Path of Piece (Inactive)

Game Master Mr. Nomington

Grab your straw hats and dice! Your about to embark on a epic quest, filled with a world full of adventure! Will your crew succeed in finding riches, power or fame? Or will the watery depths and vast sea be your end? It's time to set sail!


351 to 400 of 1,136 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
The Exchange

Elf Monk (Monk of the Four Winds) 1

Well, here we go...
Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
Finding himself suddenly surrounded by hostile tavern owners, barmaids, and pedestrians, Faltain will assume a defensive stance. Begin total defense He hopes not to harm any innocent people, and will try to resolve the conflict peacefully if at all possible. He calls out to Mugs and Tugs, We will be glad to leave your establishment on our own two feet through the door. There is no need for further violence. Our companion behaved poorly, and we will certainly have words with him when we revive him, but any further fighting will only lead to innocent people getting hurt.


M Elf Hexcrafter Magus 2 (HP 13/17) | AC:16 | T:14 | FF:12 | CMD 14 | Fort +4 | Ref +4 | Will +3 | Init +4 | Perc: +2 | Speed 30ft | AP: 5/5
Active Effects:
None

GM:
Kasumi looked to the blade held at his tender bits, then to the sweetness that was holding it and frowned.

"It's tragic, but I don't think we would've been good for each other, Dolores."

He'll put on the full spanish accent while he said the name.


NG Half-Ork Bloodrager 2 | HP 20 | AC 13, FF 12, Touch 11 | F 5, R 1, W 4 (+3 vs Enc)| Init +1 | Per +6/8 vs traps & secrest doors DV 60ft | 40ft.
Conditions:
ungry

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

perks head up thinking he heard something.
shrugs then starts to head to the inn for a meal.


Male Half Fishmen Wild Child 1 HP:21/21| AC:15|CMD:18|FF:15|T:13|Fort:5|Ref:6|Will:-3|Init:+3|Perc:-3|Spd:30ft|Swim Spd:15ft|
Active Efects:
Being the next pirate king

Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
"Shii shii! I came for a meal, but a fight will do!"
Jimmy grabbed his left shoulder and wound up his arm. Pocky looked ready to fight.


Crossblooded Sorcerer 1/Mysterious Stranger Gunslinger 1 (HP 18/18) | AC:18 | T:14 | FF:11 | CMD 12| Fort +5 | Ref +5 | Will +2 | Init +5 | Perc: +6 | Speed 30ft)
Active Effects:
None

Diplomacy: 1d20 + 3 ⇒ (8) + 3 = 11
Perception: 1d20 + 5 ⇒ (17) + 5 = 22

Takio watches the disturbance of Clubsen's apparent actions break out. Leaning in close to Faltain immediately he says in a low tone, "We may need to run... Keep Jimmy from making it worse... Worse case scenario plead for the iron depths"

He makes direct eye contact to where Faltain could see his true intentions. "See you on the other side!"

"Guess this is my last chance to try alcohol..." With that said, he chugs the alcohol popping the top and sucking it down. "Liquid courage!" and make his way through crowd to the window jumping through it with his acrobatics then continue running.

Acrobatics: 1d20 + 7 ⇒ (20) + 7 = 27
Initiative: 1d20 + 5 ⇒ (13) + 5 = 18

Stealth: 1d20 + 3 ⇒ (13) + 3 = 16

"This is the day... you almost caught,... hic, me..."


NG Half-Ork Bloodrager 2 | HP 20 | AC 13, FF 12, Touch 11 | F 5, R 1, W 4 (+3 vs Enc)| Init +1 | Per +6/8 vs traps & secrest doors DV 60ft | 40ft.
Conditions:
ungry

Initiative: 1d20 + 1 ⇒ (7) + 1 = 8

Do I see or witness Clubsen try his hand with a fly check?


Kasumi:
The woman looks disappointingly at you as she covers your mouth and stabs you with her punching dagger. "Pity... thoughs are you last words.

Coup de Grace: 3d4 + 3 + 12 ⇒ (3, 1, 2) + 3 + 12 = 21

Bonvario, as you approach the tavern. You hear yelling from the inside. You reach out to grab the door handle when suddenly, Clubsen comes crashing through a window close by and lands in a heap, unmoving!

