/q/ - Quest


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File: 1393557881895.jpg (345.34 KB, 1600x900, Assassins-Creed-4-IV-Black….jpg, IO Exif Google TinEye)


After fighting off a Pirate Ship, the Pirate Hunters continue their quest to make the seas safer for everyone.

Right now, they are dealing with the lingering effects of a storm and having to deal with an increased number of passengers.

Sheets: https://docs.google.com/document/d/1nVhAo148bTjUpcecIdt32LKuub5frLfQI5aXQM0UmKc/edit?usp=sharing


Quest Music: http://www.youtube.com/watch?v=lasWefVUCsI

The Pirate Hunting ship is far more cramped with the influx of passengers. While most are content to sit down and thank their deities for being alive, many more are playing and interacting with the crew. Some have volunteered to help run the repaired Passenger ship, but many older and passengers with family have opted to stay.

The Captain, Navigator, Guards, Cook, and numerous deck hands are open to talking, the weather keeping them inside for now and off the deck.


I head off to talk with the captain.
"What is our next destination? We need to drop off some of these people."


Captain Camarillo is looking over some of their logs.

"We'll be aiming for that town we dug up in the pirate's notes. It's not on our maps, but it feels like it's the only chance we have, eve though I don't want to put my confidence in the pirates we captured."

He's shuffling through a lot of papers.


Let's just listen in for a while, see if I can overhear any interesting conversations going on. '1d10'

Roll #1 7 = 7


"Sounds like a plan. What's the ETA?"


No doubt I am listening aloofly.


"You can still work like that?" A mare asks another in a room where the sick are being taken to.

"Coming through! Repair supplies moving, please be careful!" A Buffalo yells as she heads to the door.

"Uh, I can't believe I might be late. I'm going to file a complaint when we arrive wherever we're going." A Donkey says out loud with a cup in his hand.

"Hey, you look strong. You wouldn't mind helping us keep everything going. We'll pay." An Earthie is asking a Unicorn.

"It's about a day or two away. I'm just worried if we'll have enough supplies to aim elsewhere. All these passengers have to eat, and the damage their ship took also ruined a lot of theirs."


Keep a look out on the ship's deck. Hope there aren't more surprises for now.

Roll #1 6 = 6


"The island is pirate controlled, right? We could take their food."


Hmn. Focus in on that Earthie and Unicorn talking about keeping everything going.


Wait to see how he reacts.


Roll again.

"That's the thing. They never took it. The pirates keep telling us that something was 'off' in that town. That everything seemed strange, down to the food. We think they're trying to trick us, but they did mention that there were cannons aimed at them from the fortress, so that might be it."

In Progress



Roll #1 1 = 1


"That sounds like a dangerous place."


"Not terribly. Most fortresses look far more dangerous than they are. A missing bastion trace here, a forward cliff there, old mining tunnels… All popular means. The problem with most pony cities is the failure to account for three dimensions in design."


"We're really shorthanded on the passenger ship. We can only spare so many of our crew. We could use some magic users and those skilled in magic to help keep it going. You'll be paid for your time, and it'll help get you to where you wanted to go anyway."

The Unicorn is thinking while the Earthie continues to talk.

Nothing but clouds and rain.

"Hey! Help me get this tied down!" yells a Pegasus.

"They all mentioned how bare it was too, so that might be a cause. No point in risking yourself if there isn't anything there to start."


"And the problem with boats is their inability to survive lots of cannon fire."



File: 1393559663923.jpg (70.64 KB, 624x582, Puerto Magdaleno de Becerr….jpg, IO exif Google TinEye)

"Here, this is the map we got from them. They mentioned that part of the town was already damaged."

"Thing is, they all swear that it wasn't them OR their fleet."


"Excuse me, I couldn't help but overhear your conversation. Perhaps I can be of some service?"


"Help with what?"

Fly up.


"The story is interesting to me because it mentioned that the cannons were aimed at them, but did not fire. Why do you suppose that is? Normally a town recovering from an attack might be antsy and ready to fire… maybe they're open to diplomacy, or too short on cannonballs. A northern landing also might be possible – moor against the cliffs and dig in."

Tap my shovel on the deck.


"Maybe it was a sea monster?"



The Earthie's smile expands quickly before he composes himself.

"Yeah, we could use some help with getting some small things fixed. There's some maintenance to do, and magic would help us move things without risking setting off any traps the pirates might have left for us."

The Pegasus starts pointing to some loose ropes.

"We need to secure the sails and some of these items. The weather is still bad and we need to keep everything locked down."


"I believe I can handle that. Just tell me where you need me."


"The captain showed us through his logs. They focused on just a little shore leave and going over their own boat. The didn't spend long after going over everything. They also mentioned how few people there were. A place like that should support more is what he told us, but he said he never actually left the ship."

"Not likely, since people would grab what remains to fortify themselves in case it came back. Building burned down and just left there."

"Yes, the deck could use some repairs. The ship is water capable, but there is still some leaking. Inside, we'll need help exploring the ship. Who knows what they left behind?"


"Fine, then."

Not safe for my non flyer servants to do it. I'll get to work


"I'm no stranger to exploring dangerous areas. Lead on." Let's get to it.


"We might as well check it out."


"Knowledge is power. What model were those cannons? Worst case they have long nines… It would be safe to buzz them at half a mile with griffons and they'll never be able to hit them. We could gather much more reliable information like that."


Roll a 2d10.

He hooves you off to a Crystal pony on the Passenger ship.

"Thanks, we could use all the help we can get. We found a few mysterious piles that we didn't want to get close to. Come down with me and see if you can dig around."

Roll a 3d10 to investigate the first pile.


Safety first. Let's get a bubble shield up in case they left something nasty for us. '1d10'

Roll #1 3 = 3


"That's what I'm thinking, but it feels wrong to have to rely on their information like this, and even they aren't so confident."

"They said they were big ones, but again, they followed them going in and out, but didn't fire. They were being watched by those in the fortress, they noticed the glare off of their spyglasses."


It's sparking around you, clearly it's doing its job to protect your flank.

It isn't.


I shrug.
"Do we have any other choice of destinations?"


Right then, let's investigate this first pile. '3d10'

Roll #1 6, 5, 2 = 13


"It doesn't matter. It's spotty to hit a ship at 2600 feet, horizontal. Aerial range is much shorter – and less accurate – and with a smaller target. We can gather complete information by just flying over them: they won't be able to hit at a safe range… I'm thinking just a thousand feet up."



Roll #1 2, 5 = 7


"Yes and no. All the other options would be difficult to reach with the currents and winds we're experiencing. On top of that, We're supposed to meet with another of our fleet with a similar heading. If we meet with them, it would be safer if the Pirates go for another try."

You move some clothes and boards from the pile, only to be greeted by a mechanical sound.


"Then it sounds like that place is our best option."


Crap, find the source! '1d10'

Roll #1 2 = 2


"I can't risk one of the crew, we'll have enough trouble getting there without risking them."

He turns towards Hopscotch,>>532526

"Yes, it does. However, our guests is making sense. Would you and the other mercenaries risk going over the island? You're the only ones I can spare and I should ask you if you want to risk your lives."


"There should be no risk at that range, but I understand your apprehension. If you give me time, I can work out the numbers for absolute safety – a range at which a cannonball can't hit even with perfect aim."


So are we on the ship planning?


The ropes smack you in the beak. It's hard to get a grip on them as they ride the wind.

"Hurry! I can only keep it down so long!"

Roll 3d10.

You focus on clearing off the materials, but you are too slow.


Teleport the whole mess outside!


"That would be good. But if you don't mind, I didn't catch your name, Miss…?"

The Pirate Hunting Ship is free to explore, but be aware that it is much more packed. The Passenger ship is being inspected.

Large item and panicked casting, roll a '2d10' and beat this:

Roll #1 1, 3 = 4



Roll #1 2, 9 = 11



"Klava of Novdogod."


It takes almost all you have to give just to teleport the mess outside, but you do a good job of directing the blast into the sea.

"Woah, that could have been dangerous!" The Crystal pony yells out excitedly. "Hey, um, is that natural?" He motions towards your nose.


What's wrong with my nose?


I head back to the deck.



Roll #1 3, 10, 7 = 20


"Alright Miss Klava of Novdogod, you seem a little too experience in this. What's someone like you doing out here and would you like to be paid for your service? I could use any help I can get and you seem just like what we could use."

The Crystal pony pulls out a handkerchief.

"Your nose, it's bleeding. You feeling okay?"


I go up to the top deck of the Pirate Ship and look around. Anything going on?


"Considering a tight enough flank might get the same reaction, I think I'm fine." Accept the handkerchief anyway and wipe away the blood.


"I served in the Republican Guard* as a siege engineer. I'm crossing the Manesian in search of work. I expected more of a demand in fixing watches or patching holes in boats than planning sieges, though."

*The implication being, the Republic of Novdogod.


On the deck, you see Whispy Foam and Gunhilda tying down the sail.

"Hey, you two, over there!" He frantically points at some containers that have gotten loose!

Roll 2d10.

"Good work, get over here and help me tie these down! I don't want it getting loose at night and ripping."

Roll another 3d10.


"On it!"
I secure them.

Roll #1 1, 3 = 4


Fast talons can do more than strike down foes.

Roll #1 1, 5, 3 = 9



Roll #1 9, 2 = 11


"Haha, you're my type of guy. I overheard them saying we might be heading to a town, what say you and me go scouring the taverns for just that?"

"Hmm, a siege engineer appears just as we were planning on going to a well defended town. If you don't mind me pressing my luck, I'd like to offer you a contract to fight for us. You're already involved with this part, you might as well get money for going where you have to go anyway."


Knox manages to push Hopscotch away from the boxes before they all collapse on him! Help him out!

Roll 2d10 to deal with the boxes and weather.

Not fast enough! A strong wind blows both of you off and loosens a lot of the ropes. Get it under control or the ship will be dead in the water!

Roll a 5d10.


Grin at him. "Oh, come now, I wouldn't want to ruin your night by stealing all the mares! My mothers raised me better than that!"


"Just as well. To work for one pony is no different to work for another."


I try to pull Knox free.

Roll #1 10, 7 = 17


Come on…

Roll #1 2, 9, 2, 3, 7 = 23


"Hey, the ladies can't resist my shine. Even the sun seems dull in comparison to me when I have ladies on both sides of me."

"Good, we could use someone with your expertise." He shuffles through a couple of other papers. "But that Obe is a stickler for paperwork. Here's the form to join, fill out what you can and turn it in to him. You'll find him on the lowest deck guarding the prisoners."

One the sheet is just the basic information about your orders to clear out the pirates and offers from Caballo Island on benefits offered. There's a few areas with lines they want filled out.


>Next of Kin:



Roll #1 5, 6 = 11


Give it a good look over just to make sure there isn't anything tricky like 'we own your soul' or anything.


"I find the ladies prefer to be under or in front of me. Still, we should get back to work while we make our evening plans."


Knox is free of the containers with only a few ruffled feathers to show for it. It's a much easier job tying it down afterwards.

Gunhilda and Whispy Foam manage to tie the sail down, but a rogue wave sends both of them splashing into the sea. Help them out of the rough waters!

Everyone rolls a d10.

Roll #1 10 = 10


I dive for Whispy.

Roll #1 8 = 8


Nothing but laughable legalese. It's barely a step above a child's writing and it could be summed up as "Hunt the Pirates and we pay you!" There are various levels of pay depending on the job taken, but mercenaries and fighters get the most.

"Yea, yeah. There's another one that we wanted checked out in the kitchen. With all the stuff around, if they left a bomb, it could be really bad.

Roll a 3d10.

Roll #1 3 = 3


I actually feel MORE assured that I'm working for idiots. I mean, what did I expect coming into ponyland. Do intelligent ponies even exist? Probably not.

Fill it out. For next of kin, write N/A


Check the pile. '3d10'
"By the way, what's your name?"

Roll #1 2, 6, 8 = 16


I can swim! Right?

Roll #1 9 = 9


I help too!

Roll #1 9 = 9


Almost like it was practiced, you manage to get Whispy out of the water in one smooth motion. But he's still coughing up a lot of water.

"Get that to Obe and get yourself acclimated. There's only so much we can plan here until we get there. After that…" He lets out a long sigh.

Despite the wind and water, both of you manage to get back onto the deck. You can see Whispy Foam coughing, it might be a good idea to get him inside.

Gunhilda, roll to spot. D10


I slap him on the back until he has coughed it all up.


There something out there?

Roll #1 8 = 8


I head inside as well.

"Is he alright?"


For the first time since I awoke in the storm, the corners of my mouth twitch, forming the smallest of smiles.

"Then the game is on."

Head downstairs. Anything of note on the way?


"Its Agua. Was born near a beach and spent my time on it. Only a matter of time till I joined up to see the rest of them."

This pile is a bust, nothing but bundled supplies.

"Come on, there's one more and then you'll be free to tend to that bleeding."

Roll a 3d10.


"Does he look alright?"


"I'm Torm. Pleased to meet you, Agua. I come from a traveling family myself; when three of your parents are mercenaries for hire, you spend a lot of time on the road."
Alright, check the final pile. '3d10'

Roll #1 10, 6, 9 = 25


The sail is still tied, but looking over in that direction, you see a small vessel floating in the middle of a turbulent sea.

"Hurry, *cough*, let's get out of this weather."

Getting back inside, he starts laughing. "Guess I'm getting a little too old for this, aren't I?" He starts rubbing his shoulder.

It's hard to notice anything specific with the crowds, but you note a Crystal pony passing out food and a Buffalo female with a lot of children hanging on to her.


They're just hoofers.

Let's go see Obe.


"I don't know! I-"

Is something wrong with his shoulder?
I give him a heal check.

Roll #1 9 = 9


"Can anyone else see that? A boat out there! Might be in danger! I'm going to take a look!"

Fly out to it.


"Wait," he sits down and taps his hooves onto the air, "you said three parents? Isn't that one too many?"

Clearing out the pile of rubble, you find a small safe.

Some of the guards direct you down. At the lowest level, they also have a brig where they are holding captive pirates. Most are tied down with heavy chains. Some of the tools on the wall have blood on them.

"Another one signed up. At least you look like you can defend yourself properly, unlike that Gryphon from last time. I'd like to save myself some time, did they already go over your duties and benefits?"


This guy – Ode – he a hoofer too?

"Yes, I understand the responsibilities of the post."


"Definitely, grandpa."


Ooh, can I open the safe?
"I wouldn't say too many, but yes, three mothers and a father are two more parents than usual."


"Hey, don't look at me like that. You make me feel like I'm about to fall apart or be your dinner."

His breathing seems fine, and nothing about him seems off.

Fortunately, the weather seems to be directing it to you. With your sight, you're able to see a Zebra child tied to the mast.

Obe is in charge of the Prison and the defense of the ship in general. You answer to the Captain, but he still has considerable pull with the ship.

"Good. They've told me of your help on the Passenger ship." He looks over your shoulders towards the prisoners and raises his voice. "It's good to see another strong Dog here who'll give pirates what they deserve." He moves his paws across his neck.

"It was just an expression! I'm not that old!" He pouts.


Roll 2d10 to inspect it.

Agua just stares at you for a little before he laughs it off. "Honestly, you must be riot during parties."


"I'm just making sure you're alright. Which, you are."
I cough. This is kinda awkward…


I meant a hoofer as in one with hooves. The 'paw' bit answers that, though. Ask him, in Dogspeak:

"Are you from the North or South?"


I laugh.


Let's check this out. '2d10'
"It's actually a funny story how the whole thing got started. Wanna hear it?"

Roll #1 5, 2 = 7


He just smiles.

"Come on, let's get something warm to eat."

>"Neither. I was abandoned as a pup, so I have no love for them since they never showed me any."

>"Property of Borrego Shipping"
Is written on it. It belongs to the ship. You could get it open by using some carefully placed black powder.

"Tell me when we get back to our ship. This #one spooks me being so empty."



I head off with him for a bite to eat.


Give an approving nod. "Just as well then. It is good to have met you."

I'll head up there where they are mostly so I can continue to faff


"Right then. I'll tell you when we go bar-hopping." Pocket the safe or deal with it next session and head over to
to meet up with the rest of the party.


"You were correct. I received my commission not long ago."


It'd be odd to yell there's a hostage we need to rescue right now

Roll #1 3 = 3


"Glad to hear it! I look forward to working with you."


You can free the child and get him back to ship yourself. The child is unconscious, so a nurse can watch the child while you go about your day.


"Yes… Ode accepted my commission in the slave pens."


"So what's your story?"


"I served in the Republican Guard as a siege engineer. Now I don't. Yourself?"


According to your maps and the testimoy of seized pirates, Puerto Magdaleno de Becerro should only be a short distance away. Now would be a good time to plan your next actions.


Naturally we should dispatch a scout at such an altitude that they cannot be hit by cannons.


Perhaps the main ship should hang back while our smaller ship goes in first to make sure the town won't fire on us.
We already established that wouldn't work last session.


It's still raining hard, so it won't be as cut and dry as that, but it could still give you a bit of details.

You currently have three ships. Your Pirate Hunting vessel, the passenger ship, and the tiny one you seized from the pirates.


We have all ships come within visual range of the town, then head in with the tiny vessel seized from the pirates to request permission to dock.


*should have all ships


>We already established that wouldn't work last session.
You're going to have to elaborate, because I am pretty sure we did not.


Wait, I need to rescue that zebra.


I'd just noticed the navigator seemed pretty against the idea.
Yes, let's do that.


You weren't in the room! Anyway, he said if one of our fliers would volunteer, we're good to go.


The zebra child is being tended to by the nurses. You can ask her a question and they'll answer as best they can.

The Navigator just didn't like relying on Pirate information. He'll go with whatever idea you have because it'll be your fur on the line.


Go visit him and ask how he is.


I'll go with her.


There's a white mare named Caduceus tending the child.

"Poor thing, he must have seen something terrible when he would up on that ship. She'll kick and jump during her sleep."


Suppose I'll follow, too, since we need a flier.


"Please keep your voices down. Being in that tiny thing for the whole storm left him banged up. I'm surprised he woke up and started talking earlier, as off as he was."


