright, give her the recipe. I can always make more, right?
What are the rules for these prisoners? Can we send them to get stuff for us, or do we have to be with them at all times?


Alright. How many slaves does he have and can I get more?



All the Prisoners are bound to the ship. Literally, chained to it to make sure they have some incentive to keep it afloat.

Those taken as slaves can go around the ship, but they'll be harassed the whole time (they are criminals). Once off the ship after the mission is done, they'll be permanent slaves and be bound to any laws of that wherever you go. Remember, they are branded and physically altered, there won't be any pardons for them.

He has claims on 6 of them here:

With Lappet taken, there are 10 remaining and you can take 5 more.


What are the ten? I'm not seeing a list in your link.


Alright, I was just making sure she wasn't going to get killed if I sent her off to get ingredients for the potion.
"Viakta, go get these ingredients and bring them back here." I give her a list of the ingredients I need.


One of the guards brings out a list.


"Yes, right away." She tries to hop off but the chains pull her down to fast. She trips, but then gets back up and takes off.

Roll #1 4, 4, 3, 6, 8, 6, 3, 2, 6, 10 = 52 / Roll #2 1, 2, 2, 2, 2, 1, 2, 2, 2, 1 = 17


Unicorn Female
Unicorn Male
Pegasus Male
Diamond Dog Male
Goat Male
Pegasus Female
Earthie Male
Diamond Dog Male
Zebra Female

"I can show you where we have 'em," replies the guard.


"I'll take both pegasi, thanks."


Now that she's gone, I stick my chest of belongings under my cot, then pull over several long lengths of spare rope and stick those under my cot too.
Check up on the rest of my slaves. How are they doing?


"Oy, you heard the lady!"

The Diamond Dog from earlier pulls them out. Without much care, he clamps down their collar and ball.

"Don't be getting any ideas. She gives the word, I get a free lunch." He licks his lips to emphasize.

"You want me to take 'em down for you?" He asks.

The Pegasus has wrapped herself in the little orange cloth you gave her. You can see the Goat's hind legs sticking out of the other end.

The Zebra that gave you the potion is floating around again, her hooves kicking against a non-existant floor.. Gravy the Zebra is just eating while looking at you.

Viatka returns with the ingredients.


"I'll walk them to the room, thanks."
What do both of them look like? What are there ages and how fit are they?

I look at the paper with the ingredients on it. How hard is this stuff to make?


"Good girl." Give her a nice scratch behind the ears for being so fast. I start mixing the potion.
I wonder, where are the slaves supposed to sleep?


#Name: Cloncurry
This is a Female Pegasus, trained as a Cleric/Cleric. This Pegasus is in their late 20s and hails from kind of far off. Noticeably odd ears are a prominent feature, along with their lack of Cleanliness. The Pegasus has a weak constitution and uses a great hammer as their primary weapon. Its favorite color is blue. This character's vice and virtue usually are Pride and Hope.

#Name: Mallee
This is a Male Pegasus, trained as a Mage/Necromancer. This Pegasus is in their late 50s and hails from the other side of the map. Noticeably odd snout are a prominent feature, along with their great lack of Curiosity. The Pegasus has a capable constitution and uses a bow as their primary weapon. Its favorite color is blue. This character's vice and virtue usually are Sloth and Faith.

Both are silently looking up at you. Their Ball and Collar enforcing obedience since they can still fly.

Their chained to the ground at the lowest levels. You can't have them moving freely and plan a mutiny.


Huh. Guess keeping them tiny and in the terrarium until I get my own room is a good idea. I like being able to keep a close eye on my things.
Now that I have the walls built, look around the room. How crowded is it right now?


Not very, the Officials in charge of this expedition made sure of that. You only have the bare minimum of trained sailors, the rest made up of bounty hunters and mercenaries and other undesirables. They'll probably ask that you help around to make sure the ship doesn't sink.

Except for Hopscotch and about 4 other sailors making sure to look the ship over, you have the entire floor to yourself.


"Alright, Cloncurry. You need to get cleaned off."


She looks up at you, confused.

"Why would?" She keep looking at you.


"Because you are filthy and because I said so."


She bows her, defeated.

"Yes, as you wish."

She glances at the sea and starts shaking.


Were should I head to help out?


"I'm certain there is a tub here, come on."
I lead them both back to my room.
"Mallee, Lappat, is there a place onboard where I can wash Cloncurry?"


File: 1390256998922.jpg (5.45 KB, 210x165, prefabricated-bathrooms-sh….jpg, IO exif Google TinEye)

There's several sailors arguing over a cannon. They seem to be struggling with it.

"There's a room this ship had come with that no one used, you could try it."

He leads you to it, and opens the door.

"When they captured the ship, we just threw things in here."

The potion can be whipped up in no time. You have to follow the instructions exactly to get the magic in their, but it's the same as following a recipe.


Excellent. I'll see if the tub has running water and shampoo.


"Come along, Viakta." I walk over to the sailors.
"Need some help?"


No shampoo, you'll have to make do with a pump and some lye soap.

"Yeah, I'm trying to get these two to follow basic instruction but it seems to much for these two."

The two sailors shoot him death glares.

"Ever fired a cannon before?"


Works for me.
"Alright, boys, go wait int he room."
I strip out of my things once they are gone and start drawing a bath.
"Get in."


"I cannot say that I have, though I have worked with them occasionally."


She lifts up the ball and the gets in. She's just staring forward. She doesn't know what you want to do with her in here.

"Good enough. Here,s how it goes. First we clean it out with some water. We don't want anything hot or flammable in there right now. Second, we'll get this cotton mass and clean it, leaving it nice and dry. Third, put in the powder. Pack it tight. Finally, get the cannonball in there and fire. Understood?"


I sigh.
"Alright. First thing is you get yourself wet."


It takes her a bit to start lowering herself into the water. She keeps her head as high as possible.


I nod. "Simple enough. Is ocean water okay for cleaning it out?"


"Are you afraid of drowning? You won't drown in a tub."


"It'll have to do for now. We go over them once we hit land and fresh water. In the meantime, we don't want them to blow on us."

"Now, show me you remember what to do and show me. What's the first thing we do?"

Roll for how good a job you do.

"Yes, of course."

She lowers her head bit by bit, just barely above the water.


I sigh.
"Fine, we can wash your face in the sink later. Now, grab the soap and start scrubbing yourself with it."


Alright, let's levitate some ocean water up and clean the gun out. '1d10'

Roll #1 7 = 7


She immediately sits down on her haunches, spalshing water around. She clutches the soap and starts rubbing it on her.

"Not bad. We'll go much faster next time, and we'll have some buckets available to make it faster. Now, what is the second step? Demonstrate it to them."


Stick the cotton mass down the barrel to dry it out. '1d10'

Roll #1 7 = 7


I watch to make sure she doesn't miss any spots.


You'll have to help her wash her wings and back. The chains limit her movement.


I wash her wings and back while she washes everywhere else.
"So, how'd you become a pirate?"


"Mighty find job. You sure you weren't a sailor before."

He turns back to the other sailors. "Watch this guy, he actually knows what he's doing."

"After the cleaning, what goes into the cannon. The charge or the ball?"

"We were poor, so I always stole stuff, even hurt a few ponies. Got caught and shipped out to sea. Pirates hit our ship and when they offered to let us join, I flew aboard thinking I'd get more out of life. Now look at me."


"Crime never pays in the end."
I keep washing her.


She just neighs.

Right now, this is as clean as she'll be getting while on the ship.


"Good job. Don't you feel so much better now?"
I help her out and dry her off.


With the towel wrapped around her head, you just see her mouth move.

"I guess," she stops and puts on a smile, "my lady. Thank you."


"The powder goes first, then the ball. Doing it the other way would make it hard to light the powder, and if you did manage to light the powder, it would make a lot of smoke but the ball would just sit in the cannon."


"See, at least someone else on this ship has their head screwed on right. Thanks for your time and don't forget this. We barely have enough crew as it is, we'll need everyone to put their hooves into making this ship sail."

I'll be pausing soon. Go ahead and complete anything you were working on.


"Glad to be of help." I teleport myself and Viakta back to my cot.


She wasn't expecting this and lands on her back.


"You're welcome. Let's head back to the room now."

I leave them all there then go off to mix up the potion and find a terrarium. I'll be using it on them if I feel like I should keep them with me at night.


Eye her up approvingly. "There'll be plenty of time for that later, but this isn't the most private location for it. Besides, I take time and set these things up, rather than just diving in like most other stallions seem to."


Right now, all you have available is an unused canary cage. You'll have to put some clips on the doors so they don't get out, but you'll have easy access to their food and water.


Her face turns red and she quickly gets up.

"Yes, of course Master. What you said goes."


Where did you say they would sleep otherwise?


At the lowest level of the ship. They'll be chained down until called.


"Of course, I do need to figure out sleeping arrangements for you… it might be good to have you chained down on the bottom level with the others for a night or two, just so you understand…"
Of course, I have no intention letting her out of my sight at the moment, but she doesn't need to know that.


She's frozen in place, but you can see her eyes and face contort as she thinks about things.

She remembers what they did to their prisoners, and is mulling things over now that she has the time.

"Um, uh…"


Sounds good to me.


"I don't see any other options, actually. I hope the guards are curteous- oh who am I kidding, they're probably brutes like most sailors. Just keep your head down and try not to draw attention to yourself…"
She's seems like a smart girl, she should be able to figure out the alternative on her own…


Would you like to have them brought down there, or do you want to try the potion?

"Um, yes, but it'll take me time to get back up here if you need a loyal servant. I guess, I mean, I don't mind if…" She looks at the terrarium.


I'll gather some fabric to act as sheets, blankets, and pillows and keep them in the canary cage.


There was a pile of clothing lying about. You can cut it to make what you need.


I'll do so.


Most of it's pretty rough, but with a little string you make some blankets and clothing for them.


Now that she thinks she understands, time to give her a push.
"You're right, I do need you to be nearby. The potion wouldn't be precise enough; I don't know how to make the measurements precise enough to control how long it lasts…
I know! You could sleep on the bed with me!"


"Alright everyone, drink up."


She drops her head in resignation.

"I'd love to, Master."

They look at each other. If they thought it was poison, they take to it eagerly.

You can see it take effect. Their fur and feathers stand on end, and in the blink of an eye, there no longer standing in front of you.

Looking down, you can see them on the floor. Their gear, while still normal sized, lies on top of them, inhibiting escape.


"I figure none of you want to stay chained at the bottom of the ship, but if you do let me know and I'll move you there when it wears off."
I lift them one by one and put them in the cage.


Frown. "Of course, that would mean I'd have to tie you up so none of the officials start making a fuss about "dangerous behavior"… you know what, it would be simpler to just send you down to the bottom deck."
Come on, girl, ask for it.


One by one, you drop them in their cage. Each one rushes to the farthest corner. They hear you, at that size, it's hard to filter out a proclamation from on high.

"Please don't eat us!" They squeak.

She struggles a bit to smile, then she changes. She starts oggling at you.

"Whatever you say, Master, your slave will do."


"Why would I eat you?"


…Okay, that was a bit sudden. Check her to see if she's under some kind of magical effect. '1d10'

Roll #1 4 = 4


They hold down their ears. "Because!" they try to get you to hear.

She isn't, what kind of girl could resist a Spellword Sellsword like you, especially now that you have total control over them? She's approaching slowly with a smile.