"Initiative Order"

Jimmy 23
Mugs 21
Random Patrons 20
Faltain 19
Takio 18
Tugs 14
Women in Red and White 13
Bonvario 8


M Elf Hexcrafter Magus 2 (HP 13/17) | AC:16 | T:14 | FF:12 | CMD 14 | Fort +4 | Ref +4 | Will +3 | Init +4 | Perc: +2 | Speed 30ft | AP: 5/5
Active Effects:
None

GM:

Fort: 1d20 + 4 ⇒ (20) + 4 = 24

Guess some small part of Kasumi digs the punishment. lol I'll just assume she finishes the job and reroll something new.


Crossblooded Sorcerer 1/Mysterious Stranger Gunslinger 1 (HP 18/18) | AC:18 | T:14 | FF:11 | CMD 12| Fort +5 | Ref +5 | Will +2 | Init +5 | Perc: +6 | Speed 30ft)
Active Effects:
None

golf claps slowly...

In your mind you feel someone salute you


Kasumi:
She dumps your body off the side of Tinderhill. Fall Damage: 5d6 ⇒ (1, 1, 4, 2, 6) = 14

"And thus ended the tale of the lounging elf Kasumi, may his perverted mind rest in peace... though he never got her name..."


Active Spells and Conditions:
destroying a kitchen
Gnome Storm Druid/2 | hp:6/18 | ac:17 t:13 ff:15 (+2 while on, near or in water) cmd:12 | F:5 R:2 W:6 | initiative:+2| Perc:+10 ; lowlight vision |

Trapped in his own body and wondering what shall become of him, he feels as though someone somewhere is flipping him off

The Exchange

Elf Monk (Monk of the Four Winds) 1

Well, now I don't feel so bad about our situation... Sorry to lose Kasumi. Looking forward to meeting our newest crew member though... In this life or the next. Haha


Active Spells and Conditions:
destroying a kitchen
Gnome Storm Druid/2 | hp:6/18 | ac:17 t:13 ff:15 (+2 while on, near or in water) cmd:12 | F:5 R:2 W:6 | initiative:+2| Perc:+10 ; lowlight vision |

initiative: 1d20 + 6 ⇒ (15) + 6 = 21


Male Half Fishmen Wild Child 1 HP:21/21| AC:15|CMD:18|FF:15|T:13|Fort:5|Ref:6|Will:-3|Init:+3|Perc:-3|Spd:30ft|Swim Spd:15ft|
Active Efects:
Being the next pirate king

Jimmy stood from his chair and cracked his neck as he slowly looked at the two half orcs.
"That was my friend you just threw...."
Jimmy lifted his hands up and separated and stiffened his hands up like they were claws.
stand up. obtain the bleeding attack feat
Pocky rushed forwards to Mugs, attempting to bite his ankle.
Bite: 1d20 + 3 ⇒ (12) + 3 = 15
DMG: 1d4 + 1 ⇒ (3) + 1 = 4


Mugs looks down at the bite on his ankle from the Panda and smirks. He holds out his hand and delays. One of the Patrons hands Mugs a bar stool, to which Mugs then brings down onto Pocky with full force.

Bar Stool Smash: 1d20 + 8 ⇒ (20) + 8 = 28
Bar Stool Smash Confirm: 1d20 + 8 ⇒ (18) + 8 = 26

Bar Stool Crit: 2d6 + 12 ⇒ (5, 3) + 12 = 20

The blow to Pocky's back rings out throughout the tavern with a sickening crack.

Clubsen needs to make a stabilize roll.
Faltain is up.


Active Spells and Conditions:
destroying a kitchen
Gnome Storm Druid/2 | hp:6/18 | ac:17 t:13 ff:15 (+2 while on, near or in water) cmd:12 | F:5 R:2 W:6 | initiative:+2| Perc:+10 ; lowlight vision |

oh, poor Pocky, that's actually upsetting

stabilize: 1d20 + 2 - 2 ⇒ (5) + 2 - 2 = 5

The Exchange

Elf Monk (Monk of the Four Winds) 1

Faltain catches Takio's eye before he makes his grand escape and tries to find the meaning in that gaze.

Sense Motive: 1d20 + 6 ⇒ (16) + 6 = 22

Son of a...! Well, so much for the diplomatic solution. Jimmy, get Pocky out of here. We don't stand a chance in here. With those words, Faltain follows Takio's lead and tries to high-tail it out of there. Acrobatics to get by the enemies and out the door

Acrobatics: 1d20 + 8 ⇒ (7) + 8 = 15


Mugs attempts to stop Faltain's escape by swinging his bar stool at his head.

