Hoary Muntjac

GM Faol Mhor's page

535 posts. Alias of Faol Mhor.


RSS

1 to 50 of 535 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Very glad to see you guys will carry on. I'm very sorry guys. All the best.

I really enjoyed this group!


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

AS the crew splits and heads to both ships the goodbyes are short. Grok is the most surprising goodbye of all. She seems to even be trying to hide a few tears at seeing her best friend Fishguts leave. They share a few words.

Grok avoids Four Skulls as est she can but he does catch the half orc looking at him with uncharacteristically sad eyes as he boards the new ship

You all manage to make it on board the Man's promise and she sets sail, undermanned, for Port Peril, back through the waters that you just came through...

The voyage is arduous, Plugg and Scourge are right bastards and make life a living hell for all of you. They give you each the worst jobs for each day and work you to the bone.

The evenings entertainment time after supper is cut, which makes Conchobahr very angry, he's infuriated that he can't gamble anymore but has taken to holding small games of chance in the corner of the cargo hold away from prying eyes of Scourge.

It's on the third day that Fishguts comes to several of you and notes that the ship isn't headed to port peril, that Plugg has changed course and headed due East rather than North East.

Fishguts seems to think Plugg has changed course for a port called Rikkety Squibs, to have the ship squibbed (You would know that squibbing a ship means changing it's lines and hulls shape just enough to make it unrecognizable as the ship it used to be.)

He wonders, which Sandara and Rosie there as with the rest of you if it would be a good time to mutiny or wait to see what happens. The ship is already undermanned as it is and Scourge and plugg haven't tried to off any of you yet.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

four Skulls:

The cabin is void of anything that's very useful. Mostly just two beds and two lockers. One belonging to Grok the other fishguts. The storage area where Grok had all your stuff is through the kitchen, nearby but not really close to you.

You don't detect anything in the way of magical equipment there.

Fours Skulls, when you rummaged through Gan's stuff as he was being carried away you did grab his key. So you should be able to get in it. Scourge seemed far to interested in the Pistol to think to grab the key.

Yeah it looks like Almathea and Sabinae have dropped as well

Anyway, what I'm going to assume is that you are able to get Gan's contents of his locker and stow them away during the hustle and the bustle of the ship transfer. I doubt he had a lot in there.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Hey guys, absent due to the purchasing of a new house...kinda fun but kinda not at the same time. Anyway first house. Should be pretty cool...and apparently a lot of work?

Okay back to it. We need to get One hand Gan back in the game here.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Four Skulls:

Your detect Magic reveals that the mistress of the sails is a very potent spell caster, of what kind you are uncertain. The captain seems to have retreated to his cabin unfortunately so you are uncertain about him, but you do detect the presence of some magical devises in the cabin and wards and traps on the doors into his cabin.

Interestingly however it's Plugg who catches your attention, specifically his sword it appears to have some magical properties about it.

Gan, you can make out two other men in the bilges with you. They are both shackled by the wrists to the walls. Both of them are Rahadoumi sailors and appear dejected but also angry.

When you call out to them one turns to the other and says soothing in a language you don't understand.

He then spits in your direction and utters what you can guess is probably a curse i there tongue. You get the sense that life is not going to be so great down in the bilges and your company isn't going to be very forthcoming.

Meanwhile up on deck some of the crew is taking full advantage of their freedom.

Four Skulls finds that Grok is more than willing to entertain the idea and it isn't long before he find himself in her cabin with a full bottle of rum and a lusty half-orc wench in his arms.

We can leave it up to your imagination as to what happens behind those closed doors Four Skulls ;)

The morning, or is it late afternoon?, comes far to quickly and last nights sounds of partying and revelry are replaced with the familiar barks and yells of your favorite master and arms, and new first mate of the Man's Promise, Scourge.

Four Skulls finds himself in bed with several bite marks and a nasty hangover but Grok seems to have slipped out in the morning before he got up.

The day starts out busy for all of you. Enough provisions are stowed in the man's promise and each of you is told to get your gear aboard the new ship. You each take your locker with you so you still have a place to stow your things.

Perception DC 10:

You notice Gan's locker still sits locked in the corner where is was stowed.

The ship is a buzz with activity as both ships get ready to sail. It isn't long before the Man's Promise is to set sail.