I roll my eyes.
"Do I look like a diamond dog to you?"


They sit back down and shake their heads in unison.


Great, if it's not magic, I must have triggered some kind of suppressed mental state or something. Am I sure it's not magic? '1d10'

Roll #1 2 = 2


"Exactly. Ponies don't eat people."


Nope. A once over and she seems 100% non-magically affected. She's only a hoof step away.

The two pegasi start hiding behind the gryphon, but they all nod.

"What are you going to do to us?"


"Keep you in here so the three of you will always be around when I need you."


*sigh* damnit. That means I'll have to be careful in the future with how far I push her. Point at the bed. "Get on."
Once she's on, use some of the ropes beneath my bed to strap her forehooves against her chest, tie her hindlegs together, and of course, a loop to pin her tail to her back.


"We'll do whatever you say." They yell out, still shivering.

She's not getting away. Ever.



"Jeez, calm down. I'm going to see if what'shisname has a water bowl for you guys."

I walk over to Tom's room and go inside.
"Hey Tom do you have anythefuckareyoudoing?"


"Tieing her up, obviously. She's terrified of going back in the terrarium and I don't want to risk the brutes on the bottom deck damaging her, so I have to keep her restrained so the ponies in charge don't get on my case for "security breaches.""


"Oh. Do you have a spare water bowl for my slaves?"


"Here, let me check my chest." Grunt as I pull my chest out and start rummaging through it.
"I'm a little dissappointed, actually. I think I accidently triggered some suppressed mental response; one minute she was all unsure and hesitant, the next minute she was in full-on "break me, master" mode. It was really creepy."


"Really creepy, yeah."
I wake to take the bowl then leave when i have it.


"Hold on, I'm sure it's in here - oh, there's that ballgag -" Toss it on the bed. "Dissappointing too. I always enjoy the reaction when they realize that after all the setup and restraints, all I'm doing is using them as a source of warmth to cuddle against." "At least at first", I mutter to myself.
"Ah, found it! Here you go!" Pass her the water bowl.


I grab the water bowl and get out of there.


Look up from putting the ballgag on Viakta. "If you need anything else, don't be afraid to stop by and ask!" Ah, there we go. Ballgag attached.
…Stupid mental response, completely ruining the payoff.


It's almost noon time when you're new orders are stamped and handed to you.

You've all been sent to the Persimmon, the small ship that was captured. The Officials in charge of this expedition have decided to send all the mercenaries, hunters, and other assorted undesirables into the small ship.

Climbing aboard the small ship, you can see an unkempt Earth Pony trying to handle everyone. He's got a clipboard and is looking at some of his notes, occasionally looking up and around.

You can also head off towards the improvised barracks if you're tired. They'll be sending staff down there shortly.


Go rest. Do what I can to polish my blades.

Roll #1 1 = 1


Downstairs at the moment, is rather active. A couple of sailors are moving supplies everywhere. The rooms you'll be assigned later are being inspected. A good number of Pirates were spared the Plank but forced into working on the ship, and they don't want any surprises.

There's some spare area where you can claim a cot and start working on maintaining your blade.

There's a Diamond Dog hauling a few chained up ponies. He's tugging on their chain, but they seem hesitant to follow him down other stairs.


Go up to the dog.

"Is there any trouble?"


"It's these prisoners. They don't want to get locked up where they belong, with the rest of the trash."

"Hey, you took part in the capture of the ship right? Boss says you can get yourself a nice prize. Help me get them down and I'll explain better. So, can you help me get them down faster?"


"I'll see what I can do."

Turn to the prisoners.

"You are defeated. Why struggle any more so fruitlessly?"


The Unicorn and Zebra he's trying to pull stop struggling.

"We don…" The Diamond Dog tugs and gets them to move a little.

"We're…" A second tug gets more distance out of them.

"They just want to cause any last bit of trouble, the scum. Thought they could ride the life of piracy, and the worlds just settling in on them. Just help me push 'em down. They need a few more shackles on 'em."


"No. I will listen to what they have to say, Dog. Let them speak."


"We don't want to go down there with the others. We know what they'll do to us." Responds the Unicorn. Her horn has been cut off. At the stump is an iron ring.

"We're willing to take any option that keep s out of there, anything, please." Adds the zebra. Both equines have had their manes cut, and their tram stamps have a brand burned on them.

The Dog interjects. "Is that what you want? I can give you to the Gryphon here. She gives the word, and we're having your ribs for dinner." He turns to you. "Whatta you say? You want me to sign these two over to ya? Boss says they ain't fit right now for work, but you can do what you want with them if you sign his papers."


"What is happening with the others? Tell me first."


The Dog tugs at their chains, less to move them and more to remind them whose in charge.

"We've got the Pirates all locked up down there while check the area. After the all clear, we'll make 'em work the dirty jobs. UNDER SUPERVISION." He looks at the two mares, points at his eyes, then at them. "They ain't gonna be free anymore in this life, so they can either serve this ship, or someone like you can take them as your servants. They can't run away, any copper with half an eye will quickly know they were dirty, murderous pirates."


"Not all of them could be guilty of the same crimes. Regardless, yes, I will take these two."
Sign whatever he needed me to to take them.


"They should'a thought about that when they were raiding out towns. Come with me, the Captain needs to sign off on 'em.

He turns to the mares. "Get out of line once, break any rule, and your life are forfeit, got it? Do what he says, or you get to meet Davy Jones."

He leads you outside and let's the Earth Pony Captain know you've claimed the two.

"If you're willing to take these two, you'll need to know this. It's what we got out of them and we'll have their home papers adjusted to show their crime."

#Servant: Singer
This is a Female Unicorn, trained as a Mage/Smith. This Unicorn is in their late 20s and hails from kind of far off. Noticeably larger arms/front legs are a prominent feature, along with their lack of Intelligence. The Pegasus has a weak constitution and uses a bow as their primary weapon. Its favorite color is yellow. This character's vice and virtue usually are Greed and Fortitude.
The character is destitute, only able to afford terrible food, damaged or defective items, partially owing to their Lethuanian ancestry. The mother, still healthy, while the father has passed away. They were raised with five brothers and three sisters.

#This is a Female Zebra, trained as a Monk/Smith. This Zebra is in their teens and hails from a very close town. Noticeably smaller teeth are a prominent feature, along with their abundance of Confidence. The Zebra has a capable constitution and uses a pair of daggers as their primary weapon. Its favorite color is orange. This character's vice and virtue usually are Envy and Charity.
The character is of below average wealth, purchasing basic weapons, basic food, a night at an average inn, drinks at the pub, and most repair services, partially owing to their Saddle Arabian ancestry. The mother, still healthy, while the father is still healthy. They were raised with four brothers and two sisters.

"You'll still have to lock them up at night or when you don't want them with you. Need anything else? I've got a few more I wouldn't mind taking off my hooves."


#Zebra Name: Amadi


"I'll let you know if I do. I'll take them with me for now."

Do I have private quarters to stay in? Or anywhere else I can speak to them privately?


No private quarters right now, but they'll be issued soon. Best you can do is stack up some supplies and make a wall to cover your sides, but anyone passing will still be able to look in.

There's just a few sailors shuffling around and another group of ponies talking, but they seem to be preoccupied and can't be talked to right now.



Bring them somewhere empty. Preferably out in the open but away from others, if not settle for somewhere hidden.

"Out with it. How much blood have both of you shed? How much have you taken away from those innocent? "


They look at each other, but then sigh. You can feel the despair.

The Unicorn starts. "I've shot into crowds, since I'm not exactly built for getting in close." She's scrawny, not much meat on her. The bruises after the sailors beat her look fresh.

The zebra looks at you, attempting to put on some airs of strength. "I'm a pirate, what do you think we all did? Does it matter now? You're our Master now."

Another Unicorn slave bumps into you. "Forgive me, My Lady." She rushes to the back to ruffle through some containers. You notice she dropped a note.


Read the note.


Going through it, it's a list. Mostly mundane ingredients with a few specific steps, but the title is most important.

"Shrinking Potion"


Ignore it for now.

Raise my sword to their necks, but then dramatically shatter their chains instead. '1d10+2'

"I will not have you serve me out of anything but your own will. Repent by serving, but only if you seek redemption. If not, I can honourably and painlessly execute you right here and now, should you refuse repentance."

Roll #1 4 + 2 = 6


They stand there for a bit, but it doesn't take long for them to accept hard facts. They will never be free. Death is certain, but maybe they'll be able to enjoy some part of this life.

The bow down to you.


"Justice must be served for the fallen and your prices paid. And after that, when your souls are free of debt and repentance is finished, I will release you both."

Dramatically resheathe my sword, then bow back to them.


"Yes, My Lady." Replies the Unicorn.

"We understand, Master." Adds the Unicorn.

Despite the display of your abilities, you'll still have to tie them up at night, either at your cot for now, or have them locked up at the bottom of the boat. The other option is to use the potion if you want to keep them free of chains, but the Sailors won't allow them much else.


"I would prefer it if you were bound by no chains other than your own commitment, but the sailors will not allow you to go unchained at night. So at those times you shall stay with me, and at all other times no tangible chains will bind you. Is that understood? Now, what are each of your skills? Can any of you maintain armour and swords? Cook, or make tea?"


Amadi, the Zebra speaks up first. "Anything requiring strength is something I can do. It's something I've done all my life. I ask that you take Singer here," she points at the Unicorn, "and teach her anything you'd like her to do. She can be slow, at times, but when she learns something, she never forgets."


"I see. In any case, you two must be tired. When I am assigned my room I would have you two rest there for the day."

Being a Samugriff I should have a small stove, pot and tealeaves stashed somewhere. Make us all some tea.


Roll #1 9 = 9


You shouldn't waste such good tea on these two. Or perhaps you're able to bring out the best in even base tea materials?

Nonetheless, its quality can not be denied and neither can your abilities.

The Zebra speaks up again. "Master, it is getting dark soon, will you bring our chains here, or?" The Unicorn Mare looks at the door leading down and shudders, but quickly returns to a submissive position.


"I've decided. You will stay in my room at night, but again without chains. You may not leave without my permission at night, but otherwise I will not restrict you. Please, enjoy your tea till then. I will teach you, Singer, how to prepare it tomorrow."


They bow their heads. You are now responsible for these two servants.

One of the Pegasus you worked with earlier passes by with a bird cage and gets into a conversation with the Unicorn Spellsword who helped take the deck.

After some food is brought, the crew turns out the lights and prepares to sleep.




The warning bell is going at full alert and there are sailors running throughout the ship struggling to put their clothes and gear on and rush topside to see what troubles have come so early.

Background Music: http://www.yourepeat.com/watch/?v=q-LToUywGNM&start_at=0&end_at=264


I get dressed, get my weapon and ammunition, and run to the deck.


Tell my servants to stay in their quarters and go up to see what's going on.

Stay armed.


Sigh and rub my temples. "Looks like I have work to do." I start rummaging through my chest of belongings as I talk to the still-bound Viakta.
"You should stay here and wait for the all-clear - don't think you'll have trouble following that instruction. Don't want you getting bored while I'm gone, do we? Right, gag means you can't talk - ah, here we are! This should keep you entertained till I get back." A faint buzzing sound comes from the object as I turn it on and place it. "Now, the charge is good for a few hours, so just relax and enjoy the ride. I'll be back before you know it!"
That taken care of, I grab my sword and make my way to the top deck.