AoO Bar Stool Smash: 1d20 + 8 ⇒ (8) + 8 = 16
Bar Stool Damage: 1d6 + 6 ⇒ (1) + 6 = 7

The stool smacks off Faltain's head and stops him next to Mugs, unable to advance any farther.

Takio downs the Tinderhill Cider and tastes pure glory, to which he flips over the table and out the already shattered window, landing close by Clubsen.

Tugs picks up a chair and moves 5 feet up to flank Faltain with Mugs and lets him have it with the chair.

Chair Smash: 1d20 + 10 ⇒ (1) + 10 = 11

But misses Faltain horribly.

The Woman in Red and White stands and waft her hands through the air, her fingers begin catching on fire and then she lobs the fiery tendrils at Jimmy and it then arcs to Faltain.

Burning Arc Jimmy: 5d6 + 5 ⇒ (1, 5, 5, 4, 6) + 5 = 26 Reflex DC17 for half.
Burning Arc Faltain: 2d6 + 2 ⇒ (6, 2) + 2 = 10 Reflex DC15 for half.

Bonvario, your up!

The Exchange

Elf Monk (Monk of the Four Winds) 1

Reflex save: 1d20 + 6 ⇒ (3) + 6 = 9


Crossblooded Sorcerer 1/Mysterious Stranger Gunslinger 1 (HP 18/18) | AC:18 | T:14 | FF:11 | CMD 12| Fort +5 | Ref +5 | Will +2 | Init +5 | Perc: +6 | Speed 30ft)
Active Effects:
None

As soon as Clubsen comes smashing through the window, more sounds of a scuffle are heard from within. Takio, is seen diving through the same window skillfully rolling in the air to absorb the landing with his own momentum as he lands on the ground. It's enough to carry him to his feet again as he finishes with one leg spralled out and the other bent as if he absorbed a long fall with his legs (like that of a superhero landing).

His head snaps upward to Bonvorio and he stands, "Run... We need to grab Clubsen and run. Follow me." His face looks desperate, as well as hopeful, "It's the only chance we have to save the other's, is if we don't get caught now..."

The Exchange

Elf Monk (Monk of the Four Winds) 1

That's really hard on the knees, you know? :p Sorry, just saw Deadpool today and couldn't resist.


Crossblooded Sorcerer 1/Mysterious Stranger Gunslinger 1 (HP 18/18) | AC:18 | T:14 | FF:11 | CMD 12| Fort +5 | Ref +5 | Will +2 | Init +5 | Perc: +6 | Speed 30ft)
Active Effects:
None

It was great wasn't it? but yeah, I rolled good enough, might as well add flair


Male Half Fishmen Wild Child 1 HP:21/21| AC:15|CMD:18|FF:15|T:13|Fort:5|Ref:6|Will:-3|Init:+3|Perc:-3|Spd:30ft|Swim Spd:15ft|
Active Efects:
Being the next pirate king

Reflex: 1d20 + 6 ⇒ (4) + 6 = 10


NG Half-Ork Bloodrager 2 | HP 20 | AC 13, FF 12, Touch 11 | F 5, R 1, W 4 (+3 vs Enc)| Init +1 | Per +6/8 vs traps & secrest doors DV 60ft | 40ft.
Conditions:
ungry

I'll run to Clubsen and try to stabilize him

Heal: 1d20 + 1 - 2 ⇒ (19) + 1 - 2 = 18

I think its a -2 for not having a heal kit on had, or a -4 if that's the case then its a 16


Jimmy and Faltain get hit hard and Jimmy falls to the floor with a burnt face and chest. Bonvario successfully stabilizes Clubsen.

Jimmy Stabilization check! Pocky may act before the following happens.

Mugs shouts out! "Tara! What the hell are you doing?! Your gonna burn the bar down if you use that kind of magic in here!"

The woman in red and white shouts back, "Fine, deal with them yourself then! She sits back down in her chair and pulls out a cigarette and it sparks alight. She takes a long drag and watches from the corner.

Mugs tries to hit Faltain with the bar stool yet again.

Bar Stool Attack: 1d20 + 10 ⇒ (3) + 10 = 13

Faltain graciously dodges the stool.