You can each take an action now, if you want to try and buy something from grok that's fine. Just let me know what it is and i'll tell you if it's available. You are also able to say your goodbyes to anyone you might want to. The Man's promise will set sail tomorrow...because I'm really busy tonight and this is all I can get in for the evening.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Jove:

Barefoot Samms looks at you with a shrug"Guess ye did what ye had to."

But she doesn't seem convinced as she walks away.

SO Four Skulls and Avakor are the only ones who have said anything to the rest of the group as far as the meeting goes. I guess I'm gonna assume then that nobody else has anything to say and we'll move on.

The others in the meeting look around nervously at the talk of cutting throats but they do seem to agree that if it comes to it that may need to be the way it goes.

"Well its set then, ready for a blood bath and see what happens I guess..." Sandara says looking not to enthusiastic about the idea but she seems to agree that's the best plan. "I'd also say that It might be best if we went everywhere in pairs o' twos as well. Might prevent them from taken us out one by one if'n they choose.

The rest of the crew on deck is starting to get rouwdy and the party is starting to get noisy. Rum is flowing and food is plentiful.

"Well if that's that then I'm gonna get me some %$#^'n grub." Rosie says as she wanders off to find some food.

The party will continue all night, if there are any actions any of you want to perform while the crew is partying or drunk during the night let me know. If not We'll move on tomorrow.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Jove roll another diplomacy check


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

jove:

Samm's look at you with a quizzical eye...

"How does that pay?" She says confused. "You mean basically you wander around catching rides on other peoples ships and steal'n there food and then walk'n around places and look'n at books? Must be damn nice. Hell My ma and pa couldn't afford shoes much less a book. And sure as hell woulda just dumped yeah over board if they found you on the family fishing boat.

She seems to sours a bit to the conversation.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

you can still carry some pistols and fire them as you go before drawing a weapon.

And yeah, if you get a hook I have no problem with you holding the gun in the hook while reloading wit the left. Just at a penalty to start with which would disappear after a bit as Gan gets better at it.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

jove:

Over the course of the evening through conversation you get a general picture of what the voyage has been like from the other sailors.

Barefoot Samms, being plied with rum and in a good mood is more than willing to talk, but does seem apprehensive when you start talking to your bird.

"Not much too it, just like the feel of the ground on ma feet. Didn't grow up with much as a fisher women so didn't have the coin for shoes. Never got used to them and don't think I will" She laughs and says with a smile.

"As fer a story not much there either, spent years at sea as a fisher woman and found myself employed as a pirate. So far the coin has been better as a pirate I must say. Life seems a bit more dangerous but at least its not as boring as fishing. What do you do fer a living...or what did you do?"

Four Skulls:

Both Rosie and Sandara have been assigned to go with you and the others on the man's promise

They Both seem to agree with you and nod in approval. "Well we best take stock o' who we have as allies before we make any real moves" Sandara says.

At this you are interrupted by Avakor and invited to a small meeting.

AT THE MEETING

Thea and Avakor, You have been able to determine who is all coming with you on the Man's Promise. You are able to invite them to a small meeting and around midnight off to one corner of the ship you all meet..

LIST OF THE FULL CREW FOR THE MAN'S PROMISE:

Captain is Plugg
First mate, Scourge
Owlbear
Maheem
Slippery Syl
Jaundice Jape
Aretta Bansion
Four new Rahadoumi Sailors
"Ratline" Ratsberger
Barefoot Samms
Sandara Quinn
Rosie Cusswell
Ambrose "Fishguts"
Conchobahr Shortstone
Badger Medler
And of course all of you, and the three prisoners in the bilges.

The only ones who seem interested in attending the meeting other than your group, or those whom you think you should invite, are Barefoot, Rosie, Ratline, Sandara and Fishguts. Conchobhar is too busy gambling to really care and Badger cant be found right now.

To all of your surprise Fishguts actually appears to be sober even though there is rum everywhere...

"I agree with Avakor, I'm happy to be off the wormwood myself but I think we are out of the frying pan and int the fire."

You are all at the meeting and may talk, I assume you invited jove as well? You can lay outa plan or express thoughts etc.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Just letting you all know i'm still here but I still have family in town from Christmas s i've been kind of busy. Hope to be able to post soon.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Yeah, he figured you did your part, and they did seem to have one r two extra shares left after that fight anyway...