"NAUTILUS! It's a big one, everyone on deck!"

There's an Earth Pony by a cannon, waving you down.

You see the Diamond Dog in charge of the slaves setting up a massive crossbow.

Some of the Sailors are being handed swords and other close arms.


I run over to him
"What a nautilus?"


Getting topside, there's an Earth Pony waving you down.

"Hey, you there from the other day! Get over here!"


Crack my neck as I head over to him. "So, what are we up against?"


File: 1390443198127.jpg (62.2 KB, 800x600, Nautilus - Terror of the D….JPG, IO exif Google TinEye)

"That!" He points his hoof over the port side.

"Pegasus, I don't know your name but I recall they showed you how to fire the cannon, right? And you, Unicorn, you still remember from the other day, or am I going to have to remind you?"


Already grabbing one of the water buckets and washing the cannon out.


Ah, sweet flesh.

Get ready to fly as I draw sword


"Clean, insert the powder, tamp the powder, load the ball, aim, and fire right?"


"Nice, the both of ya. Glad to have you on the team. You'll have to work together to aim it. Now, here it comes! TAKE AIM!"

Roll a d10, both of you.

"Here, catch!" Yells the Diamond Dog as he tosses you a crossbow. "Get a hit on it first! We can't let it get too far and ram us at full speed!"

Roll a d10



Roll #1 3 = 3



Roll #1 9 = 9


I'm more used to my bonemold bows, but this will do.


Roll #1 2 = 2


The Cannonball bounces off the beast as it makes a jump for the ship, but not before deflecting if off course.

"You sure, you've never been Sailors before?" The Earth Pony asks. "Get ready, here it comes again!"

Roll a D10, but beat this '2d6'

It skims off the shell, but the cannonball makes sure you don't get hit.

"Aim for the soft parts!" The Dog yells.

Roll a D10

Roll #1 4, 5 = 9


Nod to him as I focus my aim.
…Slippery little feller, this one. '1d10'

Roll #1 10 = 10


Alright, I have to focus…

Activate Fervor! Fire!


Roll #1 7 = 7


"Maybe in a past life."

Roll #1 4 = 4


Another bounce, but your efforts aren't in vain. This time you can see numerous cracks growing on it.

"Once more, maybe we can put it down now!"

Roll a D10, but beat this '2d6'

Time slows to a crawl, you can see the bolt leave your Crossbow and follow it throughout it's path. You strike, soft, squishy flesh near the eye.

"Yeah! Get back here so we can cook ya!" You hear the Diamond Dog. "Oy, one more and we can reel it in!"

Roll #1 5, 6 = 11


Yes, a timely conclusion would be nice. '1d10'

Roll #1 4 = 4


Another shot! I can't focus for much longer…

Roll #1 6 = 6


Right next to the second eye. causing it flinch and draw blood.

The strain on your system causes you land harshly on the boat. The Diamond Dog rushes over to help. '1d10'

Hope he succeeds, because the Nautilus wasn't alone! Several armed, angry seaponies pop up on the deck! You'll have to fight them back aand cover the cannon crews!

Roll #1 2 = 2


I hit one of them with a knockout shot!

Roll #1 9 + 2 = 11


The dog is sent to his paws. He wasn't expecting a boarding party, and neither were the crew. Get up and help them!
You can use Sentry to get up, or use it when you finally rise.

Gunhilda Helpless/5


Try to get up on my own. I Can Still Stan


Hopscotch's shot saves you from an attacking sea pony, but this meant the Nautilus managed to rock the boat and injure everyone on it.

"We need to hit it with the Cannon, you two! Get ready with it!"

Torm 6/4
Hopscotch 4/4
Gunhilda Helpless/4

Sharkpony Soldier Helpless/6

Roll? Or use Sentry?


I ready the cannon.

Roll #1 5 = 5



Roll #1 6 = 6


Use my telekinesis to try and hold the cannon steady. '1d10'

Roll #1 3 = 3


Beat this. '2d6'

You're standing, and you have a clear view on your enemies.

Sharkpony Soldier Helpless/6
Sharkpony Blade 4/5
Goatsponge 5/6
Caeloburro 5/6

Roll #1 4, 6 = 10


Another hit, but this one does less damage as it moved to evade the shot.

"Come on, you were doing so well."

Roll d10, beat '2d6'

Roll #1 3, 6 = 9


Let's see if we can finish this beast off. '1d10'

Roll #1 3 = 3


I clean it again.

Roll #1 6 = 6



It's armor is shattered, blowing bits and pieces all over the deck. It tries to run, but Gunhilda's bolts means it won't get away to attack others. However, you're not out of the clear yet.

Torm 6/4
Hopscotch 4/4
Gunhilda 5/4

Sharkpony Blade 4/5
Goatsponge 5/6
Caeloburro 5/6


Sentried Fervored Dual Slash! Time to unleash my blades?


Put up a bubble shield around myself. '1d10'

Roll #1 5 = 5


I hit the sharkpony with another knockout shot.

Roll #1 2 + 2 = 4


Your targets, Madam Gryphon.

Sharkpony Soldier Helpless/6
Sharkpony Blade 4/5
Goatsponge 5/6
Caeloburro 5/6

And, your bonus. Gunhilda +1 to efforts to get up from Helplessness.

It's acting up, not holding. The Bladed sharkpony strikes you with its tail.

A wave claims the shot, the ship is still reeling from the hit, and the Caeloburro sees an opening.

Torm 5/4
Hopscotch 2/4


Teleport away to give myself time to prepare unmolested.


I fly back and shoot it with a knockout arrow instead.

Roll #1 5 + 2 = 7


Sharkblade. I duel him.


You teleport to the other side of the ship, buying yourself two turns. They'll be on you soon, and the rocking, speeding boat isn't helping.

Free Turns 2

Select which target gets a face full of deck and a time out session.

Are you a Sushi Chef too? Those cuts are precise, the Sharkblade barely catching a glimpse of your blade cutting it.

Gunhilda, roll to spot, d10, and do you choose to just off the Sharkblade?

Torm 6/4
Hopscotch 4/4
Gunhilda 5/4

Sharkpony Soldier 5/6
Sharkpony Blade Helpless/1
Goatsponge 5/6
Caeloburro 5/6


The Caelburro. Once it is on the ground I shoot it again.


First, let's get this darn bubble shield to cooperate for once! '1d10'

Roll #1 5 = 5


'1d10' to spot.

We are in the midst of battle. Leave him if he will fight no more.

Roll #1 1 = 1


Understood, choose your technique, then roll your dice.

It shocks you. Maybe the seawater is shorting it?

You toss the poor thing into a barrel with no care. Maybe it'll become dinner tonight?

Torm 5/4
Hopscotch 4/4
Gunhilda 5/4

Sharkpony Soldier 5/6
Sharkpony Blade OUT
Goatsponge 5/6
Caeloburro Helpless/6



Roll #1 10 = 10


Regular attack.

I hit the Sharkpony soldier with a knockout shot.

"Wait, are we taking these things alive?"

Roll #1 5 + 2 = 7


*sigh* just let the ornery thing disperse as I call up my trusty homing magic. '1d10+2'

Roll #1 2 + 2 = 4


"That would be wise. Avoids giving any friends of theirs reason to harass us."


>Critical on the Caeloburro
You pin it to the wall with a few arrows. Your strenght behind him causes it to suffer some major whiplash.


He goes fins over tail for you. Oh wait, that was your special arrow sending him back.

It interjects by electrocuting you. And despite what you've heard, the Goatsponge is notoriously fast and ready to attack you.

Torm 3/4
Hopscotch 4/4
Gunhilda 5/4

Sharkpony Soldier Helpless Effect 5/6
Caeloburro Helpless/4
Goatsponge 5/6


"Not necessarily. We could maybe question some later."

Use my remaining energy to Shatter into the soldier.


Roll #1 7 + 2 = 9


I try to tie up the sharkpony.

Roll #1 2 = 2


"Agreed. I was saying that a bloodless victory does not cause retaliation from their loved ones."
Alright, let's try building that bubble shield from scratch. '1d10'

Roll #1 3 = 3


It was struggling, and you were certain you were about to get bitten, but a harsh blow on its back by Gunhilda tames the beast.

Roll to spot.



I try to tie up the Caeloburro.

Roll #1 4 = 4 / Roll #2 10 = 10


With the boat moving the way it does, the water in your eyes, and the Goatsponge ramming you with it's now spiked body, no go. The darn thing is trying it's best to smother you.

>Failed Spot
Tying up the Caeloburro in an expert know, however, gives you another chance.

Roll a d10.

Torm Helpless/3
Hopscotch 4/4
Gunhilda 5/4

Sharkpony Soldier Helpless Effect 5/6
Caeloburro Helpless/4
Goatsponge 5/6



I hit the goatsponge with a knockout shot.

Roll #1 4 = 4 / Roll #2 4 + 2 = 6


Quirk an eyebrow at it. "At least buy me dinner first." Then shove it off and roll to my hooves. '1d10'

Roll #1 3 = 3



Roll #1 7 = 7


That wasn't a successful effort. It looked like you were going in for a kiss to any outside observer, but Hopscotch's Arrow knocks it out.

You didn't notice it, but you were to focused on saving your team mate.

You see a strange, purple thing on its head.

Torm Helpless/3
Hopscotch 4/4
Gunhilda 5/4

Sharkpony Soldier OUT
Caeloburro OUT
Goatsponge HELPLESS EFFECT 5/6


I tie up the goatsponge.

Roll #1 6 = 6


Roll to spot.

Torm 7/3


"…Maybe later. I'm on the job right now." Let's get out from under this thing and back into the fight. '1d10'

Roll #1 6 = 6



Roll #1 1 = 1


Oh. In that case, I'll try and tie up the goatsponge. '1d10'

Roll #1 7 = 7


A good, combined effort. It isn't going anywhere.


The Nautilus has had enough, and rushes back towards the ship since it can not escape. Without its massive shell, it doesn't rock the boat as it lands.

Boss NAUTILUS 12/5

Hopscotch 4/4
Gunhilda 5/4
Torm 7/3


Okay, bubble-shield, please work this time! '1d10'

Roll #1 1 = 1



I hit it with a reflex shot.

Roll #1 10 + 2 = 12


No, you could hear it reply as it sends you to the ground with a shock.

The arrow does an insane amount of damage, as it forgot that it wasn't a warhammer. It strikes one of Gunhilda's bolts, driving it in deeper. Not even that, it still has plenty of momentum to strike the beast.

As it falls down, it reveals something on its back.

Purple Entity 15/4
Nautilus Helpless/3

Hopscotch 4/4
Gunhilda 5/4
Torm Helpless/2


Well, fine. I don't need you anyway. Force myself back up. '1d10'

Roll #1 1 = 1


Am I still fervored?
. Shoot the purple with crossbow. Be cautious.

Roll #1 3 = 3


"What's that purple thing?"
I hit it with a knockout shot to try and knock it off the nautilus.

Roll #1 10 + 2 = 12


The motion of the boat throws a bevy of junk at you that doesn't help.

Are you the children of Deities? Or did you leave the Heavens and taken a mortal guise? Because you just destroyed the Purple entity in one strike. Your combined shots cut the Entity from the back of the Nautilus. Without a host, it slowly dies, but the struggling Nautilus makes short work of it by landing on it. The Seaponies you tied up have the purple stuff attached to the back of their heads come off. They begin to awaken, as if from a stupor.