Number of Patrons throwing stuff: 1d6 ⇒ 3

Thrown Bottle: 1d20 - 8 ⇒ (18) - 8 = 10
Ale Pitcher: 1d20 - 8 ⇒ (5) - 8 = -3
Carving Fork: 1d20 - 8 ⇒ (15) - 8 = 7

The flurry of random items are thrown at Pocky and Faltain yet they don't connect.

Faltain and Takio are up!!!

The Exchange

Elf Monk (Monk of the Four Winds) 1

Faltain's vision finally comes back into focus after taking that massive blow to the head. Well, I know when I'm beat, he says as he attempts to nimbly duck away from the cluster-f*#% he's found himself in.

Acrobatics: 1d20 + 8 ⇒ (17) + 8 = 25

Hell yes! The monk finally comes through on an Acro check!

As Faltain crouches below the arms of the monstrous tavern owners, he launches into a perfect back handspring. When he lands he, throws the pair a mocking salute, then turns and hauls butt out the front door.

As he sees the others outside, a pang of guilt for leaving Jimmy behind strikes him. There's another young life that may never rach its full potential. Damn!

The Exchange

Elf Monk (Monk of the Four Winds) 1

***Edit to movement following the salute: Faltain leaps through the window and tucks into a roll as his feet his the ground outside. Parkour! The rest remains the same.


Crossblooded Sorcerer 1/Mysterious Stranger Gunslinger 1 (HP 18/18) | AC:18 | T:14 | FF:11 | CMD 12| Fort +5 | Ref +5 | Will +2 | Init +5 | Perc: +6 | Speed 30ft)
Active Effects:
None

"Faltain, follow us. Bonvorio, think you can grab Clubsen?" Takio stands firm looking to the others. "We are not abandoning Jimmy, we will live to fight another day. So please, follow me and stick together..."

Takio waits to move with Bonvorio, leading in the direction of the graveyard


NG Half-Ork Bloodrager 2 | HP 20 | AC 13, FF 12, Touch 11 | F 5, R 1, W 4 (+3 vs Enc)| Init +1 | Per +6/8 vs traps & secrest doors DV 60ft | 40ft.
Conditions:
ungry

npds head

"Sure I got clubsen"

grabs clubsen and slings him over his shoulder then follows Takio


NG Half-Ork Bloodrager 2 | HP 20 | AC 13, FF 12, Touch 11 | F 5, R 1, W 4 (+3 vs Enc)| Init +1 | Per +6/8 vs traps & secrest doors DV 60ft | 40ft.
Conditions:
ungry

on my next turn

nods head

"Sure I got clubsen"

grabs clubsen and slings him over his shoulder then follows Takio


Active Spells and Conditions:
destroying a kitchen
Gnome Storm Druid/2 | hp:6/18 | ac:17 t:13 ff:15 (+2 while on, near or in water) cmd:12 | F:5 R:2 W:6 | initiative:+2| Perc:+10 ; lowlight vision |

impersonates a sack of potatoes


Posting for Pocky.

Pocky at the sight of Jimmy's collapse, Pocky lets out a loud moaning noise and tries to charge Tara, but gets attacked by Mugs with the bar stool.

AoO Bar Stool: 1d20 + 8 ⇒ (20) + 8 = 28
AoO Bar Stool Confirm: 1d20 + 8 ⇒ (11) + 8 = 19
AoO Bar Stool Crit: 2d6 + 12 ⇒ (4, 3) + 12 = 19

Pocky takes another shot from the stool to the back. The load sound of Pocky's spine breaking echos throughout the bar. He lays upon the floor, motionless. Well, either way. Tugs would have got this same roll... inevitability.

Tugs looks around the bar and notices no more threats and then heads to the door and opens it. "Get back in here you scum, I still need to throw you out the window!" Tugs yells from the doorway.

Tara takes a long drag from her cigarette and puffs it out over the table. "... ugh... men..."

Bonvario is up!


Whoops, I see Bonvario posted lol well then its Mugs turn.

Mugs yells out, "Move ye drunk asses! I'm coming through! Before taking his bar stool and pushes past Tugs and the other patrons that quickly move out of Mugs' way. He makes it just past the door and out into the front of the bar. Waving the stool around. "Why don't you boys take a seat!" He states, grinning and looking to each of you in turn.

The random patrons move to Jimmy and try to stop him from bleeding out.