"Is he able to answer questions right now? We'd like to know how he wound up in that situation."


"She said that the town got really dark, and then her neighbor put her on a boat and told her to stay quiet. The neighbor was a Pegasus who tried to push the boat away from something that was scaring her, and then there was a splash and she was all alone."


"I couldn't ask him what happened to him when I rescued him, unfortunately. If he can speak we really need to know."


"He went to sleep again since it seems they left in a rush, with only what was on the ship to eat. The poor thing only managed to get a little out."


"See me on the deck when you're done."

For now, I'll go see if I can get a spyglass from the hold.


"If whatever was in the town had the residents scared, perhaps we should assume the worst."


There's a few in the supply bins. What did you want to scope out?

"It must have happened quickly if they just jumped on whatever boat they could find. When you know something bad is coming, you at least try to prepare with some food or clothing."


I'll nab one. It'll be useful later.

While I'm here, look for any scrap metal and carpentry supplies.


"Doesn't explain how he got tied up."

"I can go now."


Roll a d10.

"During a storm, you do anything to survive. With his limited knowledge, it must have looked like a genius idea if he tied himself to the ship."


"Perhaps we should head in with that small pirate vessel we captured ahead of the other ships. I've got a feeling we're going to run into trouble."



Roll #1 6 = 6


There's a good number of loose supplies they've captured that they can spare. Some assembly will be required, but you've got a lot of the basics for most things.

Whispy Foam should be able to get the small ship ready to float on its own.


"Hmmmm. Reasonable."

"Yes, I know. But then we'll be separated from helping the main ships."


Grab what I can get, especially paneling, then head up to the light vessel.

Flatten out the scrap metal and tack it on to provide some light armoring.


"If the town doesn't immediately fire on us, we can signal the rest of the ships to move in."


This ship was run aground and shot at, so you've a lot to work on.

Roll Tinker.



Roll #1 9 = 9


Despite all the ship has been through, you fix it up to a point where it was better than new. It's more than capable of traveling on its own now.

Let me know when you are ready.


"Could still be a trap. We need to prepare for a skirmish the moment we go near."


"I believe we are going in with the assumption that this is a trap. It's just a matter of triggering it."



Taking off from the small ship, the wavering storm boosts you towards the island of Puerto Magdaleno de Becerro. >>532505

What will you do, head straight in, search around, or other?


Use spy glass

Check out their cannons


Let's search around a bit.


They're about average size. Enough to seriously damage a small ship like yours.

Roll a 2d10 to notice.

Would you like to go around the island?


I recommend going around to scout.


Roll a 3d10 to spot.




Roll #1 7, 2 = 9


I assume that means rolling a 3d10, so '3d10'

Roll #1 10, 9, 5 = 24



Roll #1 1, 1, 1 = 3



Roll #1 1, 1, 1 = 3 / Roll #2 1, 6, 5 = 12


You know the importance of proper maintenance in areas with lots of water and salt. These cannons haven't been cared for.

You do notice that there are several openings into the mountain that were burrowed out. You can see some light coming out of them as you pass.

When passing over the town, you suddenly get a strong smell of smoke, but it is hard to see anything specific.


"I smell smoke. There might be a fire."


"Looks like there might be some survivors in those caves burrowed into the mountain. Maybe we should check those out."


"Caves are a good place to start. We can sap their defenses from below."


File: 1393902483335.jpg (26.19 KB, 600x600, Entrance.jpg, IO exif Google TinEye)

With Gunhilda's aid, you can enter the dug out area. With the limited visibility offered by a few torches, there's only two ways to go from here, North or East.


I'll go ahead and get a bubble shield up in case of trouble. '1d10'

Roll #1 7 = 7


Dig through the wall directly to our east, creating a passage parallel to the existing one.


Draw a sword and listen carefully for noises.

Roll #1 4 = 4


It's up. You notice it isn't even flashing this time.

You're dug through. You notice that this area has been heavily trafficked, lots of prints on the floor and bits and pieces of digging tools.

It's not so much a noise as a constant vibration you feel as you move forward.


File: 1393902879762.jpg (31.28 KB, 600x600, 2.jpg, IO exif Google TinEye)


Follow Klava through her tunnel and look for any sign of where the ponies who used to be here have gone. '1d10'

Roll #1 3 = 3


Dig southeast through the wall.


>South East
Roll a d10 to keep it in.



Roll #1 5 = 5


Keep what in?


Roll #1 3 = 3


Me too?

Roll #1 7 = 7


File: 1393903515733.jpg (35.16 KB, 600x600, you found the bodies.jpg, IO exif Google TinEye)

Your lunch. Thanks to your speed, you are able to quickly burrow through the wall and into a room full of bodies in various states of decay. The already bad smell is compounded by the small room they were in.

Klava and Torm, you can taste your previous meal. Gunhilda maintains her posture.


"…Guess we know where all the townsponies went…"
Swallow back my lunch and try to figure out what exactly killed these ponies. '1d10'

Roll #1 5 = 5



Still, I'm a soldier. What kind of soldier vomits at the sight of the dead? Swallow it.

And help Torm.


It takes a while to coax your food back down.

It's not so much that they are dead, but the state they are in. Some have been cut into pieces, others were flayed. They weren't just murdered quickly, this was premeditated. Someone took their time to leave them like this.


Maybe they were picked off one by one and stashed here.

I'll check the southeast hall


"This is… this is sickening." Head back north to the main room to catch my breath.
"We need to find whoever did this."


The path splits in two.

The air here is clearer, the smell is less intense.


File: 1393904434033.jpg (37.6 KB, 600x600, 4.jpg, IO exif Google TinEye)


Return to the body room, and dig east.


Take a moment to catch my breath, then head down the south hall.


File: 1393904832670.jpg (48.93 KB, 600x600, 5.jpg, IO exif Google TinEye)

The big room breaks off into a few other paths.

Roll 2d10.

If you're going on your own, roll a d10.



Roll #1 8 = 8


"We shouldn't stay here for so long. Some backup is good."


"Venting is good… I'd like to dig up to get our relative position."


Will you be following Torm or Klava?


File: 1393905144465.jpg (51.5 KB, 600x600, 6.jpg, IO exif Google TinEye)

You find a secret door after seeing some smoke disappear under a wall. There's lots of stuff here, it must have belonged to the dead ponies and others you found.

Don't forget to roll a 2d10



Roll #1 1, 10 = 11


Torm. Klava can escape easier if something happens.


Roll #1 7, 5 = 12


What kind of stuff is it? Anything useful or that might provide us with some clues as to what exactly happened here? '1d10'

Roll #1 9 = 9


You can hear chanting, clear as day, coming from the other side of the northern wall. What you don't hear is one of the guards sneaking up on you. Take the next action at -2.

There's quite a bit of valuables in the room. The thing is, they've just been left there on the ground or in coats. Wallets are undisturbed.

You can hear footsteps outside the door.


Whoever's out there, I slam the door open into their face! '1d10'

Roll #1 4 = 4


Sleep Serum. Take him out quietly.

'1d10+1' (DC-1)

(+3, -2)

Roll #1 4 + 1 = 5


Draw arms! Ready sentried attack.


File: 1393906140130.jpg (56.25 KB, 600x600, positions.jpg, IO exif Google TinEye)

Where everyone is located.

You kick the door with great force. Unfortunately, they did not follow proper building codes and it goes flying off of its hinges, the guards just off to the side.

You manage to take advantage of the distraction and cut up a pony. His compatriot Buffalo doesn't seem to react. You must be fast!

You heard his sword unsheathing, which was all you needed. You managed to out draw him and cut into his paw.
+1 against the dog next turn.

Unfortunately, there's another goat guard coming at you!


Homing magic! '1d10+2'

Roll #1 6 + 2 = 8


Shoot that goat before it gets close!

Roll #1 8 = 8


Fuck alllll dat

Burrow straight down. Lose 'em!


Tear into the Buffalo!

But try to keep him intact.

Roll #1 10, 9 = 19


Ready, you've got three floating around you.

You manage to get the goat right before he leaps, causing him to face fault at full speed.

You dig a spinning tunnel under their feet. However, your enemy is another Dog! You can feel him start burrowing after you.

You've become accustomed to trying to take them alive and it's made you a far more dangerous, skilled swordsbird. You manage to tear into just the right spots to bring him down.

Enemy Earthie Helpless/8
Enemy Buffalo Helpless/7

Enemy Goat 3/7
Enemy Dog 7/7


Two orbs at the earthie before I go after him with my blade! '2d10+2' '1d10+1'

Roll #1 6, 7 + 2 = 15 / Roll #2 3 + 1 = 4


I've got an idea. Dig out over to where I approximate the water to be, then seal off my tunnel and await his approach. If I time it just right… I can collapse his tunnel and drown him!


Roll #1 5 = 5


Use my shovel

So +1 and DC-1


Fly over to him, quick, and make sure he won't get back up!

Roll #1 5 + 1 = 6


"Any way to bind them? I want to interrogate them."

Hold my swords to the buff neck.
"Surrender now or I will execute you right here and now."


"I always carry some rope for just such an occasion. Failing that, we can improvise with those clothes stacked up in that room."


The two bolts strike true, but it is able to roll out of the way.

"You are not supposed to be here." It says nonchalantly.

He follows you without even thinking of the possibility of such trap. It was almost too easy to tell where he was.

Let's see if he can react properly. '6d10'

He's still struggling to get you off, but you can tire him out if you stay on top.

"We will serve even in death." He says, without changing his voice tone.

Torm 8/6
Klava 6/6
Knox 6/6
Gunhilda 6/6

Enemy Earthie 8/6
Enemy Buffalo Helpless/7

Enemy Goat 1/7
Enemy Dog Helpless/6

Roll #1 7, 2, 8, 7, 4, 3 = 31


The dog manages to burrow himself out. He might not be the brightest bulb, but he knows how to take care of himself. He begins to burrow himself out of danger.

Enemy Dog 4/3


Hit him with the last orb and press the attack!
'1d10+2' '1d10+1'

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


"You should know that necromancy does not revive you, incidentally. I wonder if your courage will last."

Can I take some clothes and bind him?


Rig up a sabotage that will cause a massive cave-in on top of him when he gets out…

Sabotage '1d10+1' (DC-1)

Roll #1 8 + 1 = 9


Ram him! And fire off a shot as he's being pushed back!

Roll #1 7 + 1 = 8


He manages to avoid your attacks by millimeters and gives you a blow to your armored chest.

He's waiting for you to make any move to seize his chance. He's still more than capable of putting up a fight.

Incidentally, you can see that his eyes are all black and he doesn't seem to be panicking for someone in his position.

"I will die serving then."

He's not doing anything to throw you off at all. Just dug straight up, right where the trap was.

Can he survive? '2d10'

The combination of damage makes him fall down quickly, but he still has some fight left in him.

Torm 7/6
Klava 6/6
Knox 6/6
Gunhilda 6/6

Enemy Earthie 8/6
Enemy Buffalo Helpless/7

Enemy Goat Helpless/6
Enemy Dog Helpless/2

Roll #1 7, 7 = 14


Poison's ready! Bash his face in with a sleep serum right when he triggers the Sabotage!

Sleep Serum '1d10+3' (DC-1)

Roll #1 4 + 3 = 7


Fine, Slam him into the wall! '1d10'

Roll #1 4 = 4


".. There's something wrong. They might have been brainwashed."

Pull back and attack again. Fervored double hit!

Roll #1 8, 7 = 15


I hold a pistol to his head.
"You gonna surrender, or am I going to have to shoot you some more?"


It's like playing whack a mole with a living person! Your strike and the sabotage send him rolling back to a watery grave.

You barely manage to force yourself on top of him.

"Do not resist and you will be spared suffering."

Whatever is controlling him is no match for your blades. Thing is, you notice that the blood on the wall is a solid black.

"We must serve."

Torm 7/6
Klava 6/6
Knox 6/6
Gunhilda 6/6

Enemy Earthie 7/6
Enemy Buffalo Helpless/3

Enemy Goat Helpless/6
Enemy Dog Dead


I try to knock him out?

Roll #1 6 = 6


Right. Let's do this how we SHOULD have done it from the start. Go back into Stealth before I return up the way I went. Once I'm creeping around topside, I'll have a look around for my colleagues.


Now let's see what my sword can do this close! '1d10+1'

Roll #1 2 + 1 = 3


"You're not even properly alive anymore!"

Looks like we have to dissect them later. Another fervored double hit.

Roll #1 4, 9 = 13


Your strike hits true, with great power behind it that draws blood. But even in this dimly lit area, you can tell that the blood on your paws is solid black.

Knox is on top of an enemy goat, punching him.

He acknowledges your attack wind up and goes for hooves with his teeth.

"Yutumphsev." He says as he bites down.

You cut him apart. Your lightning fast blade gives him a few seconds before he falls into pieces.

But it takes its toll on you. You need to be more careful.

Torm 5/6
Klava 6/6
Knox 6/6
Gunhilda Helpless/6

Enemy Earthie 7/6
Enemy Buffalo Dead

Enemy Goat Helpless/5
Enemy Dog Dead


Well! It looks like he's got this under control. Go look for Gunhilda or Torm. Follow any sounds of struggle: whichever way is loudest, I creep that way!


Gah! I can do better than this! '1d10+1'

Roll #1 7 + 1 = 8


Roll a 2d10


Gah- what the heck! Get if off get if off get if oooffffff!
I wipe it off on the clean part of the goat's fur and then grab some rope out of my bag, and start trying to tie him up.

Roll #1 2 = 2



Roll #1 5, 9 = 14


The path of thorns to victory. Get up.

Roll #1 2 = 2


File: 1393909127223.jpg (61.19 KB, 600x600, source.jpg, IO exif Google TinEye)

Being so close made it so easy to strike him. You could hear something crack.

He manages to throw you off as you wipe off the blood on him.

"You must join us." He says, without the breathing you'd imagine of someone who has been in a life or death struggle.

Your mind is willing, but your arms are not. Seems you can't keep your precision strikes up for long.

You put your ear to the ground and hear three distinct sounds. Knox's obvious fight, the other two being a ways away, but you can also hear orders being given and chanting growing louder nearby.

Torm 5/6
Klava 6/6
Knox 6/6
Gunhilda Helpless/6

Enemy Earthie 3/6
Enemy Buffalo Dead

Enemy Goat 7/5
Enemy Dog Dead


Ugh. Maybe I better deal with that chanting.

Creep down the halls and take a look at what's there.



Roll #1 1 + 3 = 4


Keep the pressure up! '1d10+1'

Roll #1 1 + 1 = 2


"Try to keep him alive for capture!"

Get up again.

Roll #1 5 = 5


File: 1393909551650.jpg (66.74 KB, 600x600, 7.jpg, IO exif Google TinEye)

Just another dead end. Must have been where the two who jumped you were hiding.

He dives into you before you can shoot with a headbutt.

"You can not resist."

You fail to keep up the pressure. He manages to overpower you and throw you off of him.

"Become one with us."

Pieces of the roof fall on top of you, hindering standing.

Torm 2/6
Klava 6/6
Knox 5/6
Gunhilda Helpless/5

Enemy Earthie 3/6

Enemy Goat 7/5


I don't have time for this. Dig through – quietly!


Damnit, try out my new shotgun! '1d10+1'
"Sure, but right now I'm focused on keeping myself alive!"

Roll #1 8 + 1 = 9



Roll #1 10 = 10


I may be getting tired…

Roll #1 7 = 7


File: 1393910041093.jpg (73.84 KB, 600x600, 8.jpg, IO exif Google TinEye)

The chanting still has the same intensity. You seem to be getting closer.

You shoot him in his hoof and send him backwards.

Except, he continues standing like normal as blackness oozes out of his wound.

In a display of Gryphon prowess, your kick sends him flying across the room. Did you play soccer as a hatchling?

Your muscles have rested enough and your able to right yourself.

Torm 2/6
Klava 6/6
Knox 5/6
Gunhilda 6/5

Enemy Earthie Helpless/5

Enemy Goat Helpless/3


Of course!
What fledgling didn't?

Okay, now I go tie him up. Auto-success since 3 wounds, right?


Try putting up another bubble shield. '1d10'

Roll #1 5 = 5


"Torm! Bind him!"

Pin the earthie down with sword to throat.


I thought I was digging up from where my name was before!

Comon, just get me to the action! Sneak in there, sneaky like!


You bind the goat. Even though he keeps trying to get out, you can tell that parts of his internals aren't in their right positions and he won't succeed any time soon.

Torm's Bubble shield is sparking while Gunhilda holds down the Earthie.

He needs to be at three wounds.

My mistake.
Going the northern route leads you to a barred door. You can hear the shuffling of hooves inside. Break in the door at A or through the back at B?

Torm 3/6
Klava 6/6
Knox 5/6
Gunhilda 6/5

Enemy Earthie Helpless/5

Enemy Goat Helpless/3


File: 1393910715026.jpg (79.58 KB, 600x600, 9.jpg, IO exif Google TinEye)


I wince…
What the heck is going on with this goat?
I should probably go and check up on everyone else to make sure they're not in trouble. He won't go anywhere like this, I imagine.

I take flight and start looking for the rest of my party from the skies.


Well, stab in twice to weaken him more.

Roll #1 6, 8 = 14


I'm good with mechanics. I'll just pick it open with a couple of those nails I salvaged earlier.


Roll #1 10 = 10


"Keep holding him, Gunhilda!" Pull out my rope and tie him up.


The door is unlocked and the shuffling of feet stops as well.

Your inside a cavern, but you can follow Klava's trail or the other's shouting.

Two more strategic cuts and this Earthie will need a lot of therapy to be able to move properly again.

"Why do you resist?" He asks as you tie him up.

Torm 3/6
Klava 6/6
Knox 5/6
Gunhilda 6/5


I go and do that then.


Klava or Torm and Gunhilda?


"Let's leave soon. We need to decide what we're up against."
. Check the dead bodies.


Creep in oh-so-quietly. I need to see what I'm looking at before I take it down.


"Leave him for now. He's clearly incapable of telling us anything, and we need to find the ones responsible." Let's head back to the middle area.


Torm and Gunhilda.