Is anyone going to do anything? You have nearly 24 hours to talk to people or try to do something.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Well if that's what you want to do. But I think Gan losing his hand gives him a great opportunity to develop as a character. I know that's not where you wanted to take the character but it's the outcome of the decisions and I think that's part of the fun of a roleplaying game.

I guess for me, good or bad, whatever happens to my characters is part of their story, the bad more than the good stuff gives me something to motivate and drive the character, it forces me to develop him in maybe a different direction yes but that can be fun.

I personally like Gan as a character, I mean he's brash and hot headed, very hotheaded, which gets him into trouble but I like having him in the game.

Gan has time to think in the bilges now, to think abut what he's done or hasn't done, who he's angry at and what his ultimate goals are. He could either come out of those bilges a broken man, sold into slavery or a fierce pirate out for revenge and ready to overcome his difficulties.

What I'm saying is I know that for a while you haven't been able to connect with the character, that you havn't really liked him. I'm okay with you starting a new character if that's what you feel you really want to do but I guess for me the new character has to be significantly different in attitude and character than Gan was or else its just kind of having Gan 2.0 without the downside of losing a hand. You know what I mean?

Anyway, each of us is different and we roleplay for different reasons so how I think about it and you and all the rest of us in this game think about it might be really different so I don't presume to tell anyone how to Roleplay.

I guess I'm just letting you know how I think and roleplay, and I guess that's going to come across in the campaign.

Whenever I get the chance to give your characters moments in their lives to make big decisions and have them fail or succeed I'm going to take it. I don't really want my games judged on how well you guys as the players succeed or fail, but rather on whether the characters changed and grew.

In anycase, if you do decide to create a new character here is some background info for you about the Rahadoumi.

LINK TO WIKI

This might give you some good ideas for creating a rahadoumi character if that's what you want to do.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Thea the sailors only had cheap short swords and heavy crossbows for the most part, any good weapons went to the officers of your ship or over the side of the ship with the officer you were fighting. You can however go visit grok to buy one, she can probably scrounge one up at its listed price. IF you like you can RP your convo with Grok, if not go ahead and assume you make it down their sometime and buy it before she gets wasted at the party.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

oh and by the way Sabinae good to still have you around!


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Four Skulls:

Sandara Nods "None of us are saints here that's fer sure. Can't be a pirate without gett'n o' bit o' blood on yer hands. But if we can nah trust the ones in charge than there be no freedom, we just be slaves to their tempestuous whim. I fer one want to be a pirate free on the seas, not some lackey to Plugg and Scourge..."

Rosie nods in agreement "Well lets just @8%$'n gut em tonight when their $%^&'n drunk."

Sandara shakes her head. "Gut who? We gut one have to gut about twenty more. Plugg and Scourge may be the cruelest sons o' $%#^&@$ On this tub but they have a following o' lackeys and boot lickers that out number us. Besides what about Harrigan? I mean he hasn't been so bad, he seems to be a pirates pirate after all, and a damned sight more than meets the eye, its just those two damned monsters I could stand to see fed to the sharks."

Sandara pauses. "Skulls...mind if I just call ye Skulls? What do you think? I mean we can't wait too long, but we have to be wise about it ye know..."

They both look to the imposing Shoanti.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Gan has been escorted below decks by Scourge, along with three other rahadoumi sailors bound for the slavers. They are lead into the new ships bilges and chained there by their feet and left there. The Bilge hatch it's self has also been latched shut and locked from the topside.

DC 10 Perception:

Mister Plugg gladly takes the key and tucks it away once Scourge is back on deck.

After the cargo from the merchant ship, called The Man's Promise, has been offloaded to the Wormwood the crew that is still alive is called up on the Deck of the Wormwood for the distribution of shares.

Each sailor is given his share of 175 GP.

Riaris speaks up for your group and tells of how you took the sterncastle quickly and how, for the most part you all followed orders and did your job. For that each of your boarding party members receives an extra 100 Gold for a total of 275 GP.

Harrigan also awards your group 3 potions of cure moderate wounds and one potion of invisibility for a job well done. Speak up if you want one or distribute them as you see fit among yourselves.

Jove is singled out by Harrigan for warning him about the backstabbing merchant and Harrigan personally gives Jove an amulet of +1 natural armour.

Over the next half hour all the rewards are given out and then the good rum is rolled out by the cask onto the deck for the party. Fishguts has been working all day to prepare some pigs for the crew so you will all feast well this evening.

But just before you are all allowed to dig in and drink to your hearts content Harrigan Stands on a Cask and lays out his plan.