Heal: 1d20 + 2 ⇒ (16) + 2 = 18

Faltain and Takio are up!

The Exchange

Elf Monk (Monk of the Four Winds) 1

Faltain gets a grim expression on his face as he follows after Takio and Bonvorio, making sure to stay out of Mugs' reach. He grits his teeth to avoid making any parting comments about where he can stick his stool. As he catches up with the others, he quietly says to them, Any chance of us getting off this island alive and not in chains? I don't know about you guys, but I heard some sounds through that window that did not sound too good for Pocky. I only hope they don't kill Jimmy too.

He looks over his shoulder at the brothers standing in front of their tavern and pulls out two shuriken as he runs alongside the few friends he still has left. With any luck, I won't have to use these, he thinks.


Crossblooded Sorcerer 1/Mysterious Stranger Gunslinger 1 (HP 18/18) | AC:18 | T:14 | FF:11 | CMD 12| Fort +5 | Ref +5 | Will +2 | Init +5 | Perc: +6 | Speed 30ft)
Active Effects:
None

Takio looks back at Faltain a smile forming on his face. "Love to stay Tugs,... Mugs... but we gotta jet." Now leading the way for the others Takio begins running in the direction of the graveyard.


Tugs rushes out the door and chucks his chair at Bonvario.

Chair Throw: 1d20 - 2 ⇒ (11) - 2 = 9

But misses and the chair tumbles just past Bonvario to the left.

I'm essentially calling this combat here. You guys run and make it to the iron bars of he graveyard. Mugs, Tugs and the other patrons don't seem to have given chase.


Active Spells and Conditions:
destroying a kitchen
Gnome Storm Druid/2 | hp:6/18 | ac:17 t:13 ff:15 (+2 while on, near or in water) cmd:12 | F:5 R:2 W:6 | initiative:+2| Perc:+10 ; lowlight vision |

wake-up and face the music: 1d20 + 2 ⇒ (15) + 2 = 17
whenever it's decided that an hour has passed, Clubsen's eyes will flutter open. Feel free to RP over me until then

The Exchange

Elf Monk (Monk of the Four Winds) 1

As the group reaches the gates, Faltain slows his pace to a walk. He stops and brushes any loose debris off of his boots, then sits down, leaning his back against the iron bars surrounding the graveyard, his head resting on his knees.
Without any preamble, he says:
"Only one such a way the path doth could, on the stone, but beneath the wood.
Three by two the sixth must pan, lights absent gaze from the folly of man."
That's what we know about Jaythail and Balthazar. The undertaker...he...told us that with some ash from his pipe. It was written on my arm.
Faltain pulls up his sleeve to check if the writing is still there. If it is, he holds it out to show the others.
Takio, I don't know if you have some plan to rescue Jimmy and Pocky, and I don't know if it even makes sense for us to search for Jay and Bal anymore, but those two saved our asses back in Bridgeport, and they might be able to help us save Jimmy and Pocky if we can just find them. I'm glad to see you're safe too, Bonvorio, and Kas---
Suddenly, Faltain's head snaps up and he looks around, Hey, where is Kasumi? I thought he might catch up with us as we were running through town. When did you guys see him last? Faltain gets a panicked expression on his face as he stands up and starts pacing back and forth.
Clearly, this has not been their best day.


As Faltain leans against the bars, Make a Will save, DC18.

Success:
You hear a low guttural moan from behind you, as if just on the other side of the bars next to your head. Sending a harsh shiver down your spine.

Failure:
The bars are cold as you lean against them, as they should be given they are made of metal. Though a harsh shiver will travel down your spine as if it was much colder than it felt.

The ash on your arm has been rubbed away by this point, all of the writing is completely illegible. Only smears of the ash still remain.


Crossblooded Sorcerer 1/Mysterious Stranger Gunslinger 1 (HP 18/18) | AC:18 | T:14 | FF:11 | CMD 12| Fort +5 | Ref +5 | Will +2 | Init +5 | Perc: +6 | Speed 30ft)
Active Effects:
None

As they make it to the graveyard, Takio looks about to see that anyone had or hadn't followed them.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

He then pulls out his potions from his bag and begins pouring one down clubsen's throat slowly while elevating his head all the while to prevent choking.

Heal: 1d8 + 1 ⇒ (4) + 1 = 5

"I haven't seen Kasumi in over an hour, I assume he's either been captured.... or worse... " Takio's face looks grim at the sound of his own words.