File: 1393911505432.jpg (80.84 KB, 600x600, 10.jpg, IO exif Google TinEye)

The dead buffalo continues to leak the black fluid. The bound Earthie and Goat struggle in a mechanical manner, trying to move parts of themselves that have been rendered inoperable.

>Check map

Slightly opening the door, you see lots of black fluid on the ground and a well. It's hard to make out anything else without opening the door all the way and exposing yourself.


Well duh. I'll maintain my stealth by traveling on the ceiling. Dig in with my claws and creep in where they won't expect me.


"Did you guys encounter any trouble? There was a goat that tried attacking me, but when I shot him he bled some… weird… black blood."


"We need to find whoever's responsible. By the way, where's Klava?" Let's take the north passage.


"We need to take him back and see what we can gain from him, either way."

Take him with me.

"Black blood? Same."


File: 1393911885189.jpg (82.29 KB, 600x600, 11.jpg, IO exif Google TinEye)

You're above them. You can feel the layout of the room from experience. Thing is, you can't really feel how many there are in there.

As you move up, you can see one of the tunnels that Klava has left behind.


"Guess she went this way." Take the eastern passage.


It's too dark for me to see?

Well… I'll rig up a sabotage? Just a quick-collapse cave-in set up I can trigger later: '1d10+1' (DC-1)

Roll #1 2 + 1 = 3



You see her in her tunnel. Or saw her at least.

Unfortunately, you dug to close to the roof and it collapses on you! You fall down into some back goop on the floor, and you can feel it burning you!

Torm 3/6
Klava 5/6 Coated
Knox 5/6
Gunhilda 6/5


"We're coming, Klava!" Make sure my bubble's steady as I run over to her. '1d10'

Roll #1 1 = 1


"W- Woah! We're gonna get you! Don't worry… uh, Klava!"
I try to help dig her out of the rubble!

Roll #1 3 = 3


Black goop?

"No, stay back! Don't touch it!"


Help dig her out, but far more cautiously.

Captive followed us here, right? He can stay here for now


Bleh! Roll for the door and get out of it.



Roll #1 7 = 7


The Bubble reacts negatively, popping and sending you at the wall.

You're a true friend, ignoring the black goo all around you.

You leave him outside the door and he just states: "You shall join us shortly."

Gunhilda and Knox manage to get lots of stuff off of Klava.

The Goop reforms itself around a central mass, developing a mouth and teeth.

Torm 3/6
Klava 5/6 Coated
Knox 5/6
Gunhilda 6/5

Goop creature ??/??



Roll #1 4 + 3 = 7


"You're kidding! THAT was chanting?"

Smack it experimentally with a sleep serum shovel!

'1d10+3' (DC-1)

Roll #1 8 + 3 = 11


"Why does that spell always give me trouble…" Let's just get some Homing Magic going. '1d10+2'

Roll #1 10 + 2 = 12


Sentried dual strike!

But how to cut something more liquid?


Your attack splits the creature into three different heads. Areas where the Sleep Serum hit give off a burning smell and Knox's bullets reveal bone underneath.

You have 5 magic orbs around you, ready to do your bidding.

Knox's shots reveal the bones that it is using to take form. You shatter those that you can see of the main head.

Torm 3/6
Klava 5/6 Coated
Knox 5/6
Gunhilda 6/5

BOSS Left head 10/12
BOSS Center head 12/14
BOSS Right Head 10/12

"Do vi ŝatus aliĝi?" you all hear from the back.

#The Sleep Serum affects all the heads, everyone gets a +3 this round.


Send two orbs at it and blast it with my shotgun! '2d10+2' '1d10+1'

Roll #1 3, 8 + 2 = 13 / Roll #2 10 + 1 = 11



'1d10+4' (DC-1)

Roll #1 4 + 4 = 8


Shoot it dead!

Roll #1 2 + 4 = 6




Cut into the bone beneath! Preferably left head.

Roll #1 9, 10 = 19


Center head. Sorry.



The Central Head takes a massive amount of damage, flailing about at everything.

Torm 3/6
Klava 5/6
Knox 5/6
Gunhilda 6/5

BOSS Left head 6/12
BOSS Center head 0/6
BOSS Right Head 10/12

"Estu sanigis kaj efiki ilin."

The Central Head glows and is slowly starting to reform.

BOSS Center head 5/8


Teleport into the back; find whoever's chanting and making this difficult!


"Focus on the center – finish it all at once."

Better than wasting time dealing damage that'll be healed, set up a Sabotage I can trigger later to blow it.

'1d10+1' (DC-1)

Roll #1 4 + 1 = 5


Where the heck is this chanting coming from?
Whatever- shoot it again!

Roll #1 2 + 1 = 3


There's a mare there. She screams at you with her three mouths.


The Central Head ate your explosive. It is inside of it.

The right head bashes you against the wall before you can get a good look.

Torm 3/6
Klava 5/6
Knox 3/6
Gunhilda 6/5

BOSS Left head 6/12
BOSS Center head 5/8 Ate the Explosive
BOSS Right Head 10/12
Enemy Mare 8/8

Klava, roll a d10 when you want to trigger it. It is an Instant action.


Focus on the center while we can! Two slashes!

Roll #1 9, 4 = 13


Fire on the center head!

Roll #1 9 + 1 = 10


Two orbs at the mare, then slash her! '2d10+2' '1d10+1'

Roll #1 5, 10 + 2 = 17 / Roll #2 1 + 1 = 2


I'll save it for later. When we're close.

Bonk the center head.

'1d10+1' (DC-1)

Roll #1 9 + 1 = 10


Oh, since we just crit the center twice, let's just trigger it now.

'1d10' if a roll is needed.

Roll #1 1 = 1


What is the point of having Sabotage as a skill if you have to roll twice for it? It's like the shittest two point Marksman Shot ever.


You strike with the back of the sword to break the bones.

You can hear the bullet ricochet around its head as it starts shattering the skull.

Your orbs blow parts of her off, but it is difficult to get a cut on her as her body contorts away from your blade.

You trigger the explosive, but nothing happens. The two heads turn to focus on the Center one, which slowly starts inflating. It lets out an unholy shriek as it begins to liquefy and vanish into the ground.

Torm 3/6
Klava 5/6
Knox 3/6
Gunhilda 6/5

BOSS Left head 6/12
BOSS Right Head 10/12
Enemy Mare Helpless/5


Hit the mare with the last orb, then Slam her into the ground! '1d10+2' '1d10'

Roll #1 7 + 2 = 9 / Roll #2 8 = 8


Now Sleep Serum the left one!


'1d10+3' DC-1

Roll #1 5 + 3 = 8


…Well that was, uh

Focus on the left head and shoot it!

Roll #1 6 + 1 = 7


Fervor still up? Now resume tearing the left head apart.

Roll #1 10, 10 = 20


"Ni kunfestenas vin"
"Ni kunfestenas vin"
"Ni kunfestenas vin"
Her three mouths states as you strike her repepatedly. You can feel your slamming press into her deeper than it should on a normal pony.

You cut in deep and when you pull it out, there's some pieces of muscle and bone on it. The Sleep Serum continues to burn it.

#+2 against the Left Head next turn.

Another succesful hit.

Your last cuts are ones you should write down and pass on to future generations of Samurai Griffs.

Torm 3/6
Klava 5/6
Knox 3/6
Gunhilda Helpless/5

BOSS Left head 0/7
BOSS Right Head 10/12
Enemy Mare Helpless/3


Now let's end this monster!

Roll #1 4 + 5 = 9


If my arms are tired, fly back up!

Roll #1 1 = 1


Crush that left head! BONK!

'1d10+3' DC-1

Roll #1 4 + 3 = 7


Cut the mare to pieces! '1d10+1'

Roll #1 3 + 1 = 4


Bullets fly everywhere, lighting up the room and letting you see the horrifying mare with three mouths. Then the bullets hit her.

It takes a lot out of your body to operate at such peak performance.

Your shovel comes straight down on its head. You can see and feel it entering its skull.

She's able to shift her body around to dodge your blows!

"Viaj rezisto finos cxi tie."

Torm 3/6
Klava 5/6
Knox 3/6
Gunhilda Helpless/4

BOSS Left head 0/5
BOSS Right Head 6/12
Enemy Mare 8/2


Dang it, blast her with the shotgun! '1d10+1'

Roll #1 4 + 1 = 5


Right then. Slowly and carefully get up.

Roll #1 1 = 1


I rush over and Heal Gunhilda!

Roll #1 9 = 9


Time to set the left one up the bomb.

Sabotage '1d10+1' DC-1

Roll #1 2 + 1 = 3


She manages to reform her limbs into spaghetti, your shots missing her and she lashes out at you with them.

Some of the muscles you rely on to move start spasming, making it impossible to stand until Knox helps you up.

The right one knocks you off your feet before you can get it activated.

Torm 2/6
Klava 3/6
Knox 3/6
Gunhilda 6/5

BOSS Left head 0/5
BOSS Right Head 6/12
Enemy Mare 8/2


Hm. Bonk! Left.

'1d10+1' DC-1

Roll #1 4 + 1 = 5


Charge up Homing magic again! '1d10+2'

Roll #1 1 + 2 = 3


"Thank you very much, Knox."

A bit more caution now. Ready and unsheathe! Shatter the left head!

Roll #1 4 + 2 = 6


Now let's take down that monster!
Fire off a shot at the left head!

Roll #1 3 + 1 = 4


Just before it can pull away, you get a deep strike into it.

She knocks you off your hooves and is trying to bite you with her three mouths!
"morto atendas"
"ĉesu vivanta"
"transdoni al ni"

You can see shards of bone fly everywhere after your strike.

The right head takes another opportunity to slam into you.

Torm Helpless/5
Klava 3/6
Knox 1/6
Gunhilda 6/5

BOSS Left head 0/4
BOSS Right Head 6/12
Enemy Mare 8/2


Now draw the shortblade! Fervor and double slash on lefty!

Roll #1 6, 10 = 16


Get back up! '1d10'

Roll #1 7 = 7


Fire back at the right head!

Roll #1 6 + 1 = 7


Finish off that left head!

Bonk '1d10+1' DC-1

Roll #1 5 + 1 = 6


You can see the minute movements the beast is making and you can tell where its vulnerable parts are as you smash them.

You push her off and get up. She just stares at you as her three mouths align properly.

It recoils from the pain your shot inflicts.

You strike it, then it begins making its own gurgling sounds.

Torm 8/5
Klava 3/6
Knox 1/6
Gunhilda 6/5

BOSS Left head 0/1
BOSS Right Head 4/12
Enemy Mare 8/2


Oh hey I've been forgetting the +1 to attacks the whole time


The others can finish that! Sleep the Right!

'1d10+3' DC-1

Roll #1 1 + 3 = 4


C'mon now!
Let's end this!
Shoot it between the eyes! Blow it's head off!

Roll #1 3 + 1 = 4


Let someone else finish off the left head.

Move to the right and expend fervor on. twin cuts!


Roll #1 6 + 1 = 7 / Roll #2 4 + 1 = 5


See how resistant she is to my sword. '1d10+1'

Roll #1 2 + 1 = 3


It lunges into you before you can hit it.

The beast rises and dodges your shot.

It fails to detect your movement. It's left wide open as you tear into it.

Quite resistant. Or at least really good at evading it. It's hard striking at something that can move its organs around.

Torm 6/5
Klava 2/6
Knox 1/6
Gunhilda Helpless/5

BOSS Left head 12/1
BOSS Right Head 0/8
Enemy Mare 8/2


"W-what? The left.."

I can still stand. '1d10+1'

Roll #1 4 + 1 = 5


"This is taking forever. There has to be a better way."

Dig a deep hole, then connect it to the ground that the gloop monster is on so that it drains down into the hole. Once it's down there, cover it with rocks.


Not again!
Whatever- focus fire on the right head! Kill it this time!

Roll #1 1 + 1 = 2


You fall back down as you try to stand.

The deed is done.

Before you can even aim, it's bashing you with its body.

Torm 6/5
Klava 2/6
Knox Helpless/5
Gunhilda Helpless/4

BOSS Left head 12/1
BOSS Right Head 0/8
Enemy Mare 8/2


"Well! That went pretty well. See what a little engineering can do?"

Now get Knox on his feet.


Roll #1 5 = 5


I said, I can still stand!

Roll #1 2 + 1 = 3


The heads continue to lash out.

Torm 6/5
Klava 1/6
Knox Helpless/5
Gunhilda Helpless/3

BOSS Left head 12/1
BOSS Right Head 0/8
Enemy Mare 8/2


But I thought they were in a pit covered by rocks! How are they lashing out?


This is going on for so long.

Roll #1 10 + 1 = 11


Sorry, even I'm getting tired.

Torm 6/5
Klava 1/6
Knox Helpless/5
Gunhilda 6/3

BOSS Left head Dead
BOSS Right Head 0/4
Enemy Mare 8/2


Sleep Serum the mare

'1d10+3' DC-1

Roll #1 2 + 3 = 5


Get up!

Roll #1 10 = 10


She tries to move her body around, but fails to evade. All three of her mouths hiss at her.

You are up and ready to fight.

Torm 6/5
Klava 1/6
Knox 6/5
Gunhilda 6/3

BOSS Right Head 0/4
Enemy Mare 7/2


Let's just end this already!
I ready a battery of pistols and draw them in succession, firing off a barrage of lead at the mare and the last head!

Roll #1 1 + 3 = 4


I assume I am up?

Shatter right head. Draw.

Roll #1 6 + 2 = 8


The weapons misfire and the mare throws a piece of herself at you.

Torm 6/5
Klava 1/6
Knox 4/5
Gunhilda 6/3

BOSS Right Head 0/4
Enemy Mare 7/2


Grab a functioning one and shoot the mare!

Roll #1 9 = 9



My actions for the next few turns
'1d10+1' vs mare
'1d10+1' vs mare
'1d10+1' vs mare
'1d10+3' Sleep Serum vs mare
Don't forget DC-1 on all of em

Roll #1 1 + 1 = 2 / Roll #2 3 + 1 = 4 / Roll #3 10 + 1 = 11 / Roll #4 6 + 3 = 9


Convert any of those that you need to into rolls to stand up


You can hear the sound of bone and ligament breaking and flying off of it.

Your desperate acts finally seal the deal on this beast.

Torm 6/5
Klava 6/5
Knox 4/5
Gunhilda 6/3

BOSS Right Head 0/0 Crits on 8
Enemy Mare Dead



The beast and its attendant begin to melt away after all of the sustained damaged. You don't need to speak her language to know she is cursing you with all three of her mouths as she melts into nothingness.


"Well, that was… tiring. So, what now?"



You hear some groaning by the door that you came in from.


Flick my swords clean and sheathe then stylishly.

Roll #1 4 = 4


Fold up my shovel in a fluid motion.

"Not even sure what that was about."

Investigate noise.



"Well, that sounds promising." Let's get to it and open the door.


I groan and approach the door.


"Hello, is anyone there? I hear movement. Please answer me? Please…"

It's the captive you brought with you.


"Wait, you didn't start taking prisoners, did you? How're we going to get prisoners back to the ships?"


"Oh, so you're back to normal? Good, maybe we can get some answers now. Can you tell us what happened here?"


"What happened to you? Answer us first."


I stand guard.


His eyes are still black, but you can he isn't looking straight at you.

"I, I don't know. I just started getting an urget to do stuff, and then I would blank out and be in other places. Can you tell me where I am? Everything is so dark."


"Not exactly sure where we are ourselves. What's your name? What do you do?"


"Well, we assume you're from the nearby town, and that some disaster has occurred. There were others like you."


"I'm Stiefelgeiss, I worked here as a ship hoof, fixing whatever needed woodwork. But please, can you light a torch or something? It's dark and cold here."

The room and this area is actually lit.

"What disaster, what are you talking about?"

Keeping an eye on him, roll a 3d10 to see if you notice something.


Does Survival apply here?

Roll #1 5, 3, 10 = 18


Remark dryly: "He's blind."


I go fly off and check on the goat I tied up.


His blindfold is removed, right?

"I am afraid whatever ordeal you went through has left you blind."


"Okay, the dark I can understand, but why do you say it's cold?"
"Not blind, he just has that black goop in his eyes."



After seeing him talk with the others, you note that his chest hasn't compressed from breathing. You haven't even noticed him swallow his saliva.

The goat is crying.

"Please no. Please, tell me your playing a prank on me. Stop it, I fell for it, okay? Light a torch and have your laugh. I promise to buy you a drink for getting me like this."


"Uh… hello? Goat? Are you-"
I vaguely gesture with my talons.
"Back to normal?"


"Don't worry, it should only be temporary." I'm going to check him for a pulse.


"He's not breathing."


"What use will a blind prisoner be? Put him out of his misery. I think this is as good a place as any to set up camp and create a forward post. I'll burrow up to get our relative position."


"Whose there? Let me go and I'll give you everything I have."

His head and ears are moving in all directions.


"I am sorry, but this is no prank. You have to help us understand what's happening before we can help you. Please stay calm."


I walk over and start untying the ropes.
"Do you know what's going on? What you were doing?"


"Aside from the fact that he's probably a civilian? We're here to save lives; that's hard to do if we just kill everyone."
"Really?" Check him for anything unusual. '1d10'

Roll #1 8 = 8


"Isn't this island supposedly a pirate fortress?"


He does tense up after hearing this.

"I don't know what's going on. One minute I was doing stuff, now I'm blind and cold and talking to you."

He lets his legs down after hearing this.

"Wait, what are you talking about, there aren't any Pirates here. Our cannons would keep them away before they could get in."



"I suppose if we determine he's telling the truth, we'll have to call off the raid."



"A town that had the pirates scared. There's a difference."
Press my hoof against his. "Can you feel this? We're not sure the extent of that goop's effect. We'll have our healer take a look at you once he gets back."


"Want to tell us why you aren't breathing?"


"So to recapitulate, we were ordered out here to plan an attack on a fortress not controlled by a rogue organization? Not that it matters to me. I suppose the raid is back on. I'll start the tunnel."

Find a nice even place in the wall and begin creating a very narrow tunnel upward. Slip into stealth and work very quietly. I want to break topsoil without a soul noticing.