"Huh. What do you figure that was?"


"Father, father, father!" You hear.

The Sharkpony soldier is trying to reach the Nautilus, but your lasso ensure he can only move his fin.


Groan as I roll over and poke at the goatsponge. "So, that wasn't nearly as fun as I was hoping it would be. Mind if we just start over?"


"Hey, stop moving!"


"Please, don't hurt me." Comes from the entire Goatsponge.

"Please, don't hurt him, take us if you want, just please!" He's tearing frantically at the deck, trying to get over there.


"Stop moving! Tell me what's going on."


"You've hurt Father. Take us if you want, but don't hurt him anymore!"


"Hey, you're the one who gave me these bruises. Still, I'd rather not hold a grudge. How about we try something a bit more fun?" Frown and flex my legs.
"As soon as I remember how to stand up again."


"Hey, you started it! Besides, as long as he stops trying to sink us, we've got no reason to hurt him."


It looks over, in a sense, to the Nautilus.

"Is Father, still alive?" You hear come from it.

"We started what?"


"You guys attacked us. The Nautilus is fine."


"When did that happen? We were swimming along with Father, and then we ended up in your nets."


".. Ah. You see, you and your kin came out and attacked us."

Roll #1 1 = 1


"Think so. Hard to tell, since I'm seeing three of him." Wince as something cramps pretty hard in my back. "Damn you guys messed me up."


"We did, but we were so deep. I don't recall ever coming to the surface."

"We're sorry," You can hear rather loudly, "would you let us go then?"


"Not yet. We's like to know more about what controlled you. We have to be careful too."


"Gimme a minute to catch my breath." Alright, let's see if I can get standing. '1d10'

Roll #1 4 = 4


"We don't have nets as far as I know."


"Controlled by what? I remember we went after something, but then it all goes dark after that."

One hoof is in proper lifting position, but that's all you get right now.

"Huh," the Sharkpony adds, "Then what am I trapped in." Looking over your hoofiwork with the rope, he adds "You fooled me."


"Ropes aren't nets. What were those purple things?"


Okay, that's a start. Let's try sitting up. Slowly. '1d10'

Roll #1 2 = 2


"These things?" He lifts up the purple object that fell off and swallows it. "It's delicious."

There goes gravity again, making sure you know who is boss around here. You fall back down.


"Those purple… things."


"Why were you wearing them?"


The Coelaburro speaks up. "Those things, they control you. But they've only been talked about by teacherfish in our schools as scary monsters to get us to do our homework. No one thought they were real."

The Sharkpony keeps chewing.


"No, those are ropes. Ropes are fun. Nets, not so much."
Mother ffff… "Somepony mind giving me a hoof here?" Okay, be a bit more careful sitting up this time. '1d10'

Roll #1 4 = 4


"Hey, Sharko, you might want to spit that out."


"Well, it looks like they're real, then. Tell us about them. "


"Why? It was BLEURGH." He throws it up, along with whatever else he had eaten earlier, including a Diamond Dog boot and some pencils.

The Coelaburro contiues. "There was supposed to be some scary thing that the whales would keep from rising to the surface. Everyone just thought they were trying to make themselves bigger than they already were." He flicks away the purple thing that was near him.


"Huh. Well, it looks like everything checks out."


The crew starts coming out of the under decks.

"Woah, what are we gonna do with that thing?" They say, as they start walking around the injured Nautilus.


He manages to recover enough, "Would you mind?" He points to the rope binding him.


I start untieing them.
"Push it back over."


"Important life lesson: If your kid says there's a monster in the closet, make sure you're armed before you check." Scrunch a little. "Or something like that. Having a little trouble concentrating right now."
Roll over and rest my head on the sponge. "Mmh. You're pretty comfy."


"It don't look like it has any fight left innit, your call."

They being to tie a rope around it.

The sponge turns a red color. It's small movements give it a nice, massaging feel.


"Send 'em all back to the sea. I think they've learned their lesson."


Hug the sponge close to my chest and nuzzle against it. "By the way, I'm Torm. What's your name?"


The Sharkpony gives you a puppy dog smile with his razor sharp teeth. "Thank you," he says, and bows his head.

"But with our Father injured like this, we are headed to safer, shallow waters. We know there were a bunch of other land ponies nearby, we could take you there as a sign of gratitude."

"Its, its Porifera."

It turns an even darker shade of red.


"Let's just release them."


It takes a combined effort from the crew to get it back into the water. When two of them fell in with it, the Nautilus used its tentacles to lift them back on the boat.

"Aw, it's friendly." You can hear. Lots of the crew are looking over the side at it.


"Porifera… What a lovely name. I like you, Porifera. Maybe you could come back sometime, give us a chance to get to know each other better. I'd like to know you better…"


Porifera starts to vent lots of warm water as her vibrations continue. After all this cold sea water on you, what does it feel like?


Bid them well.


The Coelaburro pushes itself past you, looking at your weapons. "Can I see them?" He asks.


Like stepping into a hot tub after a long winter day. I giggle a little, then sigh contentedly as my tense muscles loosen up. sitting up with the sponge still held close, I give a quick nuzzle. "Thanks, I needed that. So, is that a yes?"


"I wouldn't say no, you know, I mean, you're being so nice, okay?" Porifera is still red.


"… Alright. Don't touch, though."

Unsheathe the swords and let him see."


Dozed off, sorry.
"Yes please, take us to them."


"Then I shall look forward to our next meeting with great anticipation, Porifera." I giggle again. "Porifera, Por-if-er-a… that's such an addicting name to say!" Pause for a moment and look her up and down. "I forgot to untie you, didn't I?"


"They're much better than the ones I usually find. But here, if you use some of Father's shell for yourself, even they might have trouble getting through it."

"It will be our pleasure."

The Sharkpony dives back into the water and removes the two bolts from the Nautilus, which then takes the chains attached to them and starts pulling your ship faster than the wind could carry it.

Feel free to faff for now.

It compresses and decompresses. "If you wouldn't mind, I'd like to get back to Father and the others."


"Forgive my forgetfulness. My head hit the deck pretty hard when you threw yourself on top of me."
I untie her and lead her to the edge of the deck. "Until next time, Porifera." I kiss what I assume to be a hoof. "I look forward to meeting you again."


Unlike the Sharkpony, who went smoothly into the water, Porifera just falls backward, landing with a loud splash. It just floats there for a bit before heading underneath the ship.


"Father's… shell? Getting through?"


He lifts up the bigger pieces of the Nautilus shell the ponies on the cannon blasted off. He starts positioning them on you.

"He's so old now that he won't be shedding much anymore. Think about it, eve your biggest weapons only managed to shatter it, but lots of pieces remain. He'll probably rebuild what he has and never lose it again."

#Nautilus Reinforcement: +1 Hit and +1 Wound


"Hmn?" Teleport over and pick up a piece of shell. "Feels pretty solid." Frown and turn it a couple of times. "Wish my eyes would focus a bit faster…"


"Father had it all over him, but it might be too heavy for a shippony to try to wear it like he does. If you use the pieces, I'm sure he'll protect you."


"I thank you very much for this gift."

Give him a bow.


"Right, right…" my headache must not have quite subsided, because I didn't understand what he was trying to say. Am I able to use it or not.
"Say, you're Porifera's brother, right? What kind of things does she like?"


"May the Sea's bounty ever lie ahead."

Elsewhere, you can hear something. "Hello, anyone there? I'm really hurting."

#Everyone gets the Armor.

"Porifera really likes the thick, murky water. So many things to filter and taste. You should see when that happens." He stops, "If you could dive deep enough. The light goes away, so it might be too much for you."

He drops back into the ocean.


Thick, murky water… Hmn. Maybe some kind of thick stew…?
Oh. Right. Fish in a barrel. Walk over and tap the side. "Hush up, dinner's not for another few hours."


He turns white.

"At least, I'm the main course…"


Chuckle and pat him on the shoulder. "Relax, I'm just messing with you." Wince as the action makes the cramps in my back act up again. "Only fair, considering how bad you all messed me up."


"We fought." He coughs for a good minute. Gunhilda did everything but serve him on a plate. He's just as beat up as you.


"Yeah, we did. Looks like you got it as bad as I did." Gently levitate him out of the barrel and untie him, setting him down so we can lean on each other for support. "Now I feel like a jerk for saying that to you. I'm sorry I made you think we were going to eat you."


It doesn't take a long time to explain the situation to him.

"Whoa, sorry about that dude. My brosef said we could make a good team, but its not really in my cartilage, swim? But, if you don't mind, got any of those neat little, long white things?"


"Not thinking so good right now. What are these "long white things" usually used for?"


"It makes the hurt go away and keeps the red stuff inside. Whadda ya call those?"


"I think those are bandages. Yeah, let's go get some of those; I could probably use some myself."
Take him to the medbay and begin bandaging him and myself up.
"So, your sister Porifera. She seemed pretty nice once she wasn't being mind-controlled."


"Yeah, she's pretty cool. She was always looking out for me. Thanks for the bandage thing, shipfish." He's still a bit woozy from the damage.


"Here, we should both sit down for a minute, get our heads on straight and such."
Sit down next to him. "Well, I asked her if we could meet again sometime, get to know each other, right? One of your brothers said she likes feeding in thick murky waters, so I have some ideas for food… what other sort of things does she like? I'd like to leave a good impression, considering the whole "trying to kill each other" thing, you know?"


"Nah shipfish, no worries. Porifera just lets all those things go right through her. You helped Father, all you fish here got much love from 'er in return."


"Still… she's cute, and, well… She doesn't already have a boyfriend, does she? 'Cause that might make things awkward if… well, uh… does she?"


"Nah, Porifera's much too clingy to Father for stuff like that. But I guess if she ever propagated with anysponge, she'd probably stick with 'em for a long time."


"Right, commitment is important to her. Thanks." Hold my hoof out. "I'm Torm, by the way."


He connects with his still wet fin.

"Neat, I'm Echinorhinidae, but everyone just calls me Echi. Say, don't mind if I just chill here for a bit? Even with your ship, I don't thik I could keep up with Father."


Shrug. "Sure thing, Echi. Nopony should mind, but if any do try to give you trouble, just tell them Torm said you could stay. Most of them know better than to try and go against me."


"You're a cool fish." He wettens one of the blankets and promptly falls asleep. You should note that sharks snore in a meaty manner.


Heh. He doesn't seem so bad. I head back to my bunk and flop down next to Viakta. "You would not believe the day I've just had. I feel sore in place I didn't know could feel sore."
Look over at her bound-and-gagged form. "So, how are you liking that toy? Pretty intense, right?"


It has been 4 hours. The ship itself was rocking terribly. She's not physically able to respond.


"Heheheh. I thought you would. Still, after what I just went through I need my sleep, so playtime's over for now." I turn the toy off and wrap it in a towel, sticking it back in the chest. I can clean it off later.
Snuggle up against Viakta. "Wow, you're almost as soaked as me! Need a drink?" After a moment, I remember to remove the gag so she can respond.



Again, not able to respond. It'll be '2d3' days before she can really recover.