"Finding a safe place to sleep, rest up and hide is our first goal. Afterwords we need to find Jaythail and Balthazar in hopes they can help us save the others, assuming they live..."

Takio listens to the riddle thinking for a moment he adds in, "Don't reveal anything again out loud in the open. If Kasumi was captured it is possible we were being watched the whole time. Seeings as nothing happened until we split up that is a very likely possibility.'

When Clubsen wakes Takio places his hand over his mouth enough to muffle his voice, "SHHHH! you're safe now, but you need to listen and choose wisely. Your actions caused Pokki and Jimmy to be captured if not then,... well... we wont jump to conclusions. We need to act accordingly if we are to make it out alive and initiate a rescue mission... I need you to be patient, quiet and wise about how you act and what you say from here on out."

Diplomacy to calm Clubsen: 1d20 + 3 ⇒ (11) + 3 = 14

The Exchange

Elf Monk (Monk of the Four Winds) 1

Will save: 1d20 + 5 ⇒ (12) + 5 = 17

As Faltain continues to pace, he abruptly stops and reaches around to feel his back. Agh! Yikes those bars are cold! Like...weirdly cold. Huh, my back kinda hurts from that actually. Better keep away from it guys.

He then notices Takio leaning over Clubsen, and sees that the gnome's eyes have opened. He hears Takio's instructions and steps over to add help in calming Clubsen.

Aid Diplomacy: 1d20 - 1 ⇒ (9) - 1 = 8

Yeah that was not a smart move back there! Be more careful!


Active Spells and Conditions:
destroying a kitchen
Gnome Storm Druid/2 | hp:6/18 | ac:17 t:13 ff:15 (+2 while on, near or in water) cmd:12 | F:5 R:2 W:6 | initiative:+2| Perc:+10 ; lowlight vision |

Clubsen struggles briefly, but stills as he realizes where he is and who's holding him.

he whispers, What the hell just happened? I've been through a few windows in my day; it's an occupational hazard for any gnome. But all I did was try to point out how maybe these folks were taking themselves a bit too seriously by cabbaging up the salt. Next thing I know, we're being accused of being pirates, which we're not... not really, anyway, and that half-orc who tossed me had absolute murder in his eyes. There's something really wrong with this town. We NEED to get Jimmy and Pocky out of there.

As he relinquishes himself from Takio's grasp, he briefly meditates on the band of mistletoe wrapped around his wrist and draws healing energy from the earth

heal minor: 1d8 + 2 ⇒ (2) + 2 = 4


NG Half-Ork Bloodrager 2 | HP 20 | AC 13, FF 12, Touch 11 | F 5, R 1, W 4 (+3 vs Enc)| Init +1 | Per +6/8 vs traps & secrest doors DV 60ft | 40ft.
Conditions:
ungry

looks like hes thinking about something

Knowledge (Local) check to see if I might know of a good place to regroup

Knowledge (local): 1d20 + 9 ⇒ (4) + 9 = 13


Crossblooded Sorcerer 1/Mysterious Stranger Gunslinger 1 (HP 18/18) | AC:18 | T:14 | FF:11 | CMD 12| Fort +5 | Ref +5 | Will +2 | Init +5 | Perc: +6 | Speed 30ft)
Active Effects:
None

"Clubsen, right now what we need to to find shelter and not be predictable,... We don't know who or what we're dealing with seeings as Kasumi went missing. As you seen on the docks he can hold his own..." Takio looks around cautiously. "If we were able to get to the others it would be nearly impossible,... Best case scenario is to find Jaythail and Blathazar. We still are going to need to find a way off this island through all the chaos of saving the others."

Takio mulls it over silently, "us running in there guns blazing is not going to end well. We need to play this smart."

The Exchange

Elf Monk (Monk of the Four Winds) 1

Takio's right, Clubsen. We're not going to be any help to Jimmy and Pocky in our current state. We need more firepower if we want to have any chance to save them, and Jay and Bal are just that. There's no way we could have known how murderous Mugs and Tugs would have gotten before you tried that prank, but we were on thin ice here anyway, what with us impersonating the navy and all, so maybe we should run fun ideas like that by each other before we do it in the future.
Faltain then gathers the others close together and whispers to them about the dwarf's riddle, Look, it seems like the only clue we have about Jay and Bal is what the dwarf gave us. Who knows if we can really trust him, but it's that or we start over. That first line--[i]"On the stone but beneath the wood"[i]--I bet that has something to do with that grove the priest told us about. I know that's probably one of the most dangerous places we could go right now, but it might be a start at least. What do you all say?


