Coins of Power (Inactive)

Game Master Edward Sobel

An adventure across the shackles discovering that money can be the root of all evil


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current combat map group 1

DC 10 Knowledge local or Int check:

you can surmise that the two men going on board the ship are a couple of the Pirate lords of Port Peril though you are unsure which two


M Half Elf Bonded Witch 2

Int check: 1d20 + 5 ⇒ (14) + 5 = 19

Valdric glances over to make sure Balthe also sees them, nudging him with an elbow if he hast noticed.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Int 1d20 + 2 ⇒ (2) + 2 = 4

What about them?


M Half Elf Bonded Witch 2

The halfelf pitches his voice low in the hopes that it won't carry too far. "Aren't those Pirate Lords? Why would they be here?"


Male Hobgoblin Ranger / 2 Init +3/ HP 26/26 // AC: 17/T:14/FF:14 - Percep: +5/7// F +4/R +7/W +2 /CMB +4 - CMD 16/ Speed 30

"Once heard tha yer enemies an friends want tah see yer death fer themselves an wont rely on reports."

Grand Lodge

Male Human Archologist Bard +4 init +0 Fort/+5 Ref /+5 will 14ac/12tch/12fl +10 per

"Could be the ghost ship.. maybe there is a reason to go take it."


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

I have no idea what you guys are babbling about but lets get onboard and get this show on the sea.

Assuming no one stops him Balthe will pick up Kimmy and put her on his shoulders and head on board.


Female Tiefling Barbarian 1, Per: 4, Init: +2, AC (18/16), Saves: F: +3, R +3, W +0, HP (13/15)

Impatiens follows the drunk cleric and the little girl.


Male Hobgoblin Ranger / 2 Init +3/ HP 26/26 // AC: 17/T:14/FF:14 - Percep: +5/7// F +4/R +7/W +2 /CMB +4 - CMD 16/ Speed 30

"He's gonna end up wit bows in his hair....but tha way he drinks it can't be tha first time!"


M Half Elf Bonded Witch 2

Casting one last questioning glance toward the 2 men, Valdric also follows the cleric onto the ship.


current combat map group 1

to clear things up (or at least recap what you know) the Pirate lorder are currently on board the same ship you are boarding. unless you guys want to push ahead the departure time and just assume everything you wanted to do before departure is done.

This is actually a bit important as to when you board as it will determine what you discover when you board. so board now (early) or wait till later in the day (closer to departure time)


Male Hobgoblin Ranger / 2 Init +3/ HP 26/26 // AC: 17/T:14/FF:14 - Percep: +5/7// F +4/R +7/W +2 /CMB +4 - CMD 16/ Speed 30

Grung finished shopping and will want to become familiar with the ship and settle into his quarters way ahead of the time to cast off

DM

Spoiler:

Grung will even venture into the hold and attempt vermin heart wild empathy if he finds any such creatures in the hold....


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe has nothing left to do. He is ready to seek out the Captain. If anyone goes wandering he will go with though.


M Half Elf Bonded Witch 2

After a little exploration of the market Valdric makes no additional purchases and is also ready to board early.


Female Tiefling Barbarian 1, Per: 4, Init: +2, AC (18/16), Saves: F: +3, R +3, W +0, HP (13/15)

Impatiens stays on board. That's where Kimmy is. Once the little girl is settled, Impy will play with her.


current combat map group 1

Ok going with boarding early.

as you board the ship the crew is busy making the preperations to set sail. the cargo has been loaded on with the exception of one last small crate still sitting on the deck. It is marked "Fragile"

Huxley is organizing the crew to get the last crate stored and Ox is seeing to the security of the prisoner.

Old Pete shows you to where you will be sleeping. the group is seperated from the crew unless they want other arrangements.

as you all come on board there is a converation going on among the 2 pirate lords, the woman you now know to be Selene and what is presumed to be Captain Fenn.

the girl Selen kisses the cheek of one of the Pirate Lords.

Don't worry Daddy, this is our last run and your cargo will be delivered on time, just make sure you keep your end of the deal.

The Pirate lords turn to leave the ship, the one you now can presume to be Selene's father looks in your direction and gives a nod. He then looks to the small crate being loaded.