"Hear me You scurvy dogs! He bellows with a wide smile to the cheers of most of the crew.

"You all did well today and we only lost one man. It's been a long time coming but we've taken our first ship on this voyage and its a ripe one. Stick with me and there will be plenty more. The crew cheers again.

"Now some of you lot didn't come by the sweet trade of your own accord but you held up well and most of you have learnt your place. The life is harsh and cruel and for that I make no apologies. But when it pays it pays! He pumps his hand in the air with some jeweled necklaces that had been part of the loot and most of the crew begins to chant, Harrigan, Hariggan, Harrigan!"

The Captain waves them silent after basking in the praise for a moment

"Ye may have noticed this fine prize, The Man's Promise we've managed to take. She's too nice a ship to scuttle or cut adrift so even though we be under man'd we have to get her back to port to sell her for a mighty profit. So! When you lot have all sobered up... Some good hearted jeers can be heard at that notion. "My loyal first mate Mr. Plugg will be in charge of taking her back to port to sell her and the slaves in her bilge. The Wormwwod will then follow shortly after to meet ye all back at port where we'll distribute the profits and set sail again.

"I've given Plugg a skeleton crew to work with so it wont be a pleasure cruise, he's sure to work you lucky bastards to the bone. But just remember, if I find out you decide to mutiny and take my prize from Mr. Plugg keelhauling would be a mercy compared to what I'll plan to do to you!

Harrigan lets that sink in for a moment. "Mr. Plugg has yer berth assignments all worked out so he'll let you know which ship to stow your gear on after you pick your sorry gobs off the deck in the morning."

With that Harrigan takes his handfull of ornate jewels and necklaces in his hand and tosses them far out into the water as he bellows Besmara you old sea witch, Her be your due! The Pirates cheer in approval and the party begins, the casks are hacked open with hatchets and the rum begins to flow.

DC 10 Knowledge local or Knowledge Religion:

Its custom to pay tribute to Besmara for a successful haul. Harrigan was simply doing his duty to the goddess when he tossed the jewels overboard and in a manner that would please the pirate queen. She pirate queen herself isn't much for reverence or ceremony.

Plugg begins to wade through the ruckus and merry making and pointing at pirates one by one as they fill there mugs and plates. "Man's promise!" He says as he points at some pirates. To others pirates he yells "Wormwood," When he gets to each of you, and with a sick grin of contempt he points and says "Man's promise" before he moves off into the crowd again.

What is to ensue is nearly a full day of eating and drinking before you'll need to be ready to ship off over to the new ship. You can each do whatever you like, talk to whom ever you like or do whatever you like. I'll give you each ample time to roleplay out any conversations you want to have with other crew or do what you want to do.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Sabinae and Avakor, I think because you both worked for fishguts we can assume you both new each other at least a little bit before you boarded the merchant ship

Four Skulls you can continue your conversation with Sandara and Rosie if you like but I'm going to move along the story a bit.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Merck it's fine, I kinda want to use Gan's maiming and Felix death as a bit of a dark point and hope they push you guys in a direction so you can continue to explore it.

Gan as for screwing up the campaign I don't think you have. It's a roleplaying game so it cant really be ruined. Gan isnt done yet he's alive, not well but he's alive. Besides whats a pirate campaign without one character without a hook for a hand? Still have your left hand so you can shot your gun. I was thinking that at first it might be at a -2 to hit but once Gan has practiced up there shouldn't be any negatives to it.

I think it's now up to the others to figure out how to get Gan out of his current situation.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Four Skulls:

"That's why we called you over, we aren't sure but we think scourge and plugg had him shoved overboard. Well Scourge anyway, but that one doesn't have the guts to do anything without Plugg's say so." Sandara says as she indicates Rosie might have a better idea of what happened.

Rosie nods. "Twas up on the fore deck with a bunch o' the crew, now I'm &$*@'n short so a' can't say fer certain but in the press and push o' the melee a' think Felix was shoved over to the sharks. I could only see through the legs of the crew mind you but I heard his voice call out as he fell and was torn to bits by the sharks. I mean we had most of the godless Rahadoumi's beaten so I don't think it twer them, but I could be wrong..."

She pauses for a moment "But it twas the grin on Scourges face that chills me the most. By the time I got there a few o' the others had gone to the edge to see if he could be saved but &^%*'n scourge who was leading our party didn't even bother to look over the edge he just walked away smiling."