"We should return you to our ship. Your town is no longer safe."


You don't feel a heartbeat when you touch him, but he's moving like anyone else.

"Hmm, what are you doing?"

"Wait, did they invade our island?"

It takes a bit of effort to get through the harder rock, but the wind and rain conceal any noise or rubble that could have tipped people off. Off in the distance, you can see the town more clearly. Some buildings are still smoking.

"Please, I had friends there. Do what you can to save them."

Black goop starts escaping his mouth, nose, and eyes.

"You have me blinded and bound, stop messing with me like this. Tell me what you want and I'll give it to you."


I cut the ropes off of him.
"You're not blinded, and I only bound you because you tried attacking me! Now, do you remember anything at all prior to that?"


I raise my crossbow at him.


"To answer your question, not really. I was working at my store, then I wound up here. And what do you mean I attacked you? I felt those talons of yours, I'm not dumb enough to go up against a Gryphon."

"Hey, why did you all go quiet so fast?"


"You aren't breathing and you are leaking black goo."


I look him over. '1d10'
"Your store? Where's your store?"

Roll #1 8 = 8


Hmph. Good enough for me. Conceal the exit and start widening the tunnel, putting in hoofholds for my non-dog comrades.


"Checking you for a pulse. I'm not getting one. By all rights you should be dead, but you're still moving."


He's still leaking, but now it looks like tears.

"I don't, I don't want to die! Help me, please! I've never done anything bad in my life. I was always good and did my job."

His hind legs begin to lose their shape.

It was in front of the pier. We'd get supplies in, take 'em there, and sell them from there. It doubled as the town storehouse."

There's black goop starting to come out of his body.


"The pier? The pier where, exactly? What city?"
I wince, but continue looking him over. Does my very mild medical knowledge reveal anything to me?

Roll #1 8 = 8


It's not much effort to get things prepped. You also remember that you've only got a Pegasus and teleporting Unicorn to account for.


"What the heck is going on?"


"Hey, we're not gonna let you die. You're gonna be fine." Try to pick him up; we need to get him to Knox. '1d10'
"Killing that donkey lady must have freed them from her control. Come on, help me out here!"

Roll #1 9 = 9


Two Griffons, too.

Work my way down widening it.


"Good news is that this porous ground is easy to dig through. Tunnel up leads to outskirts of town."


Dissolving like this isn't covered in normal medical texts or first aid guides.

"Hold on, we're in Puerto Magdaleno de Becerro, right? We didn't get moved anywhere else?"

Any goop that gets on you is no longer burning. Arriving with Knox, you can see that the goat captive is also leaking black goop.


I back away.
"There's no way I'm touching that."


"No… you're not in Puerto Magdaleno de Becerro, you're in the outskirts. The mountains."
Erm… can I try and stop the dissolving? Put uh- something to counter the goo! Solidify it! And then wrap the wounds up with some bandage!

Roll #1 8 = 8


"Knox, any idea what's happening to these guys? This goop doesn't burn anymore, but I doubt this is healthy for them."
"Someday you're going to learn that sometimes you have to touch some icky stuff if you want to get your payoff."


"I'm not touching some guy that is turning into goo. No way."


"So are we going to keep being side-tracked all day? Clearly we're going to get more answers up topside. Let him go if you trust him, tie him up if you don't."


"Well, then our patrol Gryphs must be arriving soon. I'll give them a piece of my mind if they let someone build a tunnel in the mountains."

Bandaging them up the areas that are leaking, you can keep their fluids inside, but anything else will require outside help.


"Go ahead if you must, but we are going to do something meaningful and try to save their lives!"
"Do you know anything about what's happening to you? Anything that might help us fix this?"


"We return him to the ship and have him asked for information. It's the only thing we can do."


"They're- uh…"
I scratch a claw on the ground.
"…I don't know what's wrong with them. This isn't like anything I've ever studied!"

"O-kay… you can do that."
I cough.

"That's the best plan of action."


"The Swordsgriffon is right. We do not have the medical equipment to deal with a magical disease in a cave. Even if you want to save him, they'd have better facilities in town or on the ships – not here in a cave."


The Earth pony Stiefelgeiss is sobbing audibly, he bandages stopping him from shedding anymore tears.

The Goat captive, however, is irate. "There was a ship that came in. I had the day off, but something in my gut told me I should have been there to check their goods. When I get my hooves on those workers…"

#Return to the ships or other option?


"A ship came in? Do you remember anything about the ship?"


"It was just a regular ship, but I didn't like the crew I met in town. They hit me as strange, even for foreigners. "


"What if they are contagious?"


I cock my head, but shrug.
"Maybe we'll meet them when we go into town then."

#Other: Drop the captives off at the ship and go into town


"Alright, I suppose we should take them back to the ship. Hopefully the bandages last until we can find a way to fix this."


"All the more reason to leave them behind. However, –"

"This doctor would be better off treating patients he knows how to treat. The buildings are still smoking. So it poses the question: Send a doctor to treat potentially an entire town he can help who are probably dying of burns, or keep him around to guess at trying to cure two who he doesn't know how to help.

This is a simple triage decision. A war doctor would know the answer."


"Let's just get out of here."


"They're stable for now. The doctor can deal with all the patients in town, then deal with them."


"At most we can quarantine them if doctors can't identify their issues."

We bring them back.


"Glad you agree. I'll go up with the doctor and let you take these two back."

Head up, motioning for Knox to follow.


I follow after.


Make smalltalk as we head up.

"Worked with this outfit long, doc?"


Leaving your hole, you're above town, near the smoking buildings.


File: 1394083818874.jpg (69.71 KB, 623x582, locations.jpg, IO exif Google TinEye)


See if I can notice anything about the smoking buildings. Are there any signs of life? '1d10'

Roll #1 2 = 2


"Not reall-"
I clear my throat, and adopt a slightly deeper pitch.
"No, I haven't. I only joined up when the crew was fighting back against pirates that had taken over an island and kidnapped an entire town. I offered my assistance, and that's that. What about you?"


"Hm? Just received my commission in the last few hours."

Go into Stealth.

"I'll follow you in the shadows – just in case things get worse before they get better."


Worse. There's no sign of life in the town at all. There are some lit torches, but there's no one in the streets. You'd think they'd be worried about burning buildings in such a small place.

If you head to the central area, you might be able to find a few fishing boats to leave town, as well as being able to get into some non burning buildings.


Creep through town, looking in whatever doors I can for valuable supplies – especially food – or survivors.


I'll check inside some of the intact buildings.
"Hello? Is anyone still alive?"


Totally not creepy at all. Nope.

…Neither is this! Nope!

I take flight and try to perch atop a building to get a higher vantage point. Does it look like anything at all is happening here?

Roll #1 2 = 2


Some of the previously burned buildings are missing clothes, but valuables are still there. Its the same in most of them.

The closest none burning building has a Gryphon collapsed over a table.

You see a few glimpses of lights from the back area of town, but those vanish. Looking through windows, you see lots of people just lying there in their rooms.


Prioritize food, but jewelry is good, too. Can I carry everything I find?


"Hello? Are you still alive?" Give the gryphon a push with telekinesis.


Nobody in the burning buildings, right?

Roll #1 3 = 3


There actually isn't any food here. Someone else beat you to it, but there's lots of little shinies you can stuff into your pockets.

He doesn't respond except to look at you. Black fluid is coming out of his beak, but his eyes are still normal.

Those are already dead, burned to a crisp. No one else has come into them.



I fly off and start gliding around, listening out for any signs of activity.

Roll #1 4 = 4


Well, looks like our fleet's sunk. The whole reason we came here was food.

Stuff my pockets with shinies and head up north of town. Surely they had some sort of farm or ranch to help support them on food outside of trade.


"Can you talk? If not, can you blink?" Approach and take his pulse. Is he cold like the other one was?


Both of you, roll a 2d10.



Roll #1 6, 5 = 11



Roll #1 9, 1 = 10


He's breathing with difficulty, like he ran a marathon. He's looking at you, and then down at his sheets.

A sudden mass of rock passes in front of you, and before you can react, a second one clips one of your wings, but you're able to recover.

A massive dirt boulder catches you off guard, knocking you off your feet.

Torm 8/6
Klava 3/6
Knox 5/6

"Stay away from us!"


"The sheets? Let me see…" Can I tell what's up with his sheets? '1d10'

Roll #1 2 = 2


Where'd that com from?!
I turn around and try to locate its source!

Roll #1 3 = 3



You feel a large thing coming forward.

No attack took place.


I should go find some cover. In fact, give the whole thing a wide berth and head east. I need to out-position them. There are mountains on the northern side of the island, right?


The words are complex, but the fact that he's circled them and crossed off the rest might be important.

Even in this weather, it's hard to miss the large Earth golem. It's preparing more bundles of rock to throw at you.

Yes. Whoever is attacking doesn't have much room to maneuver in.


Are we on the boat?


Shoot it and shoot whatever projectiles it's trying to lob at me!

Roll #1 8 + 3 = 11


Can I read the words? '1d10'

Roll #1 3 = 3


Right. Stealthily shimmy up that mountainside with my diggin' claws. I suppose it's too dark to make out their exact position? Get as close as I can so I can OH SO QUIETLY knock out one of the aggressors.

Sleep Serum '1d10+3' (DC-1)

Roll #1 5 + 3 = 8


You're on the outskirts of town.

You shoot into the ether. Who knows what they'll hit.

Thanks to Knox's Barrage, you seen a Pegasus with a stick in her mouth. You knock her in the back of the head and see her fall to the floor.

The Earth Golem loses its arms.

"Lago!" You hear from a short distance away.

You can read the letters, but they don't make much sense to you. Maybe a doctor or other studied type might be able to make sense of it.


Look outside. Can I see Knox anywhere? '1d10'

Roll #1 2 = 2


You can see the flashes of light coming off of his pistols.


Go hide in a building!

Roll #1 9 = 9


Right. Hoist that body up and drag it off into the shadows.

I didn't even know their was an earth golem!

Use that voice's position to creep over and set up a nasty Sabotage for the next one – I know they're sure to come over to try to find out what happened to this 'Lago'

Sabotage '1d10+1' (DC-1)

Roll #1 4 + 1 = 5


Can I-
Oh there he is! Teleport him over to me. "Knox, I need your help."


Your inside the closest building. Inside, there's a mare lying against the wall. There's a cup on the ground, black goop around it.

It's no effort to lift up the Pegasus. She's practically skin and bones.

"Please, don't take me. I don't want to join you." She says sobbing.

You see another Diamond Dog walking around where you were.


Oh. Guess he was moving too fast for me. I'll head for whatever building he disappeared into.


Shush her and whisper: "Sleep poison is supposed to make you sleep."

Sit over to the side with my paw over her mouth and trigger the sabotage on that diamond dog. Hopefully this won't kill him.

Tie up this mare while I'm triggering that.


Oh dear…
I- Is she still alive?
I walk over and look her over.


"Join? We're here to save you. What do you think we are?"


He was in a rush. You see the same thing he does, but you also notice that the rest of the house has been ransacked.

She starts crying as you cover her mouth.

This particularly trap of yours manage to daze and confuse the Diamond Dog. He's on the ground.

She's still breathing. A step above the last two you met.

Her eyes briefly flash with rage, but Klava's paws don't let anything get out.


Heal her! Try and do whatever to stabilize her! Bandage her wounds, move her from the wall to the ground and elevate her limbs so she won't bleed out! There's gotta be some pillows to prop them up on…

Roll #1 5 = 5


"Knox, I think I've got something. There's a gryphon in that house over there; he can't talk, but he managed to write something down on his sheets. Thing is, it's written in medical text, so I can't understand it. Could you come check it out?"


Groan at Gunhilda. "Why is stealth so hard to understand? Here, hold this."

Pass Gunhilda the tied up mare and pounce on the dog. Is he weak enough to subdue and tie up?


"Huh?- Oh! Why didn't you bring them over instead?"


"I didn't want to risk damaging or smearing them. Come on, let's go!" Lead him to the gryphon's house.


She's got a broken leg, and she took a strong blow to the face, but these are every day things to you. It's not long before you get them set.

He'll offer no resistance. He's even babbling to himself.

Roll to read the notes.


I follow after I finish stabilizing the mare.



Roll #1 1 = 1



Roll #1 7 = 7


Hold onto her and question her.

"Who are you, anyway?"


Right, tie him up too and pass him to Gunhilda. Any other hostiles around here?


These are chemicals you haven't heard of. But that makes them dangerous. When you can get back to the ship, you might be able to find someone who knows them better.

She thinks about this for a second, and through a dry throat, she responds.

"I'm Lago. You aren't one of them, right?"

None, The Earth Golem is just a pile of dirt now.


I was never very good at alchemy during my lessons…
Does anything sound particularly dangerous?

Roll #1 9 = 9


A second once over reveals that everything on that list is dangerous.


I'll leave Knox to his work. Can I see where Klava and Gunhilda have gone off to?
"In that other building, there was a cup with black goop around it. Do you think this might have been spread through poisoned food?"


"Hostiles neutralized without casualties in all cases. Good for us. I'm going to keep looking for supplies, or this whole trip will be a wash. More mouths to feed and we already don't have enough food."

Mountains aren't a good place for farms… where were they getting their food– Of course! Fishing boats! Meaning they probably have either a central refinery for the catches to be prepared, or at least fish shops in town.

Head back down south, look for large buildings near the coast. As always, keep an eye out for intact cannons and medical supplies.


"One of what? "


That's not good…

"Maybe? I didn't check it-"
Do any of the things listed seem like they might be able to be combined into the black goop we've been seeing? It's all sludgy and very viscous, that has to be some kind of indicator!

Roll #1 4 = 4


They've vanished.

You start heading into town.
Roll 2d10

"Them… Those crazy people with the weird eyes. Didn't they attack you when you came in? Please tell me they're gone."

They wouldn't normally react this way, you know as much. But you don't have the tools necessary to check at the moment and verify any hypothesis you might have.



Roll #1 6, 3 = 9


Turn to the gryphon. "These chemicals… are these the things responsible for the black goop? Look up for yes, look down for no."


"We've been trying to investigate them too. We managed to subdue a few. Looks like we'll be needing your help, tell us everything you know."


You hear a sneeze. It wasn't from your captive.

They move in a pattern. Two times up, then once down. Repeat.


There must be some kind of alchemist shop, medicine shop even! I think I still remember how to separate a mixture into its base components! Just… uh, flasks and fire! Some glass piping. Mortar and pest- no that's for crushing up stuff to put in…
Oh whatever! I'll figure it out when I find the place.
I fly off in search of a medicine shop.

Roll #1 7 = 7


"Yes, yes, no? Is this supposed to be what this goop is?"


"Okay. You wouldn't be asking if you weren't them anyway. A foreign ship came and unloaded supplies. We don't have much, so we buy what we can pretty readily. But after a few days, some people started acting real weird."


Just in case I'm not already, slip into Stealth. Where was it – one of these buildings?

More survivors without finding food… ugh, everyone's going to starve.


"I see. Go on…"

Follow Torm to wherever he is.


You find half of one. Seems they set fire to it, but the storm put it out. There are lots of alchemy tools on the floor and some tables are still good. The rest have melted or shattered.

He chanes his pattern. Thrice up, once down.

There's an unburned building with lots of wire and loose material around. There's some doors leading to a lower area.

You head back into the town.

"They were real stiff. The people who bought food then. One more ship came and left, but they didn't do anything. Then, a day later, they started to attack us. And mom, mom, she…"

She starts crying louder than before.


"Yes, yes, yes, no? Alright… Was this goop stuff spread through the food?"


Up, down, up, down, up, down.


Creep on down. Quietly. Stealthily.


"So you don't know how it was spread. Do you know how to cure it?"


You can hear heavy breathing and sobbing. Lots of it ahead.

Down, blink, down, blink.


That's enough I think!
I start trying to assemble the set up my alchemy teacher that-one-guy-I-saw-do-that-I-totally-remember-every-detail-of.
Let's see… pour it all into a large flask and seal it, then shake it vigorously to begin separating the components, then set it on top of a flame and boil it, and the resultant steam goes through several linked flasks, each separated by progressively finer cloth!
I think that's how it goes anyways.
'3d10' for each step.

Roll #1 9, 8, 3 = 20


"So you can blink now… and you don't know how to fix it. Still, you figured out what it's made of… that is what that list of chemicals is, right?"


Creep up quietly, then. Can I see anything? Multiple targets?


The first two steps go perfectly. For doing this outside in the rain. You deserve to be proud of yourself.

Except, for the ending, the fine cloth slips and you have to dig it out with your talons. But no one will ever know, right?

Two up, one down.

By multiple targets I assume you are referring to the families and people lying together for warmth?


Can I recognize any of the components its separated into? Or-
That's right! I'm in an medicine shop!
There's gotta be a text around here somewhere that goes into detail about this stuff that I can read…

Roll #1 2 = 2


"Please calm down. What exactly happened to her? Go on."

Have I got to Torm yet?


I'm a soldier. I siege what I'm asked to siege. Everyone is someone's family.

Rig up the doorway for a quick-collapse in case I need to seal this place off. Could be a den of plague or even hostiles.

Sabotage '1d10+1' (DC-1)

Roll #1 10 + 1 = 11


"It is a list of what the goop is made of… but since you ended with a 'no,' I assume the list is incomplete?"


"I *sniff* I killed her. I killed my mom."

Your entering the building Torm is in after following his voice.

Every single time you're about to find out what it is, that part of the book is damaged. Take solace in you at least have a good idea of what it is not. Maybe if you used the Ship's books.

Textbook. They'll be sealed in when you decide to trigger the trap.

His eyes go up repeatedly.


Gunhilda enters the building Torm is in.


"There was nothing else you could have done. Don't worry. Is there anything else?"

"What have you found?"


I put a cork in the separated components and pack them away, then head back out.
Can I hear any activity in this rain or see any of my party?

Roll #1 3 = 3


You see Gunhilda enter the building Torm is in. They're the only ones moving in this town, so the shadows they cast make it easy to see track them.