Bonvario:
You can't think of a better place to regroup then where you are at right now. As it seems you weren't followed.


Ok, here comes the restart.

The world is still in shock at the destruction of Bridgeport. The navy has scrambled its ships to deal with issues from nearby islands. However, many pirate crews have used this confusion to there advantage. Even brazenly attacking smaller, less equipped naval ships. Chaos has gripped the sea once more, as a new pirate age has begun.

You all find yourselves in Lowgate. This island is home to less reputable people, gangs, pirates, you name it. For one reason or another, (to be determined by each player) you take up a lucrative job as part of a crew of a ship. All you know is it will pay well and will leave shortly.

Without hesitation you jump at the chance and attempt to board he ship. The ships owner, Amelia LeFay, waits at the edge of her moored vessel, turning away a few people that show up for the job, but selects you and welcomes you aboard.

A very colorful crew is selected, all seeming to have there own strengths and weaknesses. Though clearly anticipation hangs in the air as you depart from Lowgate. Wondering what the job actually entails.

Please introduce your characters how you would like to the crew and have general RP.


Female Human Winter Witch 2 | HP 14/14 | AC 14 T 13 FF 11 | Fort +2 Ref +3 Will +4 | CMD 14 | Init +3 | Perception +3
Active Effects:
N/A

Once they'd made far enough out at sea, Amelia strode out from her cabin with arms stretched high, leaning from one side to another in exaggerated motions before sighing with relief, which was also somewhat exaggerated. As she did so, the skirt of her silken shirt would raise to reveal the smooth skin of her stomach beneath.

Amelia stood a few inches short of six feet, slightly on the slim side of an average build with long, straight black hair that she wore pulled back in an elegant style. Her clothes were of fine make, and had that generally cute rich girl look to her. A white spotted owl could be seen perched in random places on the ship. From the looks of it, they're friends, but they don't really talk much, how it works for them is a bit of a mystery.

With a casual pace, she'll make her rounds about the ship, inspecting it with a critical, motherly eye as she gathered her newfound crew members, directing them all to the Galley for some food while she explained the job.

After shamelessly pigging out, Amelia will pat her now full stomach and slump down in her chair as if to begin hibernation. But seconds later, she perks up and bolts upright in her seat, looking about at each of you with a serious expression, in contrast to her casual countenance seen before.

"So we're after a man named Jeraen F. Karrels, a somewhat successful merchant that deals in spices and the like. Don't ask what the F. stands for, I've no idea. His cargo sells for a pretty good amount of coin, and assuming we're successful, you all are welcome to the proceeds. That said, the man uses this shipping business as a front to cart slaves about, and I don't like that very much. Makes all of us somewhat honest merchant-folk look bad. He's got his family with him, a wife and son, bout a half-dozen others and they're all accompanied by 8-9 guards."

She takes a brief sip of wine before going on. "Unfortunately, I don't know how well equipped they are, nor what arms they may possess on the ship itself. Also somewhat unfortunate is that my vessel here has no real offensive capability. While I'd like to ask that the 'innocents' be unharmed, obviously should they threaten you dont hesitate to defend yourselves."

After another pause, in which she seems to drift into deep thought, she asks.. "Thoughts on how we go about this? Assuming of course you're all still up for the task."


Musket Master Gunslinger 3 (HP 26/28) | AC:17 | T:15 | FF:12 | CMD 17| Fort +5 | Ref +7 | Will +4 | Init +6| Perc: +9 | Speed 30ft)
Active Effects:
none

As first to board the ship, Light introduces herself to Amelia, "a pleasure to meet your aquaintence,". Removing her hood all the while. Light stands 5' 4", slender, black hair with red tips and a set of emerald green eyes. She wears black leather, a bandolier about her chest, a musket is strapped to her back along with a backpack, and a cutlass at her słide.

knowledge engineering: 1d20 + 3 ⇒ (16) + 3 = 19 Justs checking out the ship. Light sits comfortably and readies some art supplies to begin sketching before painting.

currently she is not wearing a mask, Light normally

351 to 400 of 1,136 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Chuck All Messageboards

Want to post a reply? Sign in.