Roll #1 3, 1 = 4


I can't help but smile at my handiwork as I bring a canteen of water to her lips and gently help her swallow it down. "Drink up, girl. You need your hydration after something like that.
Still, I suppose I'll need to let one of the other girls out while you recover. Don't worry, I'll get some cushions to put next to the bed for you to recover on."
Look into the terrarium as I consider who I want out next.


They're all hiding under one of the food dishes. As far as they knew, the ship was going to sink with them. You can see the Zebras' tails and the one for the Pegasus sticking out.


Whisper to them. "You can all come out now, the crisis is over. Big Nautilus attacked the ship with a bunch of seapony minions. Banged us up pretty good, but we got him in the end. By the way, like my new plating?" Physical proof that I (for all they knew) killed a Nautilus should go a ways in keeping them in line.


They stand up, their food dishes serving as a collective hat.

"Incredible, Master!"

"You're the greatest, Master!"

They start applauding. Death by drowning isn't something they were looking forward to.


"Girls, you should know by now that I always come out on top." Wince and rub my shoulder. "Doesn't mean I don't get banged up along the way. Dang thing hit pretty hard." Looking between them, I finally decide on the crystal pony.
"Citrine, your last dose of potion should wear off sometime tomorrow. Instead of giving you another dose today, I'm going to let the potion wear off so you can replace Viakta while she recovers."


She takes a breath and steps forward.

"Whatever you desire, Master. Anything for saving our lives."


"Excellent. Now, excuse me while I go take a nap to recover from that battle." Yawn widely as I snuggle up against Viakta. "Should probably check for leaks when I wake up."
"Oh, I met a girl. Porifera. Nice girl, hope I get to meet her again. Bit shy though."
…I wonder how Sponges fuck. If I play my cards right, I'll have fun finding out.


They nod their heads, then go back to hiding underneath the bowl. It must be nice aand warm there.



After a few hours, your Nautilus-pulled ship is currently faced with a dilemma. The dock the seaponies mentioned, turns out to be two, both occupied by pirates.

Echi lets you know of what they saw. One is a smaller island, not very fortified, but the land ponies were acting weird, at least the ones his brother saw. The one he found had a really big fort on it, to his eyes, and the pirates there were moving in a really tight school.

The Captain sees either option as legitimate, and gives the mercenaries he's going to send out to fight the option to choose which.

So, what will it be? The weird island or the fortress?


The land ponies were acting weird, huh? Let's see what's going on at the smaller island.


The Navigator, an older Diamond Dog, takes out his map.

"Just to let you know, it'll take us a few days to get from one to the other without the Nautilis. We can only choose one and slowly make our way to the other."


"Hmn. That would mean days for whichever dock we don't hit to prepare their defenses. In that case, it would be better to go for the fortress first while we still have a bit of an element of surprise."


"Weird how?"


"You know how you guys move with your 4 fins? Well, these guys really weren't moving right with them."

"They'll be a 3 days away, even a dedicated Pegasus or Gryphon would fall into the sea, but there is always a chance."


"Weren't moving right… You mean they were staggering?

…If that's true… the port may have been hit with the plague."



"In that case lets not go there."


"It was, like, those fishies that eat the weird stuff and then float around all crazy. Father always says to stay away from 'em, and I'm not about to argue."

"So then, the fort then? We'll have to investigate anyways, he may have seen them when they were drunk, so we'll go back later."

#Head to Fortress?



#Head to Fortress
"Yes, it bears investigation, but… I'd rather not risk it turning out to be the plague." Visibly shudder as I shake my head. "Any sailor alive has the sense to fear the plague."


File: 1390690317301.jpg (667.43 KB, 1844x515, troy-city.jpg, IO exif Google TinEye)

"Understood," The Captain says. "We'll say goodbye to the Seaponies and sail in under our own strength when its darkest. Get some rest, there's a chance it'll be your last."

The getting rest part turned out to be a lie, because all the sailors prepared for battle. Getting cannons set up, preparing food, and moving what they could.

The ship stops as soon as the island is in sight and sends you off with a small row boat. There are plenty of explosives, ropes, and materials for any plan you can think of to get inside.

So, how will you?

>Pic Related

This is what you'll have to get into.


I whistle.
"What are we supposed to do with all of that? Kill the leader?"



Kill many of the High Rankers and take the Boss.
Open the doors and let the rest of your ship crew come in
Set the place on fire, killing scores of them and making the seas safer

Of course, anything else you can think of is fair game.


I examine the fortress walls for any possible openings or weaknesses; windows, doorways, and the like. '1d10'

Roll #1 5 = 5


"I think we should wait until nightfall."


Plenty of small windows to shoot out of, and the top of the wall has a few soldiers patrolling. They're a good distance away from each other, judging from how far away from each other the torch light is. They aren't expecting an attack, they're just doing their duty.

It is. A bit past midnight and the sun is a distant memory.


"Wait here." I'll grab several long, sturdy lengths of rope and teleport into one of the small windows.



I fly up after him.


Roll to hold on. d10.

Seems he forgot you had those weird, feathery appendages.


…Right. Wings. Well, let's see if I can keep a grip. '1d10'

Roll #1 1 = 1


I try to catch him.

Roll #1 10 = 10


This is going to hurt, even with that Nautilus armor.

You've been working out with that Gryphon, haven't you? He's as light as a small horse with a horn on his head. For now, you can go ahead and carry him wherever you two want to go.


I carry him into the room and set him down.


"…Thanks. I owe you."


It's not much inside, the room is dark, but the moon light lets you see a few bags of flour and some food. The door is closed, but you can see light coming from underneath it and some ponies chatting.

Rush in?


"Yes you do."


Roll #1 4 = 4


Let's listen in. '1d10'

Roll #1 7 = 7


The fall from earlier is still messing with you ears, you can make out that the conversation seems casual in tone at least.

"You see that Buffalo those two sent our way? I don't know what they were thinking, but something about them gets to me. I didn't get close to really see what it could be, but I'd rather not find out and not get close to any of them anyway."


I keep trying.

Roll #1 4 = 4


Keep listening, try to distern how many speakers there are. '1d10'

Roll #1 6 = 6


They're starting to move away, their hooves stopping you from hearing anymore.

You see just two shadows. You haven't heard anyone else add to the conversation, so you can be safe to assume it's just them.


"Just the two of them; let's take them down quick."



I open the door and hit one of them with a knockout shot.

Roll #1 3 + 2 = 5


Charge in and Slam the other one. '1d10'

Roll #1 6 = 6


An agressive kick to the door sends one flying and gives you a chance to add a follow up hit.

At this distance, you only have yourself to blame. And the guard pony's armor which will make it all but impossible to hit weak spots. But mostly yourself.

Hopscotch 6/6
Torm 8/6

Armored Earthie 7/6
Zebra 5/5


Homing Magic, to me! '1d10+2'

Roll #1 7 + 2 = 9


4 of them appear before you. Better use them fast or the light will give you away to other patrols.


Oops, sorry.
I hit the earth pony with a reflex shot.

Roll #1 6 + 2 = 8


Two to each target as I put up a Protective bubble. Earthie '2d10+2' Zebra '2d10+2' Shield '1d10'

Roll #1 1, 1 + 2 = 4 / Roll #2 3, 6 + 2 = 11 / Roll #3 2 = 2


A nice, simple, solid hit on the head. Not much penetration with those arrows, but they hurt.

The Zebra is a blur. Even with your Homing Magic's homingness, he dodges and kicks you repeatedly.

Hopscotch 6/6
Torm Helpless/5

Armored Earthie 1/6
Zebra 4/5


Roll back up and prepare to strike back. '1d10'

Roll #1 5 = 5


And now I head the earthie in the head with a knockout shot.

Roll #1 8 + 2 = 10


He kicks you, sending you rolling. I don't think that's what you wanted, is it?

The Earthie is currently hoping he saved the receipt for that helmet because it isn't doing him much good.

Hopscotch 6/6
Torm Helpless/4

Armored Earthie Helpless/4
Zebra 4/5


Now to strike the zebra with a reflex shot.
I can sell the +2 to Reflex Shot for the two points I bought it with, if you want.

Roll #1 4 + 2 = 6


"Cut it out, or I'll give you a spanking!" '1d10'

Roll #1 4 = 4


Yeah, I might need that. Check out the link to your sheet in /qt/ and adjust it to how you want.

That Zebra was going for a low kick victory, but Hopscotch manages to knock him out.

Hopscotch 6/6
Torm 8/4

Armored Earthie Helpless/4
Zebra 2/5


Slam the pesky zebra to make sure he stays down! '1d10'

Roll #1 4 = 4


I hit the zebra with a Marksman Shot.

Roll #1 9 = 9


"Hmmph, an interloper! I'll kick you all the way to the…"

A shot to the chest takes the wind out of him and has him on the ground.

Hopscotch 6/6
Torm 8/4

Armored Earthie Helpless/4
Zebra Helpless/4


Time to tie them up.
Can i take 6 since they are both down?



Roll d10 to tie up.



Roll #1 4 = 4


Grab one of the ropes I was carrying and stand over the downed zebra, glaring and snorting as I tie him up.
"What we're gonna do now…"
I lean down and growl the last part into his ear as I pull the ropes tight.
"…Is I'mma learn ya how to play buttball."

Roll #1 6 = 6


"You don't seriously think we have time for that, do you?"


The Armored Earthie gets up.

"Just catching my breath you lout."

The white of his eyes consumes it all. His ears are at point, and he's trying to crawl away.

Hopscotch 6/6
Torm 8/4

Armored Earthie 7/4
Zebra Tied Up


Take 6 means automatically succeed.
"Sit down."
I hit him with another knockout shot.

Roll #1 9 + 2 = 11


"Just wait and see. I work quick. Besides, I'm just trying to scare him and blow off some steam."
Put up a protective bubble.

Roll #1 3 = 3


I make a disgusted noise.


That is the first time I've heard that expression.

He looked like he was about to listen.

Wait, no, that was your arrow hurting one of his legs. He's hopping towards you now.

You proceed to shock yourself because of bad footing.

Hopscotch 6/6
Torm 5/4

Armored Earthie 1/4


Slam him down.

Roll #1 10 = 10


Oh. We talked about a bit before in the meta.
Ouch, that looks painful. I get the rope ready to tie him up when Torm knocks him down.

Roll #1 2 = 2


A brutal, terrifying sight. No wonder unicorns are feared combatants. But he'll live. He's tied up and rendered immobile. You have two Prisoners.

#Capture Rule
Bring enemies down to at least 3 wounds and you tie them up automatically, but lose that turn.
You have to roll if you want to capture them when they have more. Beat 6 if they are at 4, neat 9 if they are at 5.


Sorry again.
What now?


"So, there are some thing's we'd like to know." Stick a hoof under the zebra's chin and turn him to face me. "So… feeling talkative?"


Both prisoners are feeling hurt, but they still have some loyalty. Do you want to try to interrogate them, but they may give false information, or move on down the hall, north or south?


I'll shrug and keep watch.


The next patrol is approaching. You only have the chance to get information out of one prisoner Torm. Pick one and roll a d10.


I pick the zebra.

Roll #1 8 = 8


Rolling for resistance.

Roll #1 5 = 5


Not much loyalty to his fellow pirates. If you go North and then take a left, you'll be able to meet the main horse here.

Down the hall, there's a light coming from the patrol, just around the corner.

Roll #1 4 = 4


I draw the zebra into the room we came from.