"Alright, now we're making progress."
"This gryphon here had a list of chemicals; apparently he was trying to figure out what the goop is made of. He can't do much more than move his eyes, so we're kind of playing twenty questions right now; eyes up for yes, down for no. Who's that with you?"


Stand on the outside of the threshold.

"ATTENTION CIVILIANS. I am here as a relief paramilitary organization to rescue you and evacuate the city. Stay calm and stay seated. Please report any injuries that require immediate treatment."


I head over there.

"Did you two find anything?"


"Our friend here says that list of chemicals is a list of what that goop is made of. He also says the list isn't complete."


I take the bottles that I diluted out of my bag and show them to him.
"Which ones don't you know?


Children immediately start crying. Their parents hold them close. A few pick up their weapons. You note that most of them are thin, you'd be able to trounce them with a single paw.

It takes a moment for a voice to come out.

"What about the crazy ponies? Are they gone?"


"A survivor who witnessed the disaster first hand. I'm trying to see if we can get anything else important from her."


"This area is not currently considered secure. You need to remain here where it's safe until we can clear a safe path to evacuation vessels. Rest assured however, the situation is under control. Do you have wounded?"


When you take her inside, she tenses up at the sight of the Gryphon, then relaxes.

"Are they all like that?" She asks.

They look at each other.

A stallion steps forward a bit.

"None, when some of the townsfolk went crazy, we took shelter."


"Most of them are. Do you know who this is?"


"We have a physician who will look you over when you come aboard. This is important – do you have food stores? We weren't anticipating taking on this many survivors. If you have any food, get it together and prepare it for transport when I return. I'm going to seal this door to keep out hostiles and evacuate you through a tunnel when I return, understand?"



"most have lost use of their eyes. I think I saw this one blink."


"Thats Mister Gabilan. He's the mayor. Him and the Goat were in charge of shipments. he other guys name escapes me."

"We don't have much left, but we understand."

He looks at you, then he just keeps looking down. Asking him about each individual potion yields the same answer, a negative one.

"Maybe something happen to what was controlling them?" Lago asks. "They were always coming after us.


"What's he saying? I… don't quite understand his gestures."


"Stay safe."

Seal off the door and head up. Mark the door on the house when I exit with an X.

Go find the people who care about civilians. I need to work on the objective. Where's… Torm?


"He's looking down; that means no. Looking up means yes. He's saying he doesn't recognize any of the potions you're showing him."
Look at the mayor. "Mister Gabilan, were you the one who wrote the list of chemicals?"


He's in the main building of the town. It's the only one with moving shadows. A short walk and your inside.

He looks down, and then towards a shelf with ledgers. Looks like he went through the list of ship cargo.


Check the ship ledgers myself. '1d10'

Roll #1 8 = 8


"Mister Torm, I have a cellar full of civilians for you."


I scratch my head.
"But I separated them from the goo…"
Hm. Did I do something wrong?
…Do I even recognize that I did something wrong?

Roll #1 3 = 3


The ledger shows all the stops and inventory the ship has taken on. It looks like its from the Old World. It's stopped on lots of places from Novdogod to Neighpon. Probably picked it up from one of the perpetual battles going on in those areas.

All the colors and liquids are apart. It's probably that he doesn't recognize what they are, but its something he couldn't find and verify against his notes and ledgers.


"Could be because we defeated this large monster elsewhere."

Anyone else hearing this?


Huh. Well, I've got nothing.
"Is that so?"


Well, I'm stumped. I don't have anything!

I raise an eyebrow to her statement.


"You want 'em? Still haven't found any food. Apparently no injuries, no disease exposure. But there's a lot of them. Kids, too."


"Do they know anything about what's happened?"


"I didn't question them extensively. They said they fled to the cellar when the 'crazy ponies' attacked."


"I'll go check to see if anyone knows anything then. Where's the cellar?"


"What monster are you talking about?" She asks



"This way."

Lead him over to the place.

"I collapsed the door to keep it safe while I left. We can evacuate through a tunnel. What'd you do with the two up in the mountains I tied up and gave to Gunhilda? We need to get them to the ships so we can look for food."

Quickly dig out a sizeable tunnel to reach the cellar.


I wasn't there when you said that.


I'm following Torm and you're with him


I don't think I'm where you are.

I follow her to the cellar, and through the tunnel.
"They're still up there, but they're stable for now. So unless something attacks them, they should be alright."


"Please, get us out of here. We don't want to die here."


Alright, let's go out and signal the ships.


"We will! Eventually… I need you all to answer a few questions for m- Actually, is anyone here a doctor or an alchemist?"


"Something COULD attack them. We need to secure all these civilians quickly. Our flier needs to return to the fleet – I can get the bay gates open for our ships. Someone needs to pick those two up in the mountains before they get left behind."

"What could be? I just got here."


"There was a Mare that came on a ship claiming to be one. She sold some food and medicine at the store, even tended some wounds, but we haven't seen her since."

You can have Hopscotch go back to get the ships.

One of the bay gates is open, but another is closed. You could get a boat to go open it.


"I should stay and defend. Can anyone else move off?"


"Hopscotch can go."

"Can you tell me where the store is? Or was it one of the buildings that was burnt down?"
I look around the room. Are there any injured that need to be attended to?


"Hopscotch – the pegasus. I'm going to open the bay now. Don't forget to rescue the two in the mountains."

Head down south and grab one of those fishing boats you mentioned before. The rush to the bay.


"It's where Mister Gabilan was. Everything is stored in the back, he fills out the papers and takes the order before he gives you your things."

"As for others, check the other unburned houses."

As you paddle ahead, the weather clears and you'd be in plain sight of their cannons.

If they bothered to aim them at you. They are still pointed outwards.


I scratch my head.
"I mean- the location of the store! Where is it in town? What's its name? I don't know who 'Mister Gabilan' is."


Good news for them, then. Open those bay doors. Those ships are going to set sail, come home.


Stick with Knox.

"The Gryphon, the one you were asking the questions to. That's where the store is. He's really meticulous, that's why he keeps the notes up front."

There's a ladder built into the walls, next to the doors. But you'll be totally exposed if you climb up. Do so?


Stealth up and climb. I know how to cling to shadows. Honestly – I'm less exposed climbing this than I was in the boat. There was no hiding inside that thing.


It makes sense when you put it that way. They'd have to be blind to not notice the boat coming.

The handles and chains that control the door are right there. Oddly enough, no one is guarding them.


"Oh- wait, that was the store? Oooh…"
Well I guess that makes sense.
I clear my throat.
"Can you describe what the mare you said was an alchemist looked like?"


No surprises there. Jerk the controls and let sweet freedom swing open. Take a private moment to admire the beauty of the mechanism.


"She was dressed in really weird clothes. She'd say things in a different language every once in a while. When I asked the other townspeople about it, they didn't recognize it."

All the gears and parts move exactly how they're supposed. It's not Diamond Dog engineering, but it is good nonetheless. Of course, your still more than aware of a pony trying to sneak up on you. Even with all this noise, it might as well strap cymbals to its hooves as it tries to approach.


Prepare a quick Sabotage '1d10+1' (DC-1) while I wait, then lurk in the shadows near the entrance to the tower.

Roll #1 10 + 1 = 11


The pony falls down as it walks forward. You can hear its weapon slide down for a bit. You can tell that it is just in front of your window headed towards the mechanisms and your trap.


Let him come into my sights. I'll hit him hard and fast with everything. But if he's like anyone else I've seen, he won't need it.


He walks towards the mechanism, but is incapable of picking the right one to stop it. He's shifting his head around at all of them.


Sleep Serum. '1d10+3' (DC-1)

Rest your head, pony.

Roll #1 1 + 3 = 4


Spring my trap.


Your only set off part of the trap, but he still acts like just took a cannonball. He leaps back and hits head.


Am I down?

If not, subdue him.


As if a pony like him is going to hurt you. He bounced off your rock solid body.

He's tied up, and he doesn't look like he has the capacity to do anything about it.


Well, hoist him and take him back to the others.

"We're evacuating the city. I'm taking you to see a doctor."


"Uhglurble." He says from the bottom of his heart.

The door swings open, allowing any ship to pass through.



Puerto Magdaleno de Becerro has been liberated.

While the populace is physically unable to celebrate on the streets, they are happy to be able to see the sun without worry. Opening the doors, the Pirate Hunter ship and the rescued Passenger ship dock in safety to take the injured and hungry aboard.


So, what's happened to all the goo-ponies?


The ones you fought are being taken to the ship in big soup containers. Parts of them have already started to come off. The others you found in town are being taken to the store, which is large, and put in cots while they work on them.


Victory secured, I'll go see my commissioner… this… 'captain'.


He's set himself up on the beach. It won't be hard to miss him. He's going over papers and talking with Obe and the Navigator.


Go over there, then.

"Food's going to get tighter, looks like."


And the survivors? Where are they?


"I know. We'll have to ration what we have if we don't meet with one of the other ships from the fleet. My only hope right now is that they do pass by and that they've lifted supplies from the pirates they've fought."

They've already boarded the passenger ship and have set themselves up as its defense group. They won't let anything happen to their ride out of here if the possessed attack again.


"Fishing town… probably won't mind if we 'borrow' some fishing nets.'


Maybe one of our first tasks should be getting the town's big guns back in working order. Anyone currently working on that?


"Gathering all the reports, there won't be a town. I'm going to order a full burning of this place to make sure nothing of that ooze remains for anyone else. We'll mark it on the map and leave a warning for anyone else."

No one is. The staff is busy taking stuff from the houses and disassembling wood from houses to repair any future damage to the ships.


Suppose they intend to cannabilize the town then. In that case, I'll see if I can check on my servants.
I want to talk with Fisher.


Shrug. "Just as well. I'm frankly surprised we took the down with as little casualties as we did. I've rarely seen a capture of a town with mass hysteria without bloodletting."


You'll have to fight your way onto the main ship with all the people moving about, but you're at your door.

"From what people told me, it seems you killed the source. Those that weren't fully possessed just stop, and everyone else was too hungry to fight."


Has any cure been worked out for those infected by the goo?


Alright, listen at the door for a while.


The doctor on board could use the things you've learned and acquired.

Roll a d10 to be able to listen into your room.


"Mm. Orders, cap'n?"



Roll #1 7 = 7


I go and tell him all I've found out, and offer my assistance.


"This one isn't related to fighting, but I'll need your expertise to finish preparing the small ship you came in on. Please, we'll be using it to transport some of the more ill patients, so do anything in your power to make it comfortable for them."

"You think he's alright?"
"Everyone's talking about a plaque and stuff, even if won he could still be sick."
"Listen to us, here we are worried about him like this."
"At least he's worried about us."
It's difficult to tell who is saying what with all the noise going on.

Dr. Asino, Donkey MD takes you up on your offer.

"You were able to separate the core ingredients so quickly?"


"It was just a basic distillation setu-"
I clear my throat.


"Excellent. If I can get their names and an original sample, it might be possible to cure them."


I give him the ledger that the other gryphon has.


"I'll see what I can do."

In the meanwhile, I'll go see what the others are up to.

Find Knox/Torm '1d2'

Roll #1 2 = 2


Let's see if I can keep listening for just a little longer. '1d10'

Roll #1 2 = 2


"I didn't expect anything near this much from a mercenary. My expectations have been demolished! But still, I need to work. Were you able to find how the material entered the body?"

He's staring at his door.


Approach and give an expectant look, but don't speak up. He's obviously standing like that for a reason.


"The ponies seemed to think it came from the food the ate. They bought a lot from a mysterious trader."


The conversations going on outside are too loud.

People worried about disease and getting home, wondering if they'll be attacked again or if they'll have to stay aboard while they fight pirates.


"That Gryphon made it obvious enough with his markings on the ledger. To think, many of us came here to avoid the old wars, but they still catch up to us this far away."


Sigh and turn away from my door, walking a short distance away. "Good evening, Klava. What brings you here?"


I cough.
"Do you have any idea of a cure?"


"I was curious about how you civilian privateers live."


"As a matter of fact, thanks to you, I do. While the catalyst was lost, I can at least begin work on neutralizing agents. But I'll need to count on your dextrous talons, if that isn't too much to ask."


"Ah. Well, ask away. I'll see if I can answer your questions."


"I suppose not."
I'm helping!

Roll #1 7 = 7


Blink. "What do you do??"


The materials you need all seem to appear nearby. All the machines and mechanisms you needed are at hand. You thought you also lost a few pounds from stressing out over how the Doctor ordered you around. But it was all for this.

You hold in your talons your best bet to help the possessed, at least what you were able to make from your prior extractions.


Shrug. "When there isn't work to be done? Relax in my room with my servants, wander around and talk with my friends. Sometimes I sleep with the ship's cook, sometimes I sleep with my servants. Basically, I do what I'm in the mood to do."


What's the news on those gooponies?


"You do a lot of sleeping."

Prod him teasingly. "Must be those flimsy pony bodies."


Knox is helping develop a cure for them.

You're keeping an eye on them right now back in the Store in the port you are in. They've been put into large pots to keep from spilling everywhere. A crying Earthie is in one, an angry goat in another.


Now to test?


You choose. The patients in the cots, or try to save the ones that are melting.


"…You do understand that when I say 'sleep with,' I mean 'have sex with,' right?"


Ones that are melting.
They're goners anyways.


Let's see how they react.

Roll #1 7, 3 = 10


The Earthie wimpers when you pour in the concoction, but does nothing more.

The Goat goes on an epic tirade of rage, blaming everything from his cat to that piece of lint behind you for his problems. At a certain point, he transcends the insults and curses of this world. You put the lids on both of their containers and wait.


What a douche.
Now, to wait and see…


"I'm teasing you, horse."

Tap his head. "Use this."


"I am. I have learned through experience to never underestimate the potential for stupidity in others. Besides, you're just jealous that I'm so good with the ladies."


Use a brow. "I was unaware that it took much effort to seduce a slave."


The Goat's pot keeps moving from all his anger, but it's actually the Earthie's whose pot falls over when he sneezes.

But no slime falls out. He's happy that he can see you that he begins to tear up again.

Everything is fine, except for his '2d5'

Roll #1 3, 5 = 8


When they both emerge, you see that something has changed.

The Earthie has a mane made of feathers!
The Goat has a gryphons tail!


Were there any others?

"That's strange."


I try not to laugh.

Roll #1 9 = 9


The rest of the citizens that had been manipulated by the goop are being held nearby. When the Mare with the Mouths was defeated, they lost control of their hosts and fell where they were.

The Doctor only steadies his glasses and shoots a quick, knowing look at Knox, who manages not to react at that and play it cool.

"Seems the cure was not exactly what I was expecting." He trots over to the patients, but before he can do anything else, the Earthie hugs him.

The Goat rushes over to hug Knox, cursing at everything all the way.

Will you accept his hug, Knox?


I don't really have a choice in the matter, so I guess I do!


"Slave or not, they're still ponies. Well, ponies or zebras. or goats. you get my point."


He buries his head into your fluff. His hug is sincere, but he doesn't stop cursing.


"Slavery is a southern tradition, so it is perhaps yet alien to me. Care if I observe? How do you keep a slave in line? I certainly would not trust one whose freedoms I have stripped to bear no ill will, nor would I trust an ex-pirate anyway."


What's gone on? Where am I?


Free day. Port is secure.


"Make way, we're moving the prisoners since the passenger ship has been fixed." Nili the Buffalo announces.

Obe and several other crew members pass by with some chained down pirates. The crew and the passengers throw trash at them and a few punches and kicks are delivered. Obe nor the crew do anything to stop this.


r- right? '1d10'

Roll #1 10 = 10


"I might not be the best example for that. See, I view it as sort of a business contract: in exchange for what amounts to complete control over them, I provide them with food, shelter, and generally try to keep them happy. As for keeping them in line… all of my servants faced me in battle, three of them against me while I was on my own, the other three with more of their friends and their captain backing them up. They know better than to try to cross me."
"Of course, others are nowhere near as lenient as I."


Am I with everyone else?


This is too weird.

I'll check out the rest of the town.


"Even the greatest fighter in vulnerable in his sleep."


You're a proud Gryphon with chest floofle to match. It's only because you are so big and strong that more don't try to hug you.

You can be with Knox who is giving the cure to the ponies, or wander about with Hopscotch. Torm and Klava are discussing day to day activities.

There are a few buildings left, the rest are smoking from the renewed fires.


"and what then? They've been branded with the Pirate's Mark and had their left ears torn. If they didn't immediately get executed for murder, they'd be given to a different master. One who treated them like that." Gesture at the crowd beating the prisoners. "Plus I've learned a few tricks for sleeping in the vicinity of someone who wants a knife in your back."


How did the place get burned down?


I stand and pout and let the goat continue hugging me because I GUESS I'm not gonna be rude to someone who nearly died.
I'm not floofy…



"You are awfully trusting. That's all. May I meet your slaves?"


I'll be with Torm and Klava.

Speak to the crowd.

"Dp you know the exact nature of their crimes? Has anyone here been appointed their judges?"


"Sure." Let's go enter my room.


The citizens that were not possessed burned down buildings they took stuff from.

Those that remained are being burned down by your crew. The Captain doesn't want to risk the goop spreading in any way.

"Thank you for your patience with this one, but if you don't mind."

He pries him off of you and looks at his eyes and mouth.

"If you don't mind, uh, returning to your quarantine container, I still see some of the black liquid in your system."

The goat complies.


Yes, do describe the room and slaves.


Ah. I'll head back to the place with the floofy gryphon.


"So does it work? What's the success rate?"



"Their crime!? Their pirates! Thieves, killers, murderers! If they weren't here, we'd be on our way to our homes instead of here!"

Inside, the servants are keeping to themselves. They heard what was going on outside.

The room itself is rather standard, just a few shelfs with whatever Torm considers valuable and a decorated terrarium.

His servants are as follows:


Whoo's-a-floofygriff? YOU are! Yes, you are! You're our floofygriff!


"So far, the news is good. I can't be certain that they will be 100% cured to how they were before, but even if the ones that were near death seemed to recover, I'm confident the rest can do better."


Are they shrunken or normal size?


Normal size. The potion wore out and the rough seas and work on this island meant they missed their last 'dose'.


That's great ne-
"That's good to hear."