You there He yells to a crewman handling the crate. Be carful with that, it is very valuable and breakable


Female Tiefling Barbarian 1, Per: 4, Init: +2, AC (18/16), Saves: F: +3, R +3, W +0, HP (13/15)

Whatever cabin Kimmy is in is also the cabin Impatiens is in. The boys can sleep elsewhere. :)


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe walks over to the pirate lord.

Balthe, cleric of Besmara.

He says by way of introduction.


current combat map group 1
Balthe Synder wrote:

Balthe walks over to the pirate lord.

Balthe, cleric of Besmara.

He says by way of introduction.

He looks you over Yeah? So what, You just keep this crew alive an my cargo gets delivered. Got it?

He doesn't even wait for an answer and starts to walk off. heading off the ship.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe smiles and bows and goes to introduce himself to Captain Fenn

It would be a shame if that box of his went over board in the night...

Grand Lodge

Male Human Archologist Bard +4 init +0 Fort/+5 Ref /+5 will 14ac/12tch/12fl +10 per

Espy moves up to Balthe inbetween captians. "Well.. he was kinda rude, eh?"


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe smiles at Espy. Not rude...he is important


current combat map group 1

will respond and move story forward monday


current combat map group 1

Captain Fenn sees the Pirate lords off the ship and finally greets the passengers.

Selene goes to the captain's cabin

Well well we finally can meet. I am Captain Fenn, I only a few rules on board this ship. first...when I'm not on deck Mr Huxley is in charge. If you want to help out follow his orders.

second...This is my final voyage and when we make port at our final stop this ship will belong to Mr Huxley so make sure I give him a fine and worthy vessel

and finally, third... He pauses a moment at this then open his mouth as to speak but soon goes quiet never mind about the third

DM rolls:

1d20 + 7 ⇒ (15) + 7 = 22

sense motive DC 20:

You get the feeling that Captain Fenn is bothered by something he is contiously hiding his left hand

Soon the crew starts making the Albers ready to sail and the crew cast her off and she begins her manuvering out of the harbor

DC 10 profession sailor check:

sucess you get a +2 on all diplomacy checks with the crew for the remainder of the voyage

DC 10 dex check:

You have proven you are sturdy enough to work on board and gain a +1 on all diplomacy chacks with the crew for the rest of the voyage.
this does not stack with the profession sailor check above


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Sense Motive1d20 + 8 ⇒ (13) + 8 = 21Sailor 1d20 + 12 ⇒ (9) + 12 = 21 Dex1d20 + 1 ⇒ (9) + 1 = 10

Balthe makes note of the captain and determines to speak with him later in private.

As you say Captain. I am Balthe Synder, Cleric of Besmara. If you would, I would speak with you after we are well on our way? First I will assist the crew in heading out.


M Half Elf Bonded Witch 2

Sense Motive: 1d20 + 5 ⇒ (13) + 5 = 18 Sailor: 1d20 + 4 ⇒ (1) + 4 = 5 Dex: 1d20 + 3 ⇒ (7) + 3 = 10 ugh

Valdric will certainly help is the opportunity presents itself, but uses his limited knowledge of sailing to be sure he stays out of the crew's way as they get the ship under way.


Female Tiefling Barbarian 1, Per: 4, Init: +2, AC (18/16), Saves: F: +3, R +3, W +0, HP (13/15)

"Impatiens. You need thing smashed. Impatiens smash." She gives the captain her best toothy grin then goes off to see what can be done.

Dex check 1d20 + 2 ⇒ (4) + 2 = 6


Male Hobgoblin Ranger / 2 Init +3/ HP 26/26 // AC: 17/T:14/FF:14 - Percep: +5/7// F +4/R +7/W +2 /CMB +4 - CMD 16/ Speed 30

Dex check

1d20 + 3 ⇒ (8) + 3 = 11

Grand Lodge

Male Human Archologist Bard +4 init +0 Fort/+5 Ref /+5 will 14ac/12tch/12fl +10 per

1d20 + 2 ⇒ (18) + 2 = 20sense motive
1d20 + 4 ⇒ (8) + 4 = 12prof: sailor
1d20 + 2 ⇒ (8) + 2 = 10Dex Check

Espy rubs his chin noticing something odd. He locates Balthra, then uses message, covering his mouth for the words. Captain looks odd with his left hand.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe nods.

Later.