"Your earth pony friend there looks big and strong. Why don't you sit on his lap for a while?" I gag them and stick them both in a dark corner of the room.
"Let's get moving." Head north.


I follow Torm.
"Stay quiet."


The Earth Pony and the Zebra share awkward looks. They don't know what kind of crazy ponies you are.

You're waiting on the next two patrollers to get close. Since you know they are coming,

#Next attack Autocrits


"I'll take the one on the left, you take the one on the right."
Wait for them to enter the room.


Knockout Shot.


basic attack with my sword.


These two aren't the best Pirates ever, though having the element of surprise is useful.

Still, they're going to get up real fast if you aren't careful.

Armored Donkey Helpless/4
Goat Helpless/4


Slam the armored donkey to keep him down.

Roll #1 1 = 1


I shoot the Donkey again to calm him down.



Roll #1 5 = 5


He manages to roll to the side before you can reload.

"'ey ladie, whatchou doin' tha' fo'?"

"Mira este cuerno, to voy a descalabrar." He proceeds to kick you in the head.

Hopscotch 5/6
Torm 3/4

Armored Donkey 5/4
Goat 5/4


I hit him with another knockout shot.

Roll #1 10 + 2 = 12


Bubble shield myself.

Roll #1 9 = 9


"Oy, oy, thas not."
He was going to hit on you, in multiple ways, if you hadn't interrupted him like that when you shot him in the unmentionables.

"Un desgraciado mago!"
The goat is hesitant to attack. He doesn't know why, but you know your Bubble Shield is up.

Hopscotch 5/6
Torm 3/4

Armored Donkey Helpless/3
Goat 5/4


"Ooh, sorry about that. Stay down this time."
I tie him up.


Slam the goat.

Roll #1 9 = 9


He's at 4 wounds.

You can hit him again and get him to 3 wounds or less
Roll a d10 to tie him up. No bonuses apply.


I thought the donkey was at 3.
I tie up the donkey.

Roll #1 4 = 4


Sorry, I'm starting to see things it seems.

He's struggling, but its futile. He won't be getting out soon.

The Goat's face is imprinted on the floor. That was far too much violence, don't you think?

Without his friend there, he's tied up.

#Temporary Pause


Thanks for running.


Despite the impressive fortification outside, the inside of the place is pretty bare bones. Some of the huts are barely standing, and most of the pirates are drunk or asleep. There's a lot of them, and fighting them all is not going to be possible, even if you have their boss by the throat.

You'll have to think of some way to distract almost all the pirates here so they don't rush in when you fight their commander.


I look around for anything that can cause a big fire.

Roll #1 2 + 3 = 5


Most of the huts are, but the salty sea air might inhibit the fire from spreading fast enough.


Of course, there is plenty of alcohol and booze around.


"If we blow the gates, that'll let the rest of the crew in and grab the pirates' attention." Can I see the gates?
Sorry, internet cut out for a while there.

Roll #1 8 = 8


You can try to blow the gates, but you only have so many explosives. It'll be difficult.

BUT, you do manage to spot the levers that will open the gates.


"Maybe we should open them instead?"


"Same basic idea." How do we get to the levers?


For a Unicorn with Teleport and a flight capable Pegasus, they're only about 10 feet of the ground and one way to get to each. You'll have to fight off some pirates even if you cause a distraction.

How would you signal the ship?


By blowing up the booze.


You'll have to burn a lot of booze and make sure not to wake anyone.



Toss some Homing magic straight up in the air?


That could work, but an individual orb isn't that bright. You'd have to gather quite a few, toss them into the air together, and then watch as the Pirates descend on the beacon, you.

But that's only if you do it in the middle of the place, right now. You could take out the Commander and do it afterwards, but that has its own difficulties.


I start looking around for the stockpile of booze. They should have plenty of barrels somewhere, right?

Roll #1 6 + 3 = 9


Of course. You follow your nose and find the place that is being used as a distillery. There are a couple of pirates around it, but they're drunk.

Also of note, it's the cleanest place in this whole camp.


I nod my head. This will do. I go back to Torm.

"Open the gate whenever you are ready. I'll blow up the distillery to signal the fleet when you do."


"All right. Be ready to get swarmed, though." I head for the gate control levers.


#Ready to Rock?


I head for the distillery and grab a torch.




#Let's get Metal in this bitch.


A little fire goes a loooong way.

The materials stored in the distillery quickly catch fire and burst, setting everything nearby on fire. With the ramshackle materials they used to build the inside, it doesn't take long to start smoking.

At the same time, getting the levers to move is harder than you anticipated, but it is giving.

Someone is coming after you! Make sure they don't or you'll be burned too!

Hurry up and pull that lever! The pirates aren't that dumb, someone will come to check on it!


I hit whoever it is with a knockout shot.

Roll #1 9 + 2 = 11


Come on, lever, go down!

Roll #1 4 = 4


He's down! Forget him as the smoke claims another, but look out for that fist! Roll to evade!

This squeaky wheel hasn't been greased, so you'd better put your weight on it! Hurry, someone is coming!


I fly around him.

Roll #1 7 = 7


Slam the stupid thing down! Put my weight into it!

Roll #1 5 = 5


You're in the air and away from danger, but there's someone headed towards Torm and the doors aren't open!

#Fly over? Lose the turn but guaranteed!
#Take a shot with all this smoke? Any success will do.

You hear some clinking, some of the mechanisms are starting up, but the doors still isn't open. Almost there, and so is an angry pirate!


My bubble shield's still up, I can focus on the lever! Work, darn you!

Roll #1 6 = 6


I know how dangerous smoke can be.
I fly over.


Almost, just a little bit more. But do it faster anyway, that bubble won't hold out much longer!

Bubble Shield absorbs 1 failure.

Much clearer, much closer. Help Torm any way you can!


Work, lever, work!

Roll #1 2 = 2


I shoot the pirate with a knockout shot.

Roll #1 6 + 2 = 8


Nice, you've spared Torm's Bubble Shield, but he wasn't alone! Here comes the rest! A Gryphon is leading the charge!

Just a bit more, you can hear, feel, and even see it in your head that the last mechanism is almost in place!



Roll #1 7 = 7


I aim for the gryphon with a Marksman Shot.

Roll #1 6 = 6


Done! The gates are opening AND you've managed to snap off the thing. Even if you die a terrible, agonizing death soon, the ship will have an opening.

Right in the paws, sending him sliding on his beak for a few feat. He's going to wake up with a terrible bruise and some burns.

The gates are slowly opening, so you're free to head towards the Commander's house amidst the smoke. No chance of stealth now, you're just going to have to go in through the front.





#Let's do this.


You bust the door down like the equines you are.

Inside, paperwork and weapons lie all over, pencils and bottles strewn the floor.

Oh, and there's a very heavy, very well armored buffalo coming at you. You might want to be wary of it.


Teleport to the other end of the room.


I fly into the air and hit him with a marksman shot.

Roll #1 8 = 8


You've bought yourself one free turn for now, this buffalo has a 4 leg run and won't tire out soon.

Roll for your action. Then, roll another d10.

Whatever this buffalo is wearing takes the brunt of the damage, as it barely hesitates to adjust its movement.

Hopscotch 6/6
Torm 8/4 Bubble Shield will NOT block a critfail right now.

BOSS Armored Buffalo ???/??


Let's get Homing Magic running. '1d10+2'

Roll #1 4 + 2 = 6



Roll #1 5 = 5


Knockout shot.

Roll #1 2 + 2 = 4


Only one orb this time, the smoke might be getting to you.


Roll again at -1 to evade!

Like water off a duck, the armor just slides the arrow right off it.

Hopscotch 6/6
Torm 8/4 Bubble Shield will NOT block a critfail right now. One HM Orb.

BOSS Armored Buffalo ???/??

"Dear, why are you disappointing your father?"
The Buffalo freezes.


Moving! '1d10-1'
Wait, father? WHAT?

Roll #1 5 - 1 = 4


I try to spot the thing that talked.

Roll #1 3 + 3 = 6


You feel your Bubble burst, but you don't take any damage.

"Oh, you look kind of cute? Maybe you'll be some fun, unlike the others."

A pair of Pegasi. Looks like they were hiding by sticking to the roof of the room, waiting to ambush anyone else who evaded the buffalo. There's a grey Pegasus hovering near Torm.

The orange pegasus lands first. "Honey, how many times have we told you?" He reaches his hoof over to the Buffalo.

"I'm sorry Father, pleaAAAAA!" Sparks fly off of the Buffalo shortly after making contact.

Hopscotch 6/6
Torm 8/4

'Father' 20/15
Grey Pegasus 20/15
BOSS Armored Buffalo 50/10


I hit the Father with a marksman shot.

Roll #1 7 = 7


"Perhaps. Tell me, how do you feel about ropes?" Send the homing magic at "Father" and take a swing at the gray pegasus. '1d10+2'

Roll #1 1 = 1 / Roll #2 4 + 2 = 6


Torm manages to hit Father, who couldn't get into the air in time.

"I was about to ask you that too? Maybe we're meant to be together?" She gets real close, real fast, and socks you right in the face.

Thanks to Hopscotch direct hit. Pegasus armor isn't very heavy and little good against a skilled opponent.

"You stupid girl!" He yells, hitting the Buffalo's armor, unleashing more sparks. He takes to the air.

Hopscotch 6/6
Torm 8/4

'Father' 14/15
Grey Pegasus 20/15
BOSS Armored Buffalo 45/9


Torm 3/4


Slam her to the floor!

Roll #1 3 = 3


"Why are you hitting him?"
I hit the Father guy with a knockout arrow.

Roll #1 4 + 2 = 6


A quick hop backwards to evade your blade, then another jump forward for another kick to the face.

"Ah, is that all?" She says, disappointed.

"Do I need a reason to hit my toys?"

He manages to evade the arrow this time.

Hopscotch 6/6
Torm Helpless/3

'Father' 14/15
Grey Pegasus 20/15
BOSS Armored Buffalo 45/9


"Hardly. Now things start getting interesting." Get back up.

Roll #1 7 = 7


"He's your toy?"
I shoot him with a normal bolt.

"Hey, Torm! I think I found your long lost brother!"

Roll #1 1 = 1


She giggles.

You're ready for round 2.

TOO fast! He gives you a swift kick to the chest.

Hopscotch 1/6
Torm 8/3

'Father' 14/15
Grey Pegasus 20/15
BOSS Armored Buffalo 45/9


"Excuse me? I go to great lengths to make sure the girls I'm responsible are taken care of!"


Let's get homing magic back up. '1d10+2'
"So, what's with the buffalo?"

Roll #1 3 + 2 = 5


I cough, then shoot him with a Marksman shot.


Roll #1 2 = 2


"I will not pretend that I don't have unusual tastes, but I do not cause them unnecessary harm like that!"


This time she only manages to graze you.

"What about it?"

You're too winded and he comes back for another strike.

"It feels so good to do this again."

Hopscotch Helpless/5
Torm 7/3

'Father' 14/15
Grey Pegasus 20/15
BOSS Armored Buffalo 45/9


Can I use sentry in here?

If not, charge in and Shatter 'Father'! Fatal Draw!

Roll #1 5 + 2 = 7


I try to pick myself up off the ground.

Roll #1 5 = 5


"Don't see many out here? How'd you find her?"
Slam her to the floor! '1d10'

Roll #1 4 = 4


Sentry Allowed
A swift, bloody strike. This is the reason they keep you in reserve.