The Goat Desmayo, Zebra known as Gravy, and Fisher the Pegasus start moving towards the back when they see you walk in.


Just look them over without commenting. What do their expressions look like?


"Some thieves, some murderers. Others people who had simply nowhere else. Their punishment is servitude, and unless you can discern between the rapists, child abusers and murderers, I do not approve of abuse of them beyond that."

Stand firm.


"Yes, we'll gather what we can and move them over to the smaller ship. It will serve as our quarantine vessel. We will have the flyers bring them their supplies."

The Crystal pony is blind, you can see her ear and nose flare up as she tries to understand the situation. The Unicorn just looks at you and then looks away.

The other three continue to scrunch up in the back.


"Girls, this is Klava. She's a co-worker of mine-"
Oh. "Girls, it's all right. She's not going to hurt you, I promise."


"They do seem docile."


You're an armed Gryphon that many here recognize as a mercenary. They stay quiet as the crew moves the pirates down stairs with no arguments. They begin to disperse.


"That's good."


I nod
It's been a while since I've attended to my assistants. What are they doing?


I had expected a duel to prove my point. Oh, well.

Wait are Torm and Klava already gone


"They're scared of you. I think you remind them of they're old Captain Anatole; they were suffering from severe Stolkholm Syndrome when I rescued them from him. He used them as meat shields and killed one just because she hadn't killed us fast enough for his tastes."


"I'm just upset that these demons have followed us here. Who knows what other things await us in ships coming in from the old lands? You fight for us, so I'll warn you to be wary of any boxes coming from there."

Their idling back on the boat. All the passengers that came in have been helping on the ship, so not much for them to do.

Every part of your body screams danger to these passengers and crew. They're smart enough to know when to keep their mouths shut.

Klava is in Torm's room talking about slaves.


"What old lands?"


Go over and give my girls a hug. "Hey, it's alright. I'm not going to let anything happen to you."


"Hmm… based on the fact that I am female, am not a slaver, nor a sailor by trade, I am left to assume you employ racists, Mister Torm."


I may as well go visit them.


I guess I should go pay them a visit.


"You tower over them, miss Klava. Is it racist to fear someone bigger than you?"


"Equestria, Dixie, Neighpon, Poneland-Lethuania, all those. I've had my fill of bloodshed when I studied over there, worried about who would come over to repay some ancient debts even the heavens forgot about. I thought I could start fresh here, that everyone could. But I was a fool to think everyone would think the same."

They dig in to you quite hard. Seems they don't trust Klava.


"Yet again, I am merely teasing you, Mister Torm. I make constant judgments about the weakness of pony constitution. I can hardly hold them accountable for the same."

All this with my trademark dry, even, disinterested voice.



Torm is with his servants on one side of the room. Klava is at the door looking at them all.

Murrah the Buffalo quickly gets up, but Kuvasz the Diamond Dog is much slower to do so.


"Good day. I hope I am not interrupting anything."


"They taught us history. How one country had wronged them, then another. How some band of idiots attacked them while holding up a piece of cloth. They'll die and kill for someone who they would never have met even if they were alive at the same time. I grew disgusted with that."

"Of course, I don't hold that against you mercenaries."


"Not at all, Swordsgriffon."


I nod along.
"That's good."


"Not really. However…"
"I appreciate your humor, miss Klava. I don't mean to sound rude, but… would you mind giving us a few moment's privacy?" I need to calm my girls down.


"You're fighting against someone who just finished wronging, a writ to capture criminals. You live in the now. As much as they tell us to avoid it, many people would benefit from changing their ways."


"If you insist. But I think it unlikely myself or Mister Obe will be abandoning this naval venture any time soon, so it would be in their interests to accustom themselves to the sight of a Novdogodian."

Step out.




Once the door closes and I'm alone in the room with my girls, give the hug a little squeeze. "Hey. You girls going to be all right?"


"actually.. I had growing concerns about the state of our slaves. I had wanted to ask how you treat yours."

"Thank you, but 'swords gryphon' is a very general term. Among us there are swordsingers, knifedancers, Storm Blades and many others. I trained as a Stormblade, myself."


Give a hollow chuckle. "Very well then, Miss Stormblade. In that case, I was trained as a Sapper – a sort of siege engineer."


"Come now, someone like you must have more important things than to listen to an old man ramble on and on. Go outside and think about getting yourself a Mooxican drink when we get back."

Desmayo buries herself in your chest.
Citrine speaks up. "Blind as I am, I could see that Captain bring over some lady folks when he got bored of them. They probably used them too."




"I… see. I shall leave you be."

"There are many more crafts to war than combat alone. I saw what you did in the cave, I can imagine it to be of immense use in a battlefield. Incidentally, have you decided to take any servants?"


Gently stroke Desmayo's neck. "I'm sorry that bastard did that to you. I didn't mean to put you through that. She was just a friend curious about how I lived; I didn't know it would cause this kind of a reaction. You know I'd never let anyone hurt you, right?"


"I know." She squeaks out.
"Look, we'll deal with it. If you say she's okay, it's not like we can't not trust you on it." Fisher says. "It just brought up bad memories, is all."


"Not as yet. Perhaps some day. I do not think I would trust a slave so close to me as Mister Torm does. To go to bed with them seems dangerous."


"Hey, you're mine now. That means it's my responsibility to help you deal with it." Ruffle Fisher's mane a bit. "It hurts me to see you suffer like that."


Her wings flutter a bit, then they calm down.


Sorry, lost connection.

"So… how have you two been taking to the ship?"


"It's packed," Kuvasz speaks up. "Makes the work get done quickly, though. They don't call us out as much."


…Ruffle her mane a bit more, see if I get the same reaction.


Do I see the things they brought from the pirate island anywhere?
"So you mostly just spend your days here?"


"My slaves are servants and students. I intend to train them, then once they have served enough I shall free them. I was hoping you could perhaps do the same for another."


It's about a 1 to 1 reaction. The higher your hoof goes on her mane, the higher her wings go. Lower it and down they go.

Lots of the supplies litter the hallway. The brought as much as they could and the passengers are using it up just as fast.


"In my homeland, Novdogod, trade secrets are the most precious possessions of families. It would be akin to heresy to teach them to a slave."


…make her flap her wings a couple times. (Up-Down-Up-Down-Up-Down-)


She starts grumbling, but she doesn't say anything.

Her face turns red. The others are starting to giggle.


I never fished…. buuut I am a gryphon, and it's in my ancestral heritage!
"Do either of you know how to fish?"


"Not really. Always found other things to do." Kuvasz says.

Murrah just nods in agreement to him.


Giggle myself. "Oh by the Sisters… that is absolutely adorable!"


"I suppose then you can… count or store or what have you, the fish I catch. Come."
And then I go into town, grab some nets, and try to go fishing!
If I fail with the nets, then I try just grabbing fish from the water like a TRUE RAPTOR.
And that's my last action(s) for the session

Roll #1 9, 8, 7, 10, 2, 3, 8, 8, 8, 10 = 73


"You could teach them other things. Or just take them on as servants to relieve them of an unjust punishment."


"Perhaps. Maybe you should show me how you treat your slaves in person, that I might take in more than one approach."


The red is spreading across her face.

You must have seabird blood in you because you nearly deplete the area of fish. You've got more than enough to support the carnivores on board and then some.


Gryphon stronk.
Those ponies better learn to eat fish if they want to survive!

Anyways yeah, out now.
Thanks for running!


"Certainly. I need to attend to them, anyway."

Lead her to my room and let her in.


"Hee. You're turning almost the same shade of red that Citrine does when I nibble on her ears!" I think that should sufficiently defuse any remaining tension, right?


Both of his servants are trying to imitate how Gunhilda meditates.

They've calmed down, yes.


What're these slaves like? And how do they look in expression?


How'd they react to the comment about nibbling Citrine's ears?


Singer the Unicorn is taller and thinner than most. You see in front of her than most of the items are organized meticulously. Amadi the Zebra seems to have a rough air around her.

Citrine has crouched under the bed. She's completely red now. The others are trying to suppress laughter.


How well are they doing?

btw I'm a grill

And what were their names again


See here:

Sorry about that.


"What do they do for you?"


"Make tea and maintain my arms and armour, mainly. Keep it down a bit, I don't want to interrupt them yet."

How are they meditating? Any one of them more relaxed or tense?


Singer has been imitating you perfectly. Amadi is constantly shuffling around.


Nod slowly.

Quietly: "I see. How odd."


"Say, Viakta, what's your embarassing button?" Pounce her and find the place that makes her do something embarassing!


Her horn starts sparking as you hold her.


"I do not wish for them to be thrown out into the world with nothing once they have paid for their crimes. At least with the skills I teach them they will have a means of avoiding the same mistakes they made."

Amadi can wait.

Loudly unsheathe and swing near Singer. See how fast she reacts.


"Hey Fisher, Citrine! Find Crawshay's thing! Call it a hunch, but I think she's ticklish!" Keep laughing as I have Viakta put on a minature fireworks show.


"Yes, I'm merely commenting on how different your approaches are."


Not fast enough. She was focused on the meditation. The best you can give her is that she was a few inches from being able to use a book to block your sword. You know if it was a true swing, her head and hooves would be forfeit.

She's breathing heavily.

They jump on each other and start laughing. Viatka just keeps her mouth open and sparks as she starts turning purple instead.


"The punishment should fit the crime. A life of servitude and humiliation for some here is unfitting. Yet for others, they deserve only the most painful and dishonourable of deaths. I wanted to take in those less guilty."

"Hmm. Your form is good, but too deep in. But closing your senses, you should open them. Meditate like air, still one moment but capable of a hurricane in moments."

Brb 10 mins


Keep laughing but let up a bit. "Breathe, Viakta, breathe! So two reds and a purple; I wonder, what colors do zebras turn?"


Blue, it seems. She's got numerous assailants tickling her with feathers.



The sounds of the ships bell are ringing in the afternoon. The people that were on the island are returning to the vessels, while those that were poisoned by the goop are being carted back on.

The ships will sail shortly, hoping to rendezvous with another ship of their fleet. The Passenger vessel is being used to house the injured and infected.

Say what you need to each other because the vessels will set sail shortly to waters unknown.


I think I'm good.


Give each of my girls a hug and a teasing jab at their embarrassing triggers(flapping wings/ticklish/sparks/ect.), then put on my scarf and grab my gear.
"Behave yourselves, girls! Or at least, don't be too naughty."
I head up to the top deck.


"That's good." Captain Camarillo responds. "At least one person is. I really don't like the way our supplies are holding out."


I hope I've been teaching my servants in the meantime


You run into Iolite. Seems she's upset about the rationing.

Singer seems to be able to imitate you perfectly, but Amadi still has trouble just getting ready to follow your meditations.


Is there time to teach them or is it time to go for now?


Come up behind her and give her a hug. "Hey there. You look like something's got you down."


"Can't we stop at an island and get more?"


The ships take off, leaving the town behind them.

Mostly going to be going with combat this session, but just start something with them for now.

"It's the food rationing. I know why they are doing it, but it still irks me. Guess that just means I'll have to work harder, but for you it means I can't help you with your special ingredients you've asked for."

"Most of these islands have little more than grass, a tree if we're lucky. Best bet is to hope that some other company has decided to lay claim to an island and we run into them. Without that, we'll just have to hold out for our fleet or if we make it to one of the closer towns on our maps."


I am here as well!

I uh
I guess after I was finished gathering fish for everyone, I set about looking into training my assistants. Did they show any interest in any ability/career?


"Grass is better than nothing."


"I understand. We're all having to tighten our belts right now. Besides, I know you'll find a way to make the best of it."
How much longer will the potions I already have last?


Murrah is more than eager to do whatever you tell her to do, but Kuvasz the Diamond Dog is less so. Remember that you are in charge of the rest of their lives, though.

"But you need a lot of grass. Most of these islands are small, barely enough grass for a few, and we'll waste more stopping at each one."


The sun starts going down, the breeze and the fog rolling in.

You'll only be able to keep half of them small. You're room just got a lot more packed unless you let them stay with the rest of the pirates.


…I think I know how to deal with that situation. However, that'll have to wait for later.



"As for you, Amadi just keep trying. The first step is finding peace in yourself."


I shrug.
"Then we better hope we get lucky, or turn around."


Ah, but have they expressed interest in doing anything specifically?
The best way to get a good worker is to set them to work at something they're interested in!
I mean, yeah, just because I don't have much use for them. Right. Totally that.


"I've been fighting since I was young, every time I close my eyes I am back in battle. But you, you could hack me to pieces in a single breath. How do you do it."

"Ugh, luck is something I hate relying on. Funny thing is, that's what all the other officers tell me to do so."

The food is being rationed, but there is lots of cloth available. You could start them down a path they might like.


Ah! Brilliant!
I could finally get out of these water-logged-and-dried clot-
I mean- I could get myself… a fancy intimidating and proud hat!


"Because I am more than a fighter. I am a person, and fighting is just another face of myself which I can switch with another, and having many different parts nourishes the whole. But you, I sense you did not have as much choice as I. Is there anything you wish to tell me?"


The sun is almost set, but the fog seems to be becoming darker than the rest of the day.

Lots of material on board that was salvaged from the town.

She looks down. "I've met others like you before, in towns. You can read my stripes, you know what my life has been like before this. My missing ear and mane make it a bit more obvious to others too."


I shrug.
"There's not much else you can do when you don't have many options."


Well, then I set them to work!
It can't be that hard to make clothes, right?
Right? '2d10'

Roll #1 10, 7 = 17


Guess I should go let them know about our new situation. I head back to my room. "Girls, I have some news." At the same time, I'll examine the room. How high's the ceiling, what's the distance between walls, ect.


"Before you can hope for anyone to look past it, you must first move on and leave it behind. You can be more than what you were. Put your worries away and think of nothingness in clarity."


The Cabin Buffalo Nili approaches the rest of you, asking you to come to the deck. Except for Hopscotch, who is already there.

"I hate that, though. It always paralyzes me, not having an option. Guess I should be glad the crew is really stepping up."

"Hold on, this smell. Look, over there! Do you see the flashes of light!?"

It's too easy for your talons. They cut and sow the pieces of cloth so well, most would berate your for spoiling them with such quality.

Let's just say that Klava had to watch her head. The bed is taking up lots of space as well, and there's a lot of material taken from the town that was added here.


I look and see.

Roll #1 8 + 3 = 11


It's a battle, not lighting. It's too rhythmic to be natural, and the smoke that was hidden in the fog is starting to fill your nostrils.


"Looks like a fight."


"I hate myself for this, but it might mean supplies if we can take the fighting ships. I'm going to be sending you and the others in, but I don't want to risk our ship as we are right now. Get your weapons ready."


"Right away."
I go and grab my crossbow and various bolts.


Your Pegasi and Gryphon servants are waiting for you.

"Come back, okay?" Lappet says.


I explain the situation to them, how I'll only be able to keep half of them shrunk, that I haven't made any decisions yet, I'm just letting them know the situation. After that, I'll have to head up to the deck. First, though, I'll give my girls a quick warning.
"If you hear fighting or shouting on the ship before I get back, barricade the door and don't open it for anypony but me." Pause a moment, then pull three knives out of my drawer; most of them are cooking knives, but they're better than nothing. I lay them out on the bed in front of them. "Don't be stupid with these, and try to keep them hidden in case one of the crew comes in, but… just in case.
…Don't be stupid with them, just… stay safe until I get back." With that, I should probably get going.


"I will. Maybe we'll finally get a chance to go flying after this."


That was rolls for the slaves to tailor stuff


Your servants nod as you step outside.

Ah, well, it isn't smart to leave them by themselves. As good as they might be, your guidance help them make high grade suits for each of them.

The action is easily noticed from the deck now. "Listen, I want you to take the small ship, and see who is fighting. There are three flyers amongst you. Get in close and determine which ship you can take, but remember, we need it whole. We need supplies. Understood?"


Time to go to the deck.



"Please, show me when you return. You're being summoned if that Buffalo at the door is any sign."


"One captured vessel, coming right up."


"Could be a skirmish. Stay safe."

Go with the buffalo and out.



The Captain has them disconnect the small ship for you. One of the Pegasi deckhooves sails it up to the ship. They load a few more supplies quickly and send you off.

Everyone, roll a 2d10 for the voyage to the battle.



Roll #1 5, 8 = 13



Roll #1 4, 6 = 10


Be ready to fly out.


Roll #1 9, 2 = 11


As you approach, you get a better idea of the situation. It's a three ship battle, but the big one caught between them is the large ship you had liberated previously! You're group is being attacked!

Worst, looking at the flags. You aren't fighting pirates, these are Privateers!


"Do we target one ship at a time, or both?"


Privateers? What does that mean to me?


There's only a few of you and two ships of them. However, your ship dwarfs theirs. Removing one from play greatly increases your odds.

Trouble. In the future, you might find yourselves going up against highly trained enemies from foreign nations instead of the riff raff you've encountered now.


"Privateers attacking innocent ships are still pirates. We attempt parley, if not, we subdue them."


"Let's take the ship on the left."
I fly up and try to spot whoever is giving orders on it.

Roll #1 10 + 3 = 13


That will be difficult to do with all the firing going on. You do have the element of surprise since you knew where they were and are on a tiny ship.


"They are firing on one of our vessels, which they outnumber. I believe they have already declared their intentions."


This weather doesn't hamper your sight one bit, and their uniforms make it easier. There's a Dog in a fancier uniform directing the fighting with a good number of underlings following his orders.


"Very well then. The ship on the left it is."


"Target the dog!"

I hit him with a Knockout Shot.

Roll #1 2 + 2 = 4


What's the third ship, aside from the privateer and ours?

They may be mistaken and not know the ship is no longer belonging to pirates."


"At best, we will first have to fight our way to their captain."
Can I see what she's talking about? '1d10'

Roll #1 5 = 5


The ship comes in close, allowing you to teleport onto the deck. Where will you appear?

You've got a +1 weapon. Make sure to add the bonus.
The arrow narrowly misses and alerts the Dog to the presence of an air threat.

"Shotgunners, to the rear and the sky!"

Your ship is flying the flag of Caballo Island and supporters. This is a deliberate attack, since they are also being double teamed.


