Breaking the Bank (Inactive)

Game Master Mowque


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Marina stands next to the new arrivals, stretching from the long time spent scrubbing. She musters up all the courage she can and looks upwards at the nearest half-orc man. "So, um. That guy tried to kill you." She say's pointing too the bruised and beaten man. "Said he was going to soap up the rope. Feed you all to the sharks. But I stopped him before he got a chance." While speaking Marina looks a little worried, almost as if she where handling a vicious hound.

"You don't owe me anything." She adds quickly after finishing her statement. "I just hope we can... Colaborate on something in the future." With this Marina will hear out any response from the large men, then promptly gets back to scrubbing.


The man Marina talks to has spiky pink hair and his thick arms are covered in flame tattoos. His tusk-like teeth are carved with signs of Gorum, painful looking whirls.

He leans down towering over the halfling, "My name is Rennik. I saw that man up to trouble. Thank you, little one." he slaps the halfling's shoulder in a friendly fashion but nearly knocks her over.

A guard walks past and the man turns back to his own group.

The special prisoners is slowly lowered to the deck perception please, swarmed by guards. The figure is masked and bound, as even even the identity is too much.

Finally Kossrand, the Warden appears. The elderly dwarf looks a bit fragile in the harsh sunlight, white hair and gray skin. His long beard is clean though and his back straight. Marching to the front of the new group he begins to drone on about 'good behavior' and 'punishments'. The sun is hot and everyone starts to get restless.


Perception: 1d20 + 2 ⇒ (12) + 2 = 14

Seeming too relax a bit at the friendly reaction from the half orc, Marina smiles at him then turns her attention to the prisoner being lowered onto the deck. Hm. Maybe I'm too curious for my own good, but sometimes dangerous friends are a good thing... If these guys are supposedly so dangerous I can only imagine what that guy can do... Marina notes too herself that she need's too ask her new friends about him during free time.


Female Half-Elf Investigator 7 HP: 45/45 | AC:13 T: 11 FF: 13 | Fort: +3 | Ref: +7 | Will: +5 | Perception: +14 Sense Motive +12 | Initiative: +2 | Inspiration: 9/9

Perception: 1d20 + 9 + 1 + 1d6 ⇒ (1) + 9 + 1 + (1) = 12

Nyx glances critically at the heavily obscured inmate before returning her attention to the warden. She had heard the speech before and so jet her attention slightly wander, tilting her head slightly to get a good read of the situation[/dice]


Nyx has a feeling the heavily obscured new inmate isn't fully human. Even chained and bound, it moves with an fluid liquid grace, with command. They don't stay for the speech and are quickly hustled downstairs.

Finally Kossrand wraps up his long speech with, "And the same for your old timers. Stay on the right side on things and things will go smoothly. If not, I'll have you keelhauled."

Then work breaks for dinner, and this is the one time of day the old hands are let out of their chains to freely move around deck, as food and water is brought up. The new prisoners are still chained, but they look unfazed.

You are free to move about, within reason? Anything you want to do, see, inspect? This is the big social event of the day.


Female Half-Elf Investigator 7 HP: 45/45 | AC:13 T: 11 FF: 13 | Fort: +3 | Ref: +7 | Will: +5 | Perception: +14 Sense Motive +12 | Initiative: +2 | Inspiration: 9/9

Nyx nudged Marina gently. "If we want to make a run for it, then I'm going to need my alchemy ingredients, a boat (or a way to get one here), and a way to sabotage pursuit. In addition maybe a way to sow disruption at the same time, plus whatever you might need. Do you have anything else you want to include in a plan?


Marina grins devilishly at Nyx "Pretty much word for word my thoughts. Hopefully my new friends can be of some help with sowing disruption when the time comes. And no, I don't need anything. My skills aren't so material."


Female Half-Elf Investigator 7 HP: 45/45 | AC:13 T: 11 FF: 13 | Fort: +3 | Ref: +7 | Will: +5 | Perception: +14 Sense Motive +12 | Initiative: +2 | Inspiration: 9/9

Nyx takes a moment to think. "If I should suffer a form of injury, its a classic way for me to get such ingredients from the local healer. Of course, I'd need to locate suitable keys to free you immediately afterwards but still...its a possibility. I'd feel better though if the guards had attention otherwise occupied, I wonder who has the keys to unlock the Bound Chap, in the confusion, making an escape would be much easier."

So, we can probably push on with an escape fairly quickly if we want. Unless I'm mistaken, there is still a boat here, so all I need to do is pick up my ingredients by getting into a fight, and then from there find suitable keys to free prisoners and then we sail away in the mainland, after sabotaging any attempts to follow us. Sound logical or do we want to stay here for longer? I have no idea if the GM wants to still be on the boat for a little longer and introduce people still.


I am fine with whatever pace. The gist of the game is supposed to be theft so faster escape is fine


Female Half-Elf Investigator 7 HP: 45/45 | AC:13 T: 11 FF: 13 | Fort: +3 | Ref: +7 | Will: +5 | Perception: +14 Sense Motive +12 | Initiative: +2 | Inspiration: 9/9

OK neat. GM is there a guard present like I described in the discussion tab?

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