Grand Lodge

Male Human Archologist Bard +4 init +0 Fort/+5 Ref /+5 will 14ac/12tch/12fl +10 per

Epsy nods. "Alright then."


current combat map group 1

After a couple of days at sea you all learn a bit about the crew.

they are definately not pirates.
you all learn that Ox has a gambling problem and he has managed to collect quite a bit of everyone eleses money (PC's excluded)

You also learn that Old pete is a bit of a good shot with a bow and seems to spend quite a bit of time in the crows nest smoking his pipe.

Captain Fenn stays in his cabin along with selene at least up to this point.

Blathe meets with Captain Fenn:

The Captain greets you and he definately seems to be in a sour mood but you can sense it isn't the party nor the prisoner on board that bothers him.

as you enter his cabin he is putting on a leather glove over his left hand. you also notice several navigational charts on the table with several courses plotted out

perception check DC 20 or knowledge geography or Profession Navigation DC 15.

So Priest of Besmara, You requested to speak to me. so out with it man

Several stories circulate among the crew about captain Fenn. thay say there is more to him than meets the eye, how else could a merchant sail these waters all these years and never run afoul of any pirate.

On the morning of the third day at sea the lookout calls out Serpent of the starbord side

Huxley calls the crew to quarters. Ox opens a locked box on the deck and begins handing out boarding pikes.

the first two days at sea were uneventful and you may interact with the crew.

the crew consistes of OX the boswain, Huxley the first mate, Dert the cabin boy, Old Pete the "old man" and keeper of the tales, the ships cook and another 18 crewmen


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

GM:
Perception 1d20 + 6 ⇒ (16) + 6 = 22 Captain good to meet you. I wanted to offer my greetings and services for the journey ahead. If you have need for anything I am at your service.

Balthe gives a light bow and starts to leave then...

[b] I could not help but notice you favoring your hand, might I offer you healing?

Sense Motive on the captains reactions. 1d20 + 8 ⇒ (3) + 8 = 11


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

At the call of serpent Balthe grabs his cross bow and tells Kimmy to get some where safe.

spells adjusted for sea travel


M Half Elf Bonded Witch 2

Valdric would have talked to Old Pete if possible, sharing the few stories he's learned with a focus on the arcane. The hope was to hear tales that might help him gauge crew reaction if he starts openly using his gifts.

The call of serpent also prompts Valdric to get his crossbow ready.


current combat map group 1

sorry if its to much at once I was just hoping to move the story foward s bit.

to Blathe:

The Captain pulls his had and puts it behind him. There is nothing wrong just and old scar...after s run in with some pirates is all nothing to be concernd with

at first you sensed nothing unusual in his voice until he mentions pirates. you can feel there is something he is hiding from you but not becuase he is keeping a secret from you but more along the lines of protecting you from knowledge that may prove dangerous

Valdric:

Old Pete shares a tale with you about a ship called The Sea Maiden that set sail from Port Peril 30 years ago and she has never made port since.
I was said that on thenght of the Lunar Eclipse 30 years ago the captain was cursed with the Black Spot.

Valdric You recall that the Lunar Eclipse occured last the night before the kobold ramage.

Old Pete informs you that the use of magic is nothing to be worried about. they crew have seen it used in the past and have no superstitions anout it except for fire magic

The first night on board Grung awakes early to find Kimmy lying next to him.

to all except Grung:

there is one pink ribbon tied to the hair on the back of his head


Male Hobgoblin Ranger / 2 Init +3/ HP 26/26 // AC: 17/T:14/FF:14 - Percep: +5/7// F +4/R +7/W +2 /CMB +4 - CMD 16/ Speed 30

"If yer gonna keeps showing up in mah room, I guess we're gonna have tah teach yah how to use a dagger."

Grung belts a dagger on Kimmy....

"Yah falls off tha boat, yah keeps yer.dagger."

"Today's lesson is holdin a knife, yah holds it close with tha blade up, some tries tah grab yah yah cuts up, a kick yah angle tha tip down, see like this...."


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

No at all, big fan of these jumps! lol

Balthe laughs when Grung is around.


Spoiler:
HP 35/48, AC 21 (touch 13 / flat 20), CMD 16, CMB +5, Dagger +8/+3 (1d3-1), Init +3, Perc +7, F +4, R +5, W +10
current Batle map - Human Oracle 9
Grung Knife Tongue wrote:

"If yer gonna keeps showing up in mah room, I guess we're gonna have tah teach yah how to use a dagger."

Grung belts a dagger on Kimmy....