They both pause for a moment to let Four Skulls have a say.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Four Skulls is able to grab up a number of Gan's pieces of equipment and heals up the stump where his hand used to be, but Scourge makes it to the pistol first tucking it away in his belt with a golden toothed sneer.

Scourge and Jaundice Jape hoist Gan ruffly to his feet. They don't notice that the bleeding has stopped.

Four Skulls:

Later in the day, when you go looking for Felix you run into Rosie Cusswell and Sandara talking to themselves in a corner in the hold of the nearly emptied merchant ship. They both beckon you over.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

The Captain hears what Jove has to say and then waves him back among the others.

Harrigan gives a hearty laugh when Gan addresses him. "When I was your age I myself slew my captain and took his command, so it's someth'n I respect, but I had the forethought and the talent to do it right."

As Gan extends his arms wide and puts his head down Harrigan appears to be ready to oblige him with a quick death.

Harrigan raises his sword high in an exaggerated motion and pauses as if taunting you all to interfere in Gan's fate...

The blade slices down hard and fast and meets flesh. Gan's right hand falls to the deck, it's been chopped off at the wrist cleanly.

There is a pause on the deck before Harrigan says, "Lock him in irons aboard the Merchant Ship, He lives because he's a pirate at heart, he lost his hand because of stupidity, and he'll be sold as a slave in port instead of keelhauled becauese I'm in a good mood today."

Several of the other crew, with scourge rush forward to pick Gan up off the deck.

Harrigan Turns to the rest of the crew. "We've taken our first ship, and it's a ripe one full of loot. This afternoon we'll finish taking the plunder aboard the wormwood and then I'll hand out yer share at sundown, after which you'll be free to have a good time for a night or more, depends on how damn drunk you lot get! He laughs and the crew cheers.

[b]"When we're ready, mister Plugg will take command o' the new ship and he'll sail it back to port to sell her off for a hefty profit. Some o' you lot will be sent with him to crew the ship. Ye'll all get your assignments later. Now, get to it!"[b]

Harrigan wanders over to the tied up Rahadoumi sailors and begins offering them a place aboard his crew, those that accept he has their bonds cut and they are free to help the crew. One of the sailors stands defiant and Harrigan grabs him y the neck and tosses him into the water, hands still bound.

You have all been told to move the cargo, which unless you indicate otherwise I'll assume you help with. After which there will be a long party where you can freely talk to anyone and and act. AT the present you are all standing on the deck, Gan is being chained and his weapons are being striped. HE is also not in good health having his hand cut off. You can all act at this moment as well if you like.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Sorry guys, internet has been spotty...again! I'll make sure to post tomorrow morning, early afternoon at the latest I hope because its a little late here now.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

The icicle smashes into the deck beside the officer. She looks about frantically realizing she is surrounded by your group and the battle has turned against the Rahadoumi all over the ship.

She looks at you all grimly and with a growl she says "Curse you and all of your gods!" She turns and with a leap clears the railing and splashes into the ocean below willingly taking her chances with the sharks rather than a crew of murderous pirates.

Just a moment after Captain Harrigan emerges from the cabin, which is now on the same deck as those of you who ran down to attack the officer. He strides past your group out into the middle of the ship on the main deck where all the pirates are either slitting throats or binding up captives with thick rope. With a victorious roar he hoists what appears to be a bloody heart into the air, the rest of the crew follows his lead and a cheer of victory can be heard throughout the ship.

As the crew cheers he turns to your group and stairs at each of you in turn before pointing "You and You!" He motions with his bloody short sword in his right hand for Gan and Jove to meet him in the center of the ship in front of the entire crew.

He says nothing else, his expression unreadable. He's a terrifying sight with blood dripping from his left arm covered in blood to the elbow with the bloody heart still in his grip and a bullet wound to his chest near his heart that only appears to have caused a trickle of blood.

You can all act and say something.

Gan I know where I want to take this as the GM, but I'm also not sure how you will take it. I mean it all depends on Gan's reaction of course but there are several ways this could go and as the GM I have an idea that would be great storywise...but it could have some long term consequences for Gan. So just letting you know I'm going to play this out in reaction to what you choose to do but I'm also don't want to hold back. I myself don't mind when something happens that is brutal to my characters because that can help develop my character but I don't know all of you guys on a personal level so I don't know how you as a player might take it. It's easier to judge in a RL game how someone will react. All that to say If I end up messing Gan up pretty good I hope that wouldn't make you want to rage quite.

very cryptic I know but I want there to be consequences to player action but I also don't want to ruin the game for you either. Thoughts?