You can hear what she's talking about. The Captains orders can be heard from where you are and the soldiers who ran up to the railing to fire are visible from where you are.


I try to hit him again with a Marksman shot.

Roll #1 5 + 1 = 6


I'll put up a bubble shield first, just in case. '1d10'

Roll #1 5 = 5


You send him head first into the deck, and you see how valuable he is to the crew. They surround him well enough, but a few stop as they are waiting for orders.

It seems to be sparking and shining like its supposed to. It's not up.

Hopscotch 6/6
Torm 8/6
Gunhilda 6/6

Diamond Dog Commander Helpless/8
Pony Shotgunner 5/5
Buffalo Artillery 7/5
Crystal Sniper 4/4


Fly onto the left ship.

"You're attacking an innocent ship! Desist!"


I fire a knockout shot at anyone that is showing any initiative.

Roll #1 4 + 3 = 7


The heck with that, I know better than to trust it by this point. Homing magic is much more reliable. '1d10+2'

Roll #1 4 + 2 = 6


Sort-of-back-but AAAAAAA

Roll #1 6 + 3 = 9


The Crystal Sniper just turns and aims at you, but Knox shoots him down before he can pull the trigger.

The Pony Shotgunner is, or was, trying to aim at you, but you managed to knock him off his hooves.

One of them is waiting for your orders.

An impressive display of Gryphon vision and accuracy. Almost all the shots meet their targets, sending most to the floor and the rest scurrying for cover.

Hopscotch 6/6
Torm 8/6
Gunhilda 6/6

Diamond Dog Commander Helpless/7
Pony Shotgunner Helpless/4
Buffalo Artillery 3/5
Crystal Sniper Helpless/3


I got this!
Hawkeye on that artillery dude and also shoot him!
'1d2' '1d10'

Roll #1 2 = 2 / Roll #2 1 = 1


Teleport behind the Sniper and tie him up, being sure to tie him to the ship as well so he(she?) doesn't get swept overboard.


I'll shoot the buffalo.

Roll #1 5 + 1 = 6


If that's how they are.

Sentry! Fervor! Slash into the commander twice!


The Buffalo artillery has you in his sights and all you hear is:


The ____ '1d2' Crystal pony is tied tightly to the railing.

Before Knox can find out what his weight in bullets hitting him at full force will feel like, the Buffalo is brought to his knees.

You truly are a terrifying sight to behold. Those cuts are dangerously precise, and the Dog recognizes this with the fear in his eyes.

Hopscotch 6/6
Torm 8/6
Gunhilda 6/6

Diamond Dog Commander Helpless/3
Pony Shotgunner 5/4
Buffalo Artillery 2/5

Roll #1 2 = 2


I aim another Marksman shot at the buffalo.

Roll #1 2 + 1 = 3


Attack twice more! Stop just short of finishing him.



Roll #1 2, 9 = 11


I'm alive!
If I'm up, fly over and restrain the commander!

Roll #1 7 = 7


Pop-fly with the Homing orb to distract the shotgunner, then shoot him with my shotgun. '1d10+2' '1d10+1'

Roll #1 8 + 2 = 10 / Roll #2 8 + 1 = 9


The wind takes the bolt of course and into the sea, but this time the Buffalo lets loose without aiming properly.

You're still Fervored, no need to roll.
He can hear his heart stop for a moment, and in the moment between blinks, he thinks you have developed another set of arms and that even your wings are cutting into him.

The Commander doesn't resist at all, he's like a doll right now, offering no resistance and seemingly incapable of it.

The orb still seems to strike close enough to the Shotgunner to throw him off guard, and your shotgun just sends him against the wall.

Hopscotch 5/6
Torm 8/6
Gunhilda 6/6
Knox 6/6

Pony Shotgunner Helpless/1
Buffalo Artillery 3/5

Before you can attack further, the door swings open and a pair of containers fly out into the deck.

Everyone, roll a d10 to avoid the light!


Gunhilda, you are Helpless now.

Hopscotch 5/6
Torm 8/6
Gunhilda Helpless 6/6
Knox 6/6


What's even coming?


Roll #1 4 = 4



Roll #1 2 = 2



Roll #1 2 = 2



Roll #1 10 = 10


The containers explode into a brilliant white light, hurting your eyes.

Your next actions will roll at a -2, no bonuses will apply.

You use your arms and your wings to protect you. You didn't even get phased by it.

A few of the crew that were biding their time rush out into the deck to support their comrades, as does an elegantly dressed Unicorn.

Hopscotch 5/6
Torm 8/6
Gunhilda Helpless 6/6
Knox 6/6

Pony Shotgunner 4/1
Buffalo Artillery 3/5
Earthie Shielder 15 Hits
Donkey Armorer 14 Hits
Unicorn leader 8/6

"Earn your pay! Take aim and fire!" He yells. '1d4'

Roll #1 1 = 1


I try to aim for the unicorn's voice.

Roll #1 9 - 2 = 7


Try to roll to safety even while blinded.

Roll #1 3 = 3


I'll try to put a bubble up; if I fail, no surprise there, right? '1d10-2'

Roll #1 2 - 2 = 0


Shoot the unicorn!

Roll #1 3 = 3


#Everyone rolls at a -1 this turn. No bonuses apply.

You're on target, or would be if the Earthie didn't jump in the way and take the hit.

You're caught in the crossfire of the Buffalo artillery.

And you take a good chunk of that Buffalo's arsenal. Be grateful for that armor that you are even breathing.

The Buffalo is more aggressive this time, opening fire seemingly at random but with good accuracy.

Hopscotch 5/6
Torm Helpless/4
Gunhilda Helpless 6/5
Knox 3/6

Pony Shotgunner 4/1
Buffalo Artillery 3/5
Earthie Shielder 13 Hits
Donkey Armorer 14 Hits
Unicorn Leader 8/6

"As for you." The Unicorn walks towards the Shotgunner. "I have no need of the injured." He pulls out a pistol and shoots him in the head.

Buffalo Artillery 3/5
Earthie Shielder 13 Hits
Donkey Armorer 14 Hits
Unicorn Leader 8/6


Shoot back!

Roll #1 8 = 8


"Not the sharpest knife in the drawer if you're shooting your own ponies." Shake it off and get back up. '1d10'

Roll #1 6 = 6


make that -1.


"Take the Unicorn."

Lift myself up with my wings, then.


Roll #1 7 = 7


I aim a knockout shot at the gun blast.

Roll #1 6 - 1 = 5


No doubt I've been busy with our vessel, but now I need to engage.

Swing into the melee by striking at the Unicorn Leader with a Sleep Serum attack! Flick out my shovel and bonk!

'1d10+2' (+3-1)


Roll #1 7 + 2 = 9


#Everyone but Knox and Klava rolls at a -1 next turn, but bonuses do apply.

The buffalo recoils from the damage.

"I do what needs to be done for the ship." He says as he shoots you.

You could probably lift everyone here with how strong they are. You're up.

The Donkey bashes into you before you can pull the trigger.

Hopscotch 5/6
Torm Helpless/3
Gunhilda 6/5
Knox 3/6

Buffalo Artillery Helpess/4
Earthie Shielder 13 Hits
Donkey Armorer 14 Hits
Unicorn Leader 8/6

Another enemy from within the ship emerges, this time seeming burn with hate. He's got a blue tipped flamethrower! '1d4'

Goat Flamer 9/5

Roll #1 1 = 1


I fly back and hit the donkey with a marksman shot.

Roll #1 7 = 7


"I wonder if you'll find a use for yourself when I'm done with you, Unicorn?"

Ready and draw! Shatter!


Roll #1 8 + 1 = 9


Right before you can strike him, the Earthie jumps in. Not before you see the Unicorn's horn glowing and something on his clothing moving around.

Hopscotch 5/6
Torm Helpless/3
Gunhilda 6/5
Knox 3/6
Klava 6/6

Goat Flamer 9/5
Buffalo Artillery Helpess/4
Earthie Shielder 13 Hits
Donkey Armorer 14 Hits
Unicorn Leader 8/6


"Your concept of necessity seems flawed." Come on, get back up! '1d10-1'

Roll #1 10 - 1 = 9


Barrage now! Attack everyone!

Roll #1 2 + 3 = 5


"You're about to have a real bad day!"

Slide over behind that goat and rig up that gas tank on his flamethrower to explode.

Sabotage '1d10+1' DC-1

Roll #1 8 + 1 = 9


Forgot to mention, try aiming for the horn.


The Goat struggles with you, but he doesn't have much of a chance as you start messing with his gear. You need only pull out a pin and watch the fire do its work.

"Get d"*poink* you here as the Donkey hits the floor after taking your arrow.

Your attack nearly shatters the Earthie's considerable armor.

"The Crew knows what they signed up for. I pay them well as long as they can fight." He says in a haughty voice.

"Only to the uninitiated. This is standard practice that you would know of if you actually were part of any proper military."

You're standing.

The Unicorn gets a quick shot off before you can pull the trigger.

"Do you even know how to use them properly?!"

Hopscotch 5/6
Torm 8/3
Gunhilda 6/5
Knox 2/6
Klava 6/6

Goat Flamer 9/5 Sabotage'd
Buffalo Artillery Helpess/4
Earthie Shielder 3 Hits #+2 next turn attacking him, Crits on an 8.
Donkey Armorer 8 Hits
Unicorn Leader 8/6


"You, Earth pony! This scum is not worth the life of an insect, yet you defend him still?"

Kick him aside.

Roll #1 5 = 5


Nobody insults my shooting!
I retaliate! I-

Roll #1 9 + 1 = 10


Oh, I get a +2.


I try to fly around behind the unicorn leader's guard and hit him with a knockout shot.

Roll #1 10 + 2 = 12


"Maybe I'm unfamiliar with 'proper' militaries, but I've picked up some tricks from effective ones." Homing magic '1d10+2'

Roll #1 8 + 2 = 10


Trigger the Sabotage and attack the Shielder!


'1d10+1' DC-1

Roll #1 1 + 1 = 2


"Didn't your mother tell you not to play with matches?"


#Everyone, roll a 2d10 as the Buffalo gets up and opens fire!

The Earth Pony's armor and will collapses.

The Donkey was still able to take the shot for him, but it doesn't look like he'll have much fight left in him after it.

In spite of your five Magic Orbs, he insists on staring you down.

The Goat is engulfed in his own flame! Keep the others occupied in the mean time!

Unfortunately, the Donkey has enough kick in him left to knock you around a bit.

Hopscotch 5/6
Torm 8/3
Gunhilda 6/5
Knox 2/6
Klava 3/6

Goat Flamer 9/5 Sabotage'd
Buffalo Artillery 7/4
Donkey Armorer 8 Hits
Unicorn Leader 8/6


Goat Flamer Burning/3



Roll #1 6, 5 = 11


Flood detection please go.

Roll #1 1, 2 = 3



Into the ground! Delve through depths to avoid that barrage.

Roll #1 2, 9 = 11



Leap up and above to avoid shots if need be.


Roll #1 6, 10 = 16



Roll #1 5, 3 = 8


You're away from the action in the air. He's to focused on shooting up the deck to hit you.

You get clipped, but you're able to avoid the brunt of it.

You managed to break through the deck thanks to the previous damage, but now you're face to face with an armed Pegasi!

You can sense every bullet tearing into you.

Klava 1/6
Armed Pegasi 4/4

Hopscotch Helpless/5
Torm 6/3
Gunhilda 6/5
Knox 1/6

Goat Flamer Burning/2
Buffalo Artillery 7/4
Donkey Armorer 8 Hits
Unicorn Leader 8/6



Bonk. Sleep Serum. '1d10+3' (DC-1)

Roll #1 9 + 3 = 12


I try to stand up.


Two orbs at the Unicorn leader, then close in. Let's see if he can fence. '2d10+2' '1d10+1'

Roll #1 10, 3 + 2 = 15 / Roll #2 5 + 1 = 6


Take down the buffalo AGAIN! '1d10'
Hawkeye on the Leader while I do so, too. '1d2'

Roll #1 3 = 3 / Roll #2 2 = 2


Dive down onto the unicorn leader.

Shatter! Aim for the horn.

Roll #1 4 + 2 = 6



Roll #1 5 = 5


Another +1 since I'm flying


"But it's not be…" she tries to say as your shovel connects with her head and sends her backflipping into the wall.

The Donkey does its best to fulfill his duty, but your orbs bats him away. The second orb serves as a distraction and lets you cut into the Unicorn.

"I'll make you pay for the tear thricefold!"

You at least serve as a target for him, preventing him from loading all his weapons and shooting everyone at least.

He's trained well enough to deal with the blow, but that doesn't mean it doesn't hurt him. You can see cracks forming.

No good, all the commotion is making it difficult to stand.

Klava 1/6
Armed Pegasi Helpless/2

Hopscotch Helpless/4
Torm 6/3
Gunhilda 6/5
Knox Helpless/5

Goat Flamer Burning/2
Buffalo Artillery 7/4
Unicorn Leader 4/6 #Crits on 8


I keep trying.

Roll #1 1 = 1


That's automatic submission area, right?

Quickly bind her and then stealth. I need to get back up – quietly. I never got to use my stealth when I entered the battle, so I'm back in my element now.


"What a dandy." Two more orbs into his face and press the assault. '2d10+2' '1d10+1'

Roll #1 7, 8 + 2 = 17 / Roll #2 2 + 1 = 3


"What will you do with yourself with no more limbs?"

Make good on my claims. Fervored 2 cuts on his legs.


Roll #1 6, 4 = 10


Get up! Get uuuuup!

Roll #1 5 = 5


#Gunhilda and Torm, roll a 2d10!

A stray bullet catches you on your side.

Correct, all six of her limbs and head and tail are tied down. You're just at the door to the deck.

You're orbs bounce him around too much for your sword to finish the task.


There's a good deal of blood going everywhere.

Almost, but not enough.

Klava 1/6 Stealth'd
Hopscotch Helpless/2
Torm 6/3
Gunhilda 6/5
Knox Helpless/4

Buffalo Artillery 7/4
Unicorn Leader Helpless/1


I keep trying.

Roll #1 7 = 7


Dodging! '2d10'

Roll #1 5, 9 = 14


Sneak back up. Assuming no one else stops me, I am going to use this opportunity to sneak attack the Artillery. Someone else is sure to deal with the leader.

Hook up a Sabotage on that Buffalo.

'1d10+1' (DC-1, Autocrits)

Roll #1 1 + 1 = 2


"Oh, but you 'know what you got yourself into', right? "

Quickly evade buff

Roll #1 10, 4 = 14


You're standing, but be careful. You're really hurt.

You dance around the bullets.

You're able to prepare your trap, but the Buffalo moves and spots you before you can trigger it.

Klava 1/6
Hopscotch 6/2
Torm 6/3
Gunhilda 6/5
Knox Helpless/4

Buffalo Artillery 7/4 Sabotage'd
Unicorn Leader Helpless/1


He was Sabotaged successfully? Lucky me. I'll trigger it then.

And bonk him. '1d10+1' DC-1

Roll #1 8 + 1 = 9



Roll #1 2 = 2


Send the last orb at the Buffalo and blast him with my shotgun. '1d10+2' '1d10+1'

Roll #1 1 + 2 = 3 / Roll #2 10 + 1 = 11


Unicorn leader helpless with one wound?

Throw him to the center of the ship.

"Anything else to say? Perhaps you'll earn a fast execution."


The Sabotage itself was successful, but the bad roll broke Stealth.

The concentration of attacks on the Buffalo render it comatose.

All the assailants are down, so you manage to actually get up with little difficulty now.

Before you can celebrate, four more rifleponies rush for the deck.

"Hahahehehehe. I'll have your head in the end if you do that. There are rules to all this, you know."

A white flare is shot into the air and the sounds of battle quickly die down. The crew that was on the big ship now amass facing you and point their rifles at everyone.

"Stay where you are!" A Gryphon yells.


Fine, I'll stay where I am. By the way, how were we supposed to signal our own ship?


Just in case things get hairy, I'm going to slowly inch backwards toward where it's shady. See if I can slip out of notice.

Stealth '1d10'

Roll #1 8 = 8


Arms held ready, but stay where I am.


Not good, NOT GOOD.
I- I just stay where I am. Totally not scared. Nope.


You have three flyers with you and you have Magic Orb and a Diamond Dog good at making flashing, dangerous things.

You're back inside the ship. The Pegasus tied up visibly frightened and shaking.

The Gryphon flies down to the ship and looks you over, then looks at Gunhilda.

"You were one of those who captured our ship in the first place, weren't you?"


"Indeed. Now, would you mind if we signaled our ship that it's clear?"


The Unicorn leader laughs and coughs blood as two pegasi come over and take him to their ship.

"We we're expecting to rendezvous with your ship anyway, so they managed to catch us off guard. I'll have our own ship prepare our flares, but we might have to wait until day and for this fog to clear up."


"If you don't mind, I'd rather signal them now."


I'll sit there in the dark, collecting myself after the battle. Letting the stress flow out.

Watch the pegasus.



"Wait, you're friendly?"


"We'll signal them shortly. We have our own trouble to clear out in the meantime."

You and the Pegasus can hear what's going on outside. She's rapidly moving her eyes from you to the door.

He gives out a laugh.

"We're on the same team, you can calm yourself now. We're all from Caballo here."


Caballo… do I know that name? '1d10'
"Would you mind explaining just what exactly happened here?"

Roll #1 1 = 1


Casually remark: "You know, none of my colleagues saw you. If I didn't tell them, they might not ever even know you were working for these pirates. There are a lot of menial workers on ships."


Even you can't forget that you were originally hired on Caballo Island.

"We were expecting your ship. We thought the Privateer ship was ours, so it got very close and opened fire. It's sister ship showed up quickly right behind it, but just turned tail and ran."

She looks at you, nodding her head with tears coming out of her eyes.


"What do you suppose they'll do to you if I turn you over? I would imagine the sentence for piracy is death among these waters. It would be in my homeland."


I take a sigh of relie- NO I DON'T
I totally wasn't worried. Nope.

Roll #1 2 = 2


"Still, this raises a lot of questions. How did these Privateers know we were coming?"