Not fast enough, the Buffalo tramples you.

A kick to the legs.

"We ordered it from them, how else? They haggled us so much, but we offered them so many that they gave us a great discount."

Hopscotch Helpless/4
Torm 5/3
Gunhilda 6/6

'Father' 9/15 Rolls above 8 will crit,
Grey Pegasus 20/15
BOSS Armored Buffalo 40/8

"What did we pay for? Do your job you stupid thing!"


Teleport away to buy myself some time.


"Stop it, idiot!"
I try to stand again.


Fervor up!
Tear into him while he's wounded by shatter!

Roll #1 3, 7 = 10



Roll #1 2 = 2


You're back at the entrance. 1 free turn.

"But I was just getting started." The grey pegasus protests.

She's trampling all over you.

He dodges the first one, and all you can manage is to use the second blade to defend yourself.

The next two actions autocrit with Fervor, but the first roll was a failure.

Hopscotch Helpless/3
Torm 5/3
Gunhilda 6/6

'Father' 9/15 Rolls above 8 will crit,
Grey Pegasus 20/15
BOSS Armored Buffalo 40/8


Tear into Father with my swords again!

Roll #1 9, 4 = 13


"So am I." Homing magic, front and center. '1d10+2'

Roll #1 2 + 2 = 4


"We're not the ones zapping you!"
I try to stand again.

"Someone help me!"

Roll #1 1 = 1


"I'm a little busy here, but I'll see what I can do!"


This time, you show him what it means to go against a Gryphon. You do a good job repainting the walls with this blood.

You're in the Buffalo's path!

You hear: "But Father ordered me to. I'm sorry." as she runs off towards Torm.

Hopscotch Helpless/3
Torm 5/3
Gunhilda 6/6

'Father' Helpless/11
Grey Pegasus 20/15
BOSS Armored Buffalo 20/4

"You useless piece of trash! To think we loved you." She pushes a button on her and the Buffalo is sent to the floor.



I try to get up.
"What is wrong with you ponies!"

Roll #1 5 = 5


Keep tearing him apart, even when helpless! EXECUTE HIM!

Roll #1 1, 8 = 9


Jump over the buffalo and push Hopscotch to her feet. "Move it!" '1d10'

Roll #1 9 = 9


He rolls away, and exhaustion causes you to make a terrible rookie mistake.

She's up, now MOVE!

Hopscotch 6/3
Torm 5/3
Gunhilda Helpless/4

'Father' Helpless/11
Grey Pegasus 20/15
BOSS Armored Buffalo 20/4

Roll #1 3, 3 = 6



Use my wings to support me as I get up.

Roll #1 5 = 5


Put up a Bubble as I leap away. '1d10'

Roll #1 8 = 8


I hit the Father with a Marksman shot.

Roll #1 1 = 1


You can hear the buffalo's heavy breathing, even as she runs you over.

It's up, now help your allies and take down the enemies!

No good, the Orange Pegasus kicks you with a round house.

Hopscotch 1/3
Torm 5/3
Gunhilda Helpless/3

'Father' 20/11
Grey Pegasus 20/15
BOSS Armored Buffalo 20/4

Roll #1 2, 2 = 4


I shoot her with a Knockout shot.

Roll #1 7 + 2 = 9


Alright, let's get some homing magic going! '1d10+2'

Roll #1 7 + 2 = 9



Roll #1 3 = 3


A dangerous hit in the spine. You send her to the ground in shock.

"Don't touch my wife!"

4 of them. It's as good as it is going to get.

No good!

Hopscotch 1/3
Torm 5/3 Bubble full and 4 Orbs
Gunhilda Helpless/2

'Father' 20/11
Grey Pegasus Helpless 20/15
BOSS Armored Buffalo 15/3

Roll #1 2, 2 = 4


"Bite me!"
I swoop down and try to tie up the grey pegasus.

Roll #1 5 = 5


"I'm in danger!"

Roll #1 7 = 7


Two of the orbs to the Gray pegasus as I slam Father. '2d10+2' '1d10'

Roll #1 4, 9 + 2 = 15 / Roll #2 7 = 7


"With Pleasure!"

He charges at you, preventing you from getting close to his wife.

You're up! Get back in there!

Perhaps it is the hate propelling you, but you manage to get some damage into both. This time, they can't hurt the Buffalo running around.

Hopscotch Helpless/2
Torm 5/3 Bubble full and 2 Orbs
Gunhilda 6/2

'Father' 19/11
Grey Pegasus Helpless 20/13
BOSS Armored Buffalo 15/3

You can already hear the crew of your ship mixing it up with the Pirates outside.

Roll #1 1, 1 = 2


Send the remaining orbs into Father's face as I hit him with my sword. '2d10+2' '1d10'

Roll #1 5, 8 + 2 = 15 / Roll #2 6 = 6


Pull up Hopscotch.

Roll #1 8 = 8


Now that I'm up I hit the grey Pegasus with a Knockout Shot.


Roll #1 2 + 2 = 4


Hopscotch 4/2
Torm 5/3 Bubble full
Gunhilda 6/2

'Father' 15/11
'Wife' 20/13
BOSS Armored Buffalo 15/3

Nice, a brutal beating.

Hopscotch is ready to fight and shoots the Pegasus Wife. She manages to roll out of the way and get back up.


I hit her with a marksman shot.

Roll #1 5 = 5


Slam Father down. '1d10'

Roll #1 8 = 8


Father must first go DOWN! Shatter into him again!

Roll #1 1 + 2 = 3


Hopscotch 3/2
Torm 5/3 Bubble full
Gunhilda 1/2

'Father' 2/11
'Wife' 20/13
BOSS Armored Buffalo 15/3

"You petulant WHORE!" She yells as she bites your leg.

You drive him back to the ground, his blood on your blade.

You narrowly avoid cutting into Torm and go flying into the wall instead.

You can hear cannon fire. They actually sailed the ship inside the fortress!


I shoot her in the face with a boxing glove.

Roll #1 8 + 2 = 10


"You disgust me." Hit him with my sword. '1d10'

Roll #1 3 = 3



Pick myself up again. Shatter Father!

Roll #1 10 + 2 = 12


Hopscotch 3/2
Torm 5/3 Bubble Full
Gunhilda 1/2

'Father' Helpless/9 Crits on 8
'Wife' Helpless 20/13
BOSS Armored Buffalo 15/3


You send her back down.

Before Father can counterattack, Gunhilda cuts off a leg.


I swoop down and try to tie up Wife.

Roll #1 9 = 9


"You take pleasure in causing others pain. You use force not to guide or to chastise, but just to cause pain." Hit him again. '1d10'

Roll #1 1 = 1


This time, just use one sword. Stab into that wound.

Roll #1 8 = 8


Hopscotch 3/2
Torm 5/3
Gunhilda 1/2

'Father' Helpless/7 Crits on 8
'Wife' 20/12
BOSS Armored Buffalo 15/3

She's struggling and you're just hitting her. She gets way from you, just barely.

Don't forget about the Buffalo!

You're cold. His screams don't even faze you.

Outside, the cannons on the ship are slowing down.


I'll take a second to call up homing magic. '1d10+2'

Roll #1 7 + 2 = 9


I shoot her with another boxing glove.

Roll #1 3 + 2 = 5


Take this chance to fly up and prepare to swoop. Reposition myself.

Roll #1 7 = 7


Hopscotch 1/2
Torm 5/3
Gunhilda 1/2

'Father' Helpless/7
'Wife' 20/12
BOSS Armored Buffalo 10/2

4 of them, ready to go.

She dodges this time, but looking at her husband causes her to cry out and accidentally press the button, bringing down the buffalo.

You're in the air.

Activate Fervor and I'll let you kill him.


"Stop it!"
I shoot her with Marksman shot.

Roll #1 10 = 10



Dive down with my energy brimming and execute him.

Roll #1 3 + 1 = 4


Send two of them at Wife and Slam her down. '2d10+2' '1d10'

Roll #1 8, 10 + 2 = 20 / Roll #2 3 = 3


Your combined actions push the wife against the wall, buying the sailors enough time to get inside and help you hold her down. She won't be escaping.

The guilty have been punished. You sever the head in one clean slash.

Despite the Buffalo's strength, the sheer number of sailors means even she can not stand much longer. Removing the armor to bind her, there are numerous cuts and sutures visible on the body, and a few notable ones on the end.

Any other investigation will have to wait till the next day. For now, let the sailors and soldiers do their job and round up what is left.

#Combat Ends


I spit on the mother and the corpse, then leave.


The other sailors are being far more mean to her, she didn't even notice. Outside, there are numerous soldiers and the ship.


#Few notable cuts on the head


Check on the buffalo. "Be gentle with this one, looks like she was a victim."


Shake the blood off my swords in a single clean swing each, then sheathe them.


The sailor is apprehensive. She's far more massive than even the biggest buffalo you've seen out in the world.

"I, I don't know how something like that can be a victim. I don't want to meet whoever did that to her."

No evil can stain your blades. They flow back into their sheaths like it was water.


"Children are easy to manipulate. She could have been held captive since she was young."


"Look over there." Point at Father and Mother. "They were zapping her over the entire fight. Look at these scars; does it look like she was doing this willingly?"


The sailor steels himself. "I have a daughter, she could have been her then if the pirates took her. I'll kill them all before they can even reach our home."

"Who would do this to begin, and what kind of armorer would make that?"

He grabs a cloth. "This worked on my neighbor's kid." Putting it over her head, the buffalo seems to calm down.


"For that to work, that means…" Look over at Mother again. "Spread the word to make sure she stays alive until tomorrow, then strap her down on the top deck. I'm going to give a demonstration on how to skin a pony alive."


"No can do. I'm under orders from the Captain to capture any high-rankers, and she looks like one."

"But don't worry, we've got this." He cracks a smile and cracks his hooves.


"What did you have planned for the buffalo?"


"What can we do? If you're right, she's just as much a victim as any, but she was working with the pirates. Best I can think of is handing her off to the Celestials, maybe the Lunanites, they might be able to take in another charity case."


"…For now, put her under my care. I'll take her back to the ship, get her some medical attention, and, well… make sure she doesn't cause any trouble. Better than just tossing her in with the other pirates."


"We'll be using the fort to hold them," he turns to you, "thanks for opening the door. She's too strong to let the other prisoners rile her up, so I can make sure she gets a private room and the Docs to look her over."

"I don't like this one bit."


Was that another voice?
"Me neither. It's another reminder of why we're out here."


He paused for a moment to think.

"Listen, you mercs did good. I wouldn't like you otherwise, but I'm glad you're on our side. We're cleaning up here and setting up some beds, get some rest. If you left stuff on the ship, forget about it for now. The Captain is being paranoid and won't let anyone back on."


"After the fight they put up, some rest sounds good."
Okay, I think I'm done.




On today's voyage, you find yourself running with only the bare minimum crew. Fearing the Plague, only a few volunteered to go on this mission.

The Island has been spotted and they've confirmed the ponies walking weirdly. You have a few minutes to prepare while your rowboat is prepped and the ship is anchored.


I'll soak a rag in vinegar and tie it over my mouth and nose.


Check on my servants before heading out.


You aren't the only one. Everyone here has put on every little thing that might bring them luck or keep the Plague away. They're all pretty nervous.

They're ready and waiting by your new rooms.

In fact, because they are running with such few people, the rooms have finally opened up.