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

We are still waiting on Four Skulls and Thea to post, if they haven't posted by tomorrow when I'm free i'll go ahead and post the sailors turn


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

PLAYER ROUND 2 RESULTS

Gan hist the sailor trying to lower the jolly boat with a bullet to the thigh.

While Jove continues to torment the Officer with his evil glare and wicked cackling laugh. Officers will at -2 1d20 + 1 - 2 ⇒ (13) + 1 - 2 = 12 She continues to doubt herself.

Meanwhile Avakor finally strikes true wth a bolt and hits the sailor on the rope in the neck. HE grasps at the quiver as he gurgles for breath before slumping unconscious next to his companion on the deck

With only the officer left standing Thea's attention turns to her and a shard of cold ice splinters into the woman's shoulder. Shards of ice embedded in her flesh.

Seeing his opportunity to catch the officer Four Skulls strikes but his blow is blocked and deflected.

SAILOR'S ROUND 3

The officer seeing that she is surrounded she backs up towards the edge of the boat. Her spear retracts and she tries to hit Four Skulls with a jab in response to his demand.

1d20 + 6 ⇒ (17) + 6 = 23 it hits him hard in the chest. 1d8 + 4 ⇒ (3) + 4 = 7 7 lethal DMG to Four Skulls

It is your turn to act, PLAYER ROUND 3

Sailor Status:

[Officer] HP: -3, HEXED: -2 Accuracy 8/8, -2 Saves 7/8. -2 AC 8/8
[Sailor 1] HP: -14 (unconscious on deck)
[sailor 2] HP: -13, (unconscious on deck)


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

SAILOR'S ROUND 2

Although the officer is shaken by Jove she is fast enough to catch the Shoanti's spear with the butt of her pike.

Seeing her one companion down she backs up 5 feet towards her companion still trying to lower the boat. She fixes Thes with an angry glare 20 feet away and she thrusts her pike, the boarding pike is only 8 feet long but suddenly it strikes out, elongating itself to 20 feet.

1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12 the railing in front of Thea splinters with the strike from the boarding pike but doesn't hit it's mark.

The other sailor continues desperately to lower the boat, a task made more difficult now that his partner is down.

Sailor check 1d20 + 4 ⇒ (13) + 4 = 17 He manages to lower it another length despite the added difficulty.

Sailor's Status:

[Officer] HP: FULL, HEXED: -2 Accuracy 5/5, -2 Saves 4/5.
[Sailor 1] HP: -14 (unconscious on deck)
[sailor 2] HP: Full, Short Sword 1H

It is your turn now, PLAYER ROUND 2

Four Skulls, I believe so, I think she's just been really busy with work. I'm hoping she is. In any case we won't wait for her for now but I want to include her until I know for sure if she is done. You never now when a mermaid will be helpful :)


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Again Avakor unfortunately misses. Thea, barely manages to strike the same wounded sailor with her shard of ice.

With a scream of agony he falls to one knee before rolling to the side and slowly passing out from the lose of blood. His short sword clattering to the ground.

His companion is barely able to hold onto the rope supporting the jolly boat but he does hold on.

I think we are waiting on Four Skulls and Sabinae? I'll give them a bit of time before I do the pirates 2nd round


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Oh never mind jove, I see what you did there. I just assumed the first was -2 to attack, nenvermind.

second will save 1d20 + 1 - 2 ⇒ (9) + 1 - 2 = 8

The officer continues to be filled with doubt and anxiety She now suffers from a -2 to her attack and -2 to her saves


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Jove she is all ready affected by your hex isnt she? Are you using it again?


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

They are all on the deck below you, about 20ft away. Jove is within 10 feet of the officer on the lower deck. They are all still standing at this point.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

PLAYERS WITH HIGHER INIT

Jove you manage to get within 30 feet, running down the stairs and onto the main deck to be able see her. The melee swirls around the fore castle and in he rigging so for the time being you and the others face these three alone.

will save for the officer. 1d20 + 1 ⇒ (5) + 1 = 6 She is clearly taken aback by your gaze and the hex effects her.