"Your ship?"

"Oh.. I see. It was a ship we took from pirates. So they took it from you."

Stand more relaxed.


She knows she's a Privateer, that she's supposed to be treated better as a Prisoner of War. She's also aware that they could ignore those laws and just say she slipped and fell while tied up.

Sobbing, she thrashes around before she bows her head.

"Calm yourself, I can hear your heart beat from here."

"They probably didn't. The islands force ships to try new routes so often. They were floating a Camelbodia flag, we were holding a Mooxican one, neither of us fired on each other. They used that as an opening against us."

Mooxico is an investor in Caballo Islands.

"Well, they were trying. But you managed to distract them enought that we were able to chase away the other one and now claim this one."


"More importantly, who hired them? Who stands to profit by allowing piracy to continue in this area?"


"That's the thing, there are too many. Countries of all sizes are trying to claim land here. Big ones and little ones can use Privateers as cheap labor that can pay dividends if they can move in and take lands. We'll check the ships Letter of Marque, but whoever hired them will probably pay only a small fee and take them back."


I scratch my head.
"So who hired these privateers?"



"If you want to take your chances with them, I'll leave you behind. But my employers prefer to take forced labor out of captives. If you want, I will sneak you out of the ship, and you can become a servant. I am indifferent to what you choose."


"Perhaps we can find out."
Can we search for the ship's Letter of Marque?


"A good chance it was Camelbodia. They've been picking fights recently, I wouldn't be surprised if they started muscling in over here too."

She looks side to side, her life and knowledge flashing before her, before simply looking at you and moving her head up and down.

Go ahead and roll a 2d10 to search the vessel.



Roll #1 2, 9 = 11


Nothing else on the ship stands out. A few menials put their hooves into the air when they see you and quickly direct you to the captains room. The letter and the rest of the papers are on the desk.


First things first, a pegasus is nice and easy to carry so she will make a convenient pet. Ponies are small enough but this breed has those hollow bones for flying. Pick her up and carry her down to the bilge. Then I'll carefully pull out the nails in the paneling in a small hole in the boat, and if possible, bring her into stealth with me. Then simply drop into the water from from the bilge and cover the hole back up with boards.

Swim, dragging her along, back to our vessel. Then check on how she's holding up once I arrive.


Alright, check the papers. Who hired them?


She sits on her haunches, covering herself with her wings as best she can.

"I'll do anything, just don't turn me in, please. Name it, anything."

According to the papers,

Camelbodia, Equestria, and some Fillypine countries.

Seems he's been offering his services all around. Of course, they still need to get verified.


Doubt it's the Equestrians; considering the strength of their economy, pirates attacking shipping would be bad for business. The rest of these, though…
Bring them back to the gryphon. "These what you're looking for?"


"Yes, and we're legally bound to turn them into any embassies we find. This is such a hassle. I signed up to fight pirates and defend my family, not get involved in these things."


"I am studying pony culture because I cannot return home to my own. So I will keep you in my room as a cultural reference. A light, easy job. If you try to escape, I will reveal your identity, you will have your ear cut off, your mark branded away, and I will surrender you to the quartermaster. As I understand it, his slaves are mostly used for breeding and hard labor in the hold. He also owns a whip, unlike me."


"Politics have a habit of making life a hassle. Still, for them to make an appearance means we're doing a good job."


"I want to see this filthy pretender at a unicorn broken and disgraced, but we had best stay our claws for now. What about the other ship?"


"Turned tail and fled."


She rushes in front of you.

"I AGREE, just not that! Please, I AGREE!"

"Honestly, we try to defend ourselves and someone a thousand miles away throws a fit. We'll have to warn the other colonies to be on the look out."

"Their Sister ship sailed off. I wanted to maintain our grasp on what we have. They've wasted weapons and material, they'll be easy prey later on."


"More importantly, we should see if this ship has any stores aboard. We're running low on supplies."
I search the ship for supplies, specifically ingredients for my potions. '2d10'

Roll #1 8, 8 = 16


There's a good number, but you also have to take into account that they'll be shared by all three ships. If you ration with the others, you should have enough.


"Hmm. Good idea."

Look for spare weapons and maintenance equipment.

Roll #1 4, 3 = 7


"Good… go unnoticed, and I will free you when my study is complete."

Take her to my room and lock her in. I need to go get stuff.


Iolite will be happy to hear that. Have we signaled our ship yet?


Inferior goods only. Seems they were banking on capturing your ship to upgrade. At least the Smith can melt them down and make something useful.

Not a peep comes out of her. On the way there, she sees some of the slaves and stops, but then rushes back to your side.

Signaled and arrived.


I'll return to the captain. "One captured vessel, as requested. We'll have to split the supplies between our three ships, but it should be enough."


"I don't think we're paying you enough. You and the others have saved our hides. I don't know how long we really could have gone without them. On top of that, we managed to meet with another ship of our fleet."


I don't want to try the quartermaster just yet. Instead… go to Torm's room. I have an idea.

Knock on the door.


"I aim to provide quality services. However, something troubling has come up. These weren't pirates. They were Privateers."


Fisher opens the door. Her eyes go wide before she manages to ask: "Can, I help you?"

She stutters a little.

The Captain's normally all white coat becomes red with rage. The Navigator has to talk him down.


"If it's any consolation, Gunhilda cut off both of their Captain's legs during the fight."


"When you were first assigned here you were probably kept in chains before Torm grew to trust you, correct? Go fetch them."

Since I'm so much taller, glance over her. Does Torm have beds for his slaves?


He begins to curse again. You can hear people gathering outside.

"We can't even deal with one problem before it gets worse!?"

She slowly backs away and reaches into a cabinet and pulls them out.

Inside, the bed is big but can not hold them all. There are some blankets on the ground. But the most noticeable thing is the terrarium. It's got lots of bright materials inside of it.


Accept them when she hands them over.

"Don't worry, not for you. He makes you sleep on the floor? You will catch a cold like that."


"We don't usually sleep on the floor, but we have blankets, and each other, so its fine." She responds meekly.


Just practice material for my servants to work on, then.

Who left on the captured vessel?


Suppress a chuckle. "You all sleep with him on the bed each night? I should have guessed."


"I understand that this complicates things, but think about this- if they're being sent to stop us, that means we're doing a good job of cleaning up these pirates."


They are gathering the menials and crew on deck. They seem to be taking a survey of them. Asking them basic questions.

"No, not like that! Well, sometimes, but not really!" She's pretty flustered, even her wings are flapping.

"Yes, but I want to EXTERMINATE the pirates and go back home. Why can't they take all their money and stuff it up their behind instead!? It would be less of a hassle for me."


"That is a problem for another time. For now, we should see to distributing their supplies."


Give her a quizzical look. "Is this some cultural subtext I am missing? Should I ask one of the others in there?"


"We'll coordinate with our sister ship. We can loosed the rationing a little, but I won't take any risks with what we have."

"No, no, no. Is that all, anything else ya' need?"


"Understood. I'll let Iolite and Nihi know that we'll be bringing supplies aboard."


Prod her with a finger and squint. "This has been sub-optimally helpful. If Torm asks, I'm returning these to the quartermaster."

I was really hoping they'd have a SURPLUS of beds. With that, I'll head over to the Griffon's room instead. The Stormblade.

Knock there.


Best if I see the captain of our ship for now. Things got more complicated.


"I'll have the rest of the crew bring and sort the material. Try to get some rest, but it might still be noisy."

All the rooms only have one bed. You can grab bags of material to make an impromptu bed for her.

As for the Stormblade, she isn't inside. Singer, the Unicorn servant, opens the door. She gives you a quizzical look and asks if you need anything.

Torm has already informed the Captain about the Privateers, but the ship is only a short flight over if you still want to go.


Alright, I'll go find Iolite. "Guess what we just got."


Let's try being more direct.

"Do you sleep on the floor?"


I should probably join in and see what they have to say. Fly up and in.


"An eng, I mean supplies!? And you're not hurt, right?"

"No. I sleep on a bag."

She opens the door to show her sleeping arrangements. Gunhilda has a bed to herself, but the Zebra and Unicorn gathered soft materials to make a bed for themselves.

If you join your servants, Klava is in there too.

The Unicorn bows and is now trying to wake the Zebra.


"What do you eat? Does the crew provide that food, or do you eat your master's food?"


"A few bumps and bruises, but nothing I'm not used to. While it's no cargo ship, if we split the supplies between all three ships it should be enough. So, anything interesting happen while I was gone?"


"We're allotted a small amount of food as ordered by law. Gunhilda is the one who receives it and gives it to us." The Unicorn's expression doesn't change much.


I was on the way to the captain's cabin, I see this on the way?


"No, the crew was going around, explaining the rationing. Some people got mad because they expected more, but this is still great news."

You can see inside through the window. You're trained well enough that you can keep your wingbeats quiet if need be. The Captain is on the deck now if you want to talk to him.


"Indeed. Will you need any help getting things ready? I'm willing to help, and I could bring my servants to help things go faster."


"Thank you, that's all I need."

Hm. This may complicate matters. Oh well. I'm an engineer. I just have to think laterally.

Go to the hold… see what I have to work with that's just laying around that I won't have to talk to anyone for. Keep an eye open for anything that looks soft. Or… flax seed. Really, discarded bags would be good in general. Old dresses, and thrown out rum casks are good options as well.


"No, I should be fine. I was expecting this, so I'm already prepared. In fact, I already have a few recipes I want to try out.


There is plenty of discarded cloth lying around. The Passenger ship's goods took some damage in the cannon blasts, but the materials were kept in case they were needed for anything, like making a bed.


"I look forward to tasting them." I grin and embrace her from behind. "and maybe afterwards tasting you~"


Grab all the cloth I can carry and drop it off outside my room.

Time to think cleverly… First things first, I need a bargaining tool. Head down to the bilge and slip into stealth. Then wait by a rat hole. I need some meat.

This process, if it works, will result in a bed. No, really.


She flashes red briefly, but she's able to calm herself quickly and just smile.


They've already sensed the coming supplies. They're excited and looking around for it. Easy prey for such a large dog like you.


"By the way, we still need to have that talk sometime. Maybe once all the supplies are finished getting moved and organized?"


Oh, well.

Go see the captain.


Then swat 'em like flies! Or rather, just keep grabbing them as they come out. Get a good five or six, then head to the brig/slave pens, then look for a griffon there.


She rubs her head on your chest.

"Just say when."

He's on deck, under a lamp, ordering the crew around and filling out forms.

Acquired. The guard notices your cargo, but says nothing and opens the door down to the pens.


If there's a griffon there, hold out the bounty in front of its cell.

"You look hungry. Gather up the feathers you've molted from the floor and pick out the ones that are falling out. For every twenty you can find me, I will give you a fresh rat."


"I assume Torm has already told you what was going on, sir?"

Fly down to him.


"I must admit, I was… pleasantly surprised when you didn't immediately freak out when I admitted my… abnormal tastes. Most mares would have just shut things down then and there and never wanted to speak to me again."


There are a few pegasi offering their feathers as well.

"Please, we'll take any food we can get, even meat."

"Yes, and the Navigator had to calm me down. I didn't want to have to deal with all this mess. It couldn't stay simple with us finding and stopping Pirates."

"Well, you are my hero. Your tastes are strange, but you saved me, us, so.."


"I don't have much of a head for politics outside my homeland, where a duel could solve many a dispute. I will trust your judgement in this."

Try to be reassuring.


"Sell" away all my rats and return to where I have the cloth stashed. Now take out my rope and tie off the various patchwork pieces to create one giant pillow big enough for a pony to sleep on, and stuff it full of feathers. I can always renovate it later.

Then head inside and toss the big pillow-mattress thing in the corner and approach to shackle the pegasus mare.

"Until I'm sure you won't try anything, you'll wear these. If you behave, they go away. What's your name?"


"So you figured you should at least hear me out." Give her mane a quick nuzzle, then back away. "I should let you get back to work. I'll find you later so we can finish this talk." With that I'll leave…
Actually, I'll pause at the doorway and wait for her to start getting back to work, then give her tail a firm telekinetic tug and shoot her a sultry smirk before leaving.


"At least with a duel I could interrupt the two idiots fighting and beat them to a pulp myself. This way, I don't even know who to get angry at."

"It's Rosella." She smiles as she sees the mattress, but it goes away when she sees the shackles. She takes a breath and accepts them.

She turns and stays red for a bit, but she didn't spill any hot soup on her.



All the vessels are now headed to the port town of Magarac, a place where the vessels can unload their cargo and take on new supplies.

The town is already on the horizon, you'll arrive shortly.


How long has it been?


Last time I'd left the girls with three knives. Now for the real test…
I return to my cabin. "Good news: we'll reach Magarac soon. Then we won't have that supply problem anymore."


Fly up to the crow nest to survey about or something


Only a few days. The islands are close to each other, but your group spent more time making sure the privateer vessel was free of surprised and that you fortified your ships.

They seem happy, but their smiles tame themselves shortly.

"What will you have us do there?" They ask.

The sky is cloudy, but you can still make out the town ahead.


What would I be allowed to have them do in town?
Also, can I see any of the three knives anywhere without appearing to look for them?


You're in charge of them. As long as you're nearby, you can have them do whatever.

Roll a three d10's to see if you can spot them with a quick glance.


"You know, I actually hadn't considered that.
I suppose once we've finished our responsibilities to the fleet, we'll see what we can find."

Roll #1 8, 7, 9 = 24


No doubt the shackles came off a couple days ago. I've been studying Equestrian culture with her secretly every night.

Still, sharing my rations is inefficient. I will need to build something hydroponic and this is a good opportunity to scrounge wood and dirt.

Go check out how far land is.


Stormy weather soon?


I hope my slaves have been enjoying flying, because now that we are getting close to land again it'll be time for them to get back in the cage.


They weren't sneaky pirates, that's for sure. They're all plainly visible.

In the next few turns.
It's not that far any more. You can make out some of the individual buildings already.

While there are some large grey clouds, they're still far off. You should be fine until you make it to the island.

When they've been big, they've been pulled for cleaning duties. They might actually have more of an opportunity to fly in the cage.


Ah well.


Hm… okay, go down to our food stores. I'm going to see if I can dredge the food sacks for seeds.


I hope they don't actually think I've gone and forgotten about them. I'll give them the benefit of the doubt for now and not bring it up unless they do.
"You know, I've never actually been to Magarac. Any of you seen it before?"


Once you've docked, you might get a chance to try out flying with them, or at least once the crew has settled in supplies.

There's a small amount that fits in your paws that they let you have. The guards are trying to hold on to the rest, hoping to trade for more supplies.

They stare at each other.

"We came in from the south, so Caballo was the first place we hit." Says Fisher.

"And we were hired from the East." Adds Viatka.


Not like I could grow a huge farm in my room anyway.

I'll go stop by… Hopscotch's place. I haven't really met this markspony so much.


"Then this will be a new experience for all of us."
What nations lie in the East?


"The big ones are Kozelkistty and Phonshan. Lot's of other places are putting money into Caballeria, so that's why we came too."




You're getting a visitor,

But the town is starting to approach. You can hear the crew pick up the pace.


"Hello there, miss…, uh, you."


Tilt my head. "You were with us when we seized that town-that-turned-out-to-not-be-full-of-pirates."


I nod.
"I was sort of out of it the whole time."


"Hm. I am Klava of Novdogod, an engineer. And yourself?"


"Interesting. The names sound familiar, so I may have worked there a few times. Or worked with ponies from there, at least."


"Hopscotch of Equestria, a bounty hunter."


"As an academic pursuit I am studying your foreign culture. Do you keep slaves as your fellows do?"


I nod.
"It was sort of an accident. Hopefully they'll be good at helping me hunt bounties."


Despite everyone knowing the island is in sight, the crew starts ringing bells to give the passengers they rescued one last heads up that they are about to land.

"Travel has been hard between the East and Western lands, because the volcanoes posed a threat to shipping. Since they've calmed down, people have been coming and going a lot more."

"Oh, you might want to get ready, there's lots of commotion going on outside."


"May I observe how you care for your slaves? I have noticed significant differences between the treatment of Torm's and Gunhilda's."


I'll go ahead and put my scarf on. Is there anything expected of us once we dock, or are we free to go exploring?


"I keep them shrunk in a cage when we are near land and go flying with them when we are out in the middle of the sea."


Well, being that I am so foreign, everything seems odd to me.

"That is quite different than your two compatriots. My questions were largely mundane and more concerned with feeding, grooming, and housing. Though you have answered the latter of the three."


The hollering of the crew is getting louder, and even the civilians are visibly and audibly more active, even if they are just waiting to dock

You'll be expected to stay in town, at least. Otherwise, you're free to do anything else.


I've got all my gear on, like usual, so I'm ready to go. I'll grab a good bit of money to take with me, though.
"Well, I'm ready to go. How about you girls?"


"They'll be leaving a few crew on the ship and all the passengers will be getting off, so we should be fine." Crawshay says.

A crewmember knocks on your door, seems Captain Camarillo is requesting your presence on deck.


"Perhaps we can discuss more later."


"Alright, don't go anywhere. I'll be right back."
Let's go see what the captain wants so I can grab my servants and head out on the town.


He's on deck with a pair of binoculars and a worried expression.

"There's, too much activity going on. More people near than should be, even if they were expecting this many ships."


"I thought this was a civilian town?"


"That's what I'm still hoping for. There's just a lot of regular looking folks nearby. No smoke at least, I'll take any good signs I can get."


"Oh. I give them food, fruit, and water dishes."

I head to the deck.


"Send a flier to scout if you're anxious."


"Maybe it's a festival of some kind? You could always send us in to investigate first."


"I'd rather keep you here, just in case, but I can already make out a load of law officers waiting for us. It would look bad if we did anything but just go ahead and dock."

He turns to you all.

#"Ready for us to finally dock?"





"Law officers… Well, we have nothing to hide, do we?"




As the ship starts moving in, a set of Pegasi and Gryphon officers come aboard.

"We're here conducting an investigation. We're going to have any Gryphon pasengers and crew report to our offices."

The Pegasus officer produces some papers.

"By order of the Mayor."




"May we inquire as to just what you may be investigating?"