"Yah falls off tha boat, yah keeps yer.dagger."

"Today's lesson is holdin a knife, yah holds it close with tha blade up, some tries tah grab yah yah cuts up, a kick yah angle tha tip down, see like this...."

Kimmy hold the knife like he shows her.

Like this? and she jumps around and swings it wildly a bit up and down. and it flips from her hand landing and Grung's feet barely missing him.

Oops, sorry

Grand Lodge

Male Human Archologist Bard +4 init +0 Fort/+5 Ref /+5 will 14ac/12tch/12fl +10 per

Epsy spends most of the time, watching the crew, and would talk to Old Pete as well. He's most interested in the captain, but not being too much of a seafarer himself, he is unsure how to approach him.


Female Tiefling Barbarian 1, Per: 4, Init: +2, AC (18/16), Saves: F: +3, R +3, W +0, HP (13/15)

Impatiens spends her time cleaning her weapons, armour, clothing and gear. Her underwear is androgynous (a/k/a boyshorts) in nature except for colour. She apparently likes pastels.

What roll for Impatiens to find out that Kimmy slept with Grung?

Assuming it's perception: 1d20 + 5 ⇒ (15) + 5 = 20

Impatiens finds Kimmy, takes her quietly off in private and rebukes her very gently:

"Kimmy, It is not proper for a young lady of your age to sleep with men. Even if you did give him a pretty ribbon."


Spoiler:
HP 35/48, AC 21 (touch 13 / flat 20), CMD 16, CMB +5, Dagger +8/+3 (1d3-1), Init +3, Perc +7, F +4, R +5, W +10
current Batle map - Human Oracle 9

Kimmy just looks at her confused.

I just fell asleep, Can he keep the ribbon?


Male Hobgoblin Ranger / 2 Init +3/ HP 26/26 // AC: 17/T:14/FF:14 - Percep: +5/7// F +4/R +7/W +2 /CMB +4 - CMD 16/ Speed 30

"Knife too big fer yer hands looks like, maybe teach you to use a stick first."

"Keep tha knife though yah might needs tah cut some meat."


current combat map group 1

the serpent sighting

Several cre memebers scramble to the railings boarding pike in hand. there are enough pikes that each of you could also wield one if desired.

the lookout continues to watch and for serpent movements and Huxley calls for the ship to shange heading to get away from the serpent.

those on deck notice that the long snake like body of the serpent rises abive the waves then dips back down again out of sight.

the lookout soon calls out.
she's heading away

the crew cheers, the excitement of avoiding a serpent attack. it appears that for whatever reason it was not interested in the Albers nor its crew.

knowledge nature DC 15:

that is uncharacteristic behavior for that creature

after a few more minutes giving some extra time for the serpent to get further away, Huxley orders the crew to stand down.


M Half Elf Bonded Witch 2

Knowledge Nature: 1d20 + 10 ⇒ (13) + 10 = 23

As Valdric prepares his crossbow, he looks down at the weapon wondering what affect it would have on a giant creature. Best make better plans. He turns his attention to the crew as they prepare, trying to make note of which crewmembers seem most at ease and ready to face the threat (if any exist). perception: 1d20 + 8 ⇒ (3) + 8 = 11

He makes note of them so he can ask them later about strategies for dealing with such a threat.

As the crew stands down the halfelf approaches the cleric, who seems to be the more at home on the sea than the rest of his companions. "That doesn't seem normal, does it? Any thoughts on why that thing turned away?"


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe puts his crossbow away and heads back to the deck.

Well that was exciting. Lets all have some grog!

Diplomacy 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23


Male Hobgoblin Ranger / 2 Init +3/ HP 26/26 // AC: 17/T:14/FF:14 - Percep: +5/7// F +4/R +7/W +2 /CMB +4 - CMD 16/ Speed 30

"Hoping nothing else odd happens, sailors I hear spook easy."


M Half Elf Bonded Witch 2

In addition to talking to a crewmember about strategy I also want to explore the deck, trying to gauge what affect an Enlarged man would have on the ship.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe wants to get hammered with the crew and bond

Grand Lodge

Male Human Archologist Bard +4 init +0 Fort/+5 Ref /+5 will 14ac/12tch/12fl +10 per

1d20 + 3 ⇒ (19) + 3 = 22 know nature

Epsy goes around evesdropping, and looking to talk to some of the crew about what makes this crew better than the rest.

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