SAILORS ROUND 1

Both of the crewmen, one of them gripping his wounded side, rush to the jolly boat and begin desperately to let it down. Their action is to lower the boat this round

The officer, seeing only one opponent rush down in range makes her way forward advances towards Jove gripping her ornate pike but with some trepidation and the sight of his eyes. She reaches gets within 10 feet of Jove and thrusts the pike at his eyes.

1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10 Jove is easily able to avoid the feeble strike

PLAYER ROUND 1

Gan's shot goes wide Jove is right you passed your will save so it only affected you for one round, but even with the extra 2 you only got a 10 which still missed

All of you can take your turn for the offical round 1. Gan because you and four Skulls had a lower init you only get to act starting in this round so your action is done for this round. By the way Avakor I like your status spoiler. I might steal the idea :)

Sailors Status:

officer: HP:Full, Hexed: [-2 attack mod 5/5 rounds left.] Boarding pike 2H
Sailor 1: HP: -10, Short sword in one hand
Sailor 2: HP: Full, Short sword in one hand


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Four Skulls, it takes about three rounds to lower a Boat like that into the water with two men working on it.

Avakor does in deed miss, but Thea hits hard with here icicle. The icicle hits one of the men hard in the side before shattering. He doesn't fall but he is obviously injured.

Busy evening last night and I'm too tired to post more before work so I'll post after work, sorry.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Wormwood MAP

The map is very similar but a bit longer than the wormwood, if you see the two grates these would be the entrances to the cargo hold.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

In the front there is the raised fore castle, then the main deck with the three masts. on the main deck there are two entrances to the cargo hold between the masts. Most of the fighting is around the cargo hold entrances and the masts but the three sailors have run out of the stern cargo hold to one of the two jolly boats near the stern castle where you are standing. Does that help?

I'll try and link a map but all my maps are on my other computer which is...not cooperating...


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

well nothing's set in stone...Gan's not dead yet, there is always hope. Besides who else will cause the s@&# to hit the fan if Gan dies lol :)


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

oh and I'm glad to see everyone is getting along so well so far...might be cool to find a way to meld as a team rather than get at each other.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Okay here we go.

Thea's Perception:

Thea, by the point that everyone else finished talking and Gan has turned back to shot the Captain, You saw out of the corner of your eye that Harrigan has spun around, due to Jove's warning, faster than any man you've ever seen and attacked the poor sailor.

1d20 + 23 ⇒ (3) + 23 = 26, 1d6 + 8 ⇒ (5) + 8 = 13, He cuts off the man's arm at the wrist...
1d20 + 18 ⇒ (3) + 18 = 21, 1d6 + 8 ⇒ (6) + 8 = 14, He guts the man and his intestines spill to the ground...
1d20 + 13 ⇒ (12) + 13 = 25, 1d6 + 8 ⇒ (1) + 8 = 9, He takes the man's head from his shoulders...

The man's body falls to the deck and his head rolls in a half circle around the deck before coming to a stop, wide eyed and open mouthed..

You get a sick feeling of dread when you see Gan's bullet hit the captain in the chest.

You notice that in the chaos though that nobody else other than the Captain has seen the shot

The rest of you...

have been too focused on the chaos on the stern-castle to notice what happened to the sailor running up behind the captain.

You all turn to the captain as Gan quickly turns and fires his shot.

The bullet whizzes through the air after the crack of the pistol and it hits the captain on his dark skinned chest. The bullet sinks into his flesh but doesn't go very far. A small trickle of blood flows down his chest.

Stunned the captains one eye stairs up at Gan, his face grim but a strange small smile plays across his lips...

For just a second those of you who are watching notice that his eye-patch begins to glow red hot. He seems to think for a second and then goes charging into the captains quarters. You all hear the wood splinter from his kick and screams of grown men from the rooms below you.

After he leaves you all notice the headless mutilated body of the sailor on the deck behind where the captain had been standing.

None of you really have time to react to what's happened however because out of the cargo hold come three more sailors, two appear to just be regular sailors while one, a woman with hair just as dark as her compatriots jet black beards, appears to be an officer. She grips an ornate boarding hook.

They all run towards a jolly boat and the two men begin to lower the boat while she stands ready to repel anyone else.

Riaris, calls out from the melee, hanging from the rigging half way up the main mast. "Stop them! Don't let any of em %$#^ing escape!"

Enemies Init 1d20 + 4 ⇒ (7) + 4 = 11

Four Skulls,1d20 + 3 ⇒ (5) + 3 = 8
Thea, 1d20 + 2 ⇒ (16) + 2 = 18
Avakor,1d20 + 1 ⇒ (16) + 1 = 17
Jove,1d20 + 3 ⇒ (12) + 3 = 15
Sabinae,1d20 + 6 ⇒ (10) + 6 = 16
Gan,1d20 + 3 ⇒ (4) + 3 = 7

TURN ORDER: Thea, Avakor, Jove, Sabinae, you can all act.

Then it will be the sailors turn followed by all of you again with Four Skulls and Gan as well

Ah as for Gan, Gan...I'm not going to tell you to roll up a new character yet...but maybe it would be good to get a nice character concept in mind...I mean you never know...you might live...maybe...


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Well looks like things are getting interesting...Just letting you guys know I'm at a RL game tonight so cant post. Might be able to post tonight but more than likely not until tomorrow :(


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

lol...he's not joking people...he'll do it :)


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

As you all pause for a moment and Four Skulls takes the time to look down into the melee he sees Captain Harrigan moving towards the door on the deck below him.

Harrigan appears to be headed for the Captain of the merchant ships quarters.

Four Skulls you see a young Rohadoumi sailor, with scimitar in hand, rush from the melee towards the captain to try and stab him in the back.

You are all on a raised deck above the main deck, underneath the deck you are standing on are rooms, most likely the captains quarters. You are all in a good vantage point so if you also pass a DC 10 perception check you also notice the danger that Harrigan is in.

If you pass the perception check you may take an action


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Sailor's Fort Save 1d20 + 3 ⇒ (12) + 3 = 15, He doesn't make it, he is dazed and takes 1 lethal.

Oh...and Jove...You guys are the pirates :) they are innocent hard working sailors who just want to go home to their wife and kids :)


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

With all the chaos of battle and the sudden appearance of the Sylph on the deck Thea easily manages to side step around the sailor and strikes him in the back of the head.

With a sickening crunch his lifeless body falls to the deck.

The sailor who took -11 HP is now dead, just the one across the deck attacking Jove is up. Anyone doing ranged attacks on him remember he is in melee now so more difficult to hit, but he also has a -2 to his AC which I'll factor in.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Yup, now the time lines are merging just like a strange star trek episode...in one timeline Lex was mercilessly cut down while in the other Fipps got butchered and narwhal got a rapier through his back...it was very exciting.

Anyway, we are just going to assume that Fipps and Narwhal had a busy day, they killed Lex and then got killed by the other group later in the day when they tried to off Felix.

Well the game play thread is up, but please post a bit about your character here first before heading over there.

On another note, thanks for sticking in there guys! We've been playing this game for a while now, since July. We've lost some good players along the way but I'm very happy to have you all still here.

Just as a note for future posting, especially around fights, I know life is busy, I get busy as well and cant post sometimes, but to keep it fair to those who check this game very frequently I'm going to give you guys a little while to respond with your turn in combats, but if you don't post for several days I'm going to assume your character didn't do anything that round, or I might just take your turn for you to keep things moving.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

So far...

Lex the handsome and dashing pirate who was a friend to some of you was brutally murdered in the bilges, while Felix who some of you know was blamed for the murders of Fipps and Narwhal which was in fact carried out by some of you as well.

Felix has since been released from the sweat box to redeem himself and to help in the assault, but you noticed that Plugg and Scourge had him at the front of the boarding party on the main deck...those of you who know him fear that this was probably the last time you'll see poor Felix.

Your two groups both came aboard at relatively the same time but never seemed to interact with each other until now, forced to storm the enemy ship together you will quickly need to learn how to work together.

The attack...

So far it's all been a blur of action, each of you has made it to the other ships deck with various degrees of success.

Gan, a man with a pistol, jumped across and promptly shot a sailor straight through the head while his Shoanti counterpart has managed to do some serious damage to another sailor with his sharp and barbaric spear.

A small woman, how could be easily mistaken for a halfling has been menacingly swinging her mace around, to no avail so far but it certainly must have distracted the sailors to allow the tall Shoanti to get in his attack.

To all of your surprise, an strange looking fellow, but perhaps not as strange looking as the mermaid who still lays flat on her face on the deck...:), runs up the stairs emitting an odd cackle and glaring at one of the sailors, he says to you all.

"The name's Jove Sirocco, and I'