I'll check over my crossbow and bolts until the boat is ready.


Grab an old scarf from my chest to wrap around my face. Every little bit helps, right?


The blacksmith prepped them for you, several boxes worth. He didn't want to risk the Plague and sent you off with as much as he could make.

It's fashionable, at least.

The bell on top of the ship starts ringing. The Captain and the crew are ready to send you off.


I fly down to the boat.


Turn to them before heading up. "If things go south, get yourselves into the room and barricade the door. You're in no condition to defend yourselves, so your best chance would be to keep quiet and wait for me.
…stay safe."
With that, I head up to the assembly area.


With that, the ropes are cut and your boat is free to go to the island. Approaching the poorly made "dock", some of the inhabitants hobble off into the forest. Everything goes silent, not even the wind whispers.

What will you do?


Hesitantly check the wood on the dock. How safe is it?

Roll #1 9 = 9


I'll fly up and see what I can see.

Roll #1 1 + 3 = 4


You wouldn't even trust it as kindling, but they've stacked enough of it that it should hold your weight, but little more than that.

You can see some openings between the forests, and a house deeper in, but most of it is obscured by the trees.


I fly back down.

"There's a house in the forest."


Move the boat to within wading distance of shore before tying off, then teleport onto the beach.
"Suppose that's our best bet for any answers. Half of the crew is with us, the other half stays and guards the boat. If you're attacked, shove off and wait offshore until we get back. We don't need to lose the only ride off this island."


The rowboat is secured. You shouldn't have to worry about it leaving you behind.

Ready to enter the forest?




Draw my sword and attempt to put up a protective bubble. "Steady as she goes now."


Roll #1 8 = 8


Bubble is up
Walking down a small trail, you spot several items littered around.

Roll to spot.



Roll #1 2 + 3 = 5


Relaxed and ready stance as I scan the area.

Roll #1 10 = 10


You're too focused on your front that you don't notice the smiling Donkey.

You do notice the smiling Donkey. But he seems to be missing every other tooth. He should take care of himself.

"Auntie! Did you bring me any presents?"


"Perhaps…" Does he look sick? Eye him up as I move between him and the rest of the party; my bubble should be better protection against disease than most of the other methods in use.

Roll #1 8 = 8


He's a bit on the thin side, but nothing outside of the sutured cut on his head seems to indicate any problems.

"Grandpa, you can walk again!"


"Are you feeling okay?"


"Yuppers! Now that you're here, we can start the party with everyone. I'm turning 216!"


"Where is everyone else?"


"They're having snacks in the living room, but do you want to come play in my room later?"


Sutured cut… that explains a few things, but does not bode well. "Would you mind acting as our guide for a while?"


"Maybe? Where is the living room?"


"Come on, I'll show you where they are. We'll be having cake soon! Chocolate!"

He hops along, leading you towards an outcropping. There are numerous people tied to the floor, in cages, or just wrapped in an absurd number of chains. They stay quiet as you approach.

"See, everyone is here! So its the living room! Everyone, Auntie and Grandpa are here!"


I try to spot any threats.

Roll #1 9 + 3 = 12


Homing magic. This reeks of an ambush. [1d10+2]

Roll #1 7 + 2 = 9


You are quite certain you could take on all the children here at once. If the adults weren't locked up so tightly, they might pose a risk.

"Sis, you gotta be careful. You can't eat yogurt like that." The Donkey fits one of the mares with a feedbag. Lots of the ponies here have them on.

4 of them appear around you, causing the locked up children to scream.


Wait, how old is the donkey and everyone in the cages?


No immediate danger, but their screaming might change that. Let the orbs dissappear as I approach the cages and examine the bindings and restraints on these ponies.


They're of all ages. There is a good chance these are people who have been kidnapped from town and the neighboring areas.

It's a bit hard to think, with all that sun beating down on you and the screaming of children.



Roll #1 1 = 1


Primitive. Many of the cages are made from wire and wood you could scavenge from a wrecked ship. The chains are attached to logs, chests, and to whatever piece of debris heavy and sturdy enough their captors could find.

"Please, let us go!"
"I want to see my family again!"
"I'm the only one who can work, my mother will starve if I'm not there!"
"Mercy! I beg of you!"

They all erupt into screaming, including the adults.




They can't hear you with all that cacophony. Almost all of them are beating against their chains or cages now with a look of terror.


Shake my head at this sad mockery. "Sloppy. Crude and absolutely asinine. What amateurs."
That screaming is getting annoying. Give a piercing whistle to make them quiet down.

Roll #1 1 = 1


I try to shout louder.

Roll #1 9 = 9


You bite your hoof while trying to whistle.


Shake it off and try again.

Roll #1 9 = 9


They become silent. Some are sobbing, others have resigned to their fate.

Many, however, continue to watch you.


"Perhaps I should do the talking."


"Normally I'd say no, but go ahead."


"*Ahem.* Thank you. Now, my name is Torm. I am a professional sellsword, hired to hunt down every pirate this side of the mainland. In other words, the cavalry has arrived. Please remain quiet until all our questions are answered, and this will all be over in a timely manner."
Single out one of the chained adults. "You there. What is your name?"


"W- W- Who, me?"


"Yes, you. Name and occupation, please. The identity of those who bound you so inefficiently would also be appreciated."


I pause, cough and drop my voice.
"Uh- Knox! Yeah, I'm Knox! And… occupation…"
I tap a claw on the ground.
"Fighter! And it was those nasty pirates that stuck me here! A lot of them, too!"


"What about the donkey with the stitched up head?"


Another pony yells out.

"He was taken by some of the pirates, and when he came back, he was like that. Please, you have to help us get off this island!"


Eye him disbelievingly. "Pardon me, but you don't look much like a brawler. Too little facial scarring, for one." Put my blade to his neck. "Considering that there is little reason for me to believe this is not a trap, I would appreciate it if you were honest with me."


"We will, just be patient."


"Donkey with the stitched up he-"

I back away from his blade as best I can in these restraints.
"I am! I just- I'm fight with guns and the like!"


He turns away, swallowing as he whispers "Please."


I sigh.
I start unchaining the adults.


It's going to take a while. They all try to hug you.

"So, where's the boat? And where's the rest of you?"


"…Ah. This is why it's always important to say exactly what you mean." Remove my blade and start untying him.
"Now hold still while I untie you. Stupid rotapples seemed to think throwing on as many chains as possible made you more secure… Sloppy, is what it is. Sloppy and unprofessional…"


"We suspected that this was a plague island, due to sightings of individuals with an unsteady gait. The ship is anchored just offshore, awaiting word on whether it is safe or not."


"Hanging back because we thought everyone here had the plague."


"I did say what I meant!…'
I grumble.


"The plague can be healed. But, what they do, it's wrong. Those two ponies are a disease to the world."

They take off towards the dock.

And then run back behind you.

"Wells, wells, wells, what, do we have here Toggen? Heh, heh, heh…"

"Looks like a jailbreak to me, Saan."

"No matter, we will rectify this."


"What two?"

Who is talking?


""Fighter" carries connotations of pugilistic tendencies. You are a-"
"Ah." Summon homing magic as I turn to face these new voices. "So you're the numbskulls in charge here." [1d10+2]

Roll #1 4 + 2 = 6


The pony you were speaking two cowers behind you. "The ladies, the two ladies who sometimes show up. They're creepy, more so than the rest."

There is a goat, Sann. He's got two ugly knives.
A pegasus pony stands next to him with a bow, Toggen.
Finally, a big, meaty Buffalo with a great sword.

"Hey, Gilani, can we teach them all a lesson?" The Pegasus asks the buffalo.
It responds with a snort.


I roll my eyes and shoot the pegasus with a knockout shot.

Roll #1 3 + 2 = 5


"Where'd you learn to shoot like that? A playground?"

He responds with his own arrow, nicking you on the legs.

Hopscotch 5/6

Toggen 5/5


"A lesson? Indeed, though you have the roles reversed. Come on, then, class-" Levitate the chains that were previously binding Knox.
"-I'm going to teach you how to tie a constrictor knot."


"Keep talking, buddy."
I fly up and hit him with a marksman shot.

Roll #1 6 = 6


"I'm a wha-"

Is there anything nearby that I can use? Or at least hide behind?

Roll #1 7 = 7


"No way, pal-y. I'm going to have you licking my hooves by tonight. This goat is getting himself a man-servant today."

"Strong, silent type, huh? Just wait, I'll have you screaming in no time."

Not much to hide behind except the shoddy cages. Plenty of materials lying around that you could hit people with. Or at least throw at them if up close isn't to your liking.

Hopscotch 5/6
Torm 8/6
Knox 5/5

Toggen Pegasus 5/5
Saan Goat 5/5
Gilani Buffalo5/5


"You say that like I haven't heard it so many times before."
I hit him in the snout with a boxing glove arrow.

Roll #1 8 + 2 = 10


Toggen Helpless /4

#My mistake


"I'd say the opposite was true-" lead with the single Homing Magic orb, followed by a sword strike. "-but I don't take trash for my servants." [1d10+2]

Roll #1 4 = 4 / Roll #2 5 + 2 = 7


Both aimed at Saan, by the way.


I squawk in terror and just start throwing whatever I can get my claws on at the three.

Roll #1 8 + 2 = 10


That is a really painful blow, right in the head.

'1d3' let's see who gets hit

Hopscotch 5/6
Torm 8/6 Bubble will only absorb normal Failure
Knox 5/5

Toggen Pegasus Helpless/2
Saan Goat 2/5
Gilani Buffalo5/5

Roll #1 2 = 2


Saan takes a log right between the eyes and bleets as he goes down.

Saan Goat Helpless/3


That was Barrage btw, thus the +2.
Unless I can't do Barrage with improvised weapons.


Missed that. Then they are all helpless now.

Hopscotch 5/6
Torm 8/6 Bubble will only absorb normal Failure
Knox 5/5

Toggen Pegasus Helpless/2
Saan Goat Helpless/3
Gilani Buffalo Helpless/3


I swoop down and tie the pegasus up.
"Anything to say now, tough guy?"


"Yeah, are you always this rough on the first date? I think we could get along."


"You aren't my type."
I tie up the others.


I pause for a moment, but follow her lead and go tie up the… Buffalo.


You have three prisoners and a whole load of people who want off this island. The prisoners are trying to escape their chains, but it isn't going very well for them.

What is your next action?


And then pose triumphantly over his restrained body.
"Yeah, anything to say now? I bet… I bet they're probably going to hang you at dawn! For all the vile acts you've done!"


Stand over him as I begin tying him up with the chains. "Now, you loop like this-" Wrap a length around his neck. "-Go over the standing part, loop it under-" complete the knot around his neck, then set it up so that every time he pulls at the restraints it tightens. "-and pull it tight."
Keep from completely suffocating him, but make sure he's feeling it. "This knot is important because it's next to impossible to untie once it's pulled tight. I'd advise you to stop struggling if you value your ability to breathe."


I keep unchaining them.


If any of the innocent people are still tied up, I go untie them, muttering all the while about how "sloppy" and "disgraceful" of a job they did tying them up.


The Buffalo just looks at you and grunts.

He nods as fast as he can. He can feel it pressing around his throat.

Thanks to your efforts, all the slaves here have been released.

"Are you going after those others?"
"Can you take us to the boats?"

Some of the adults give the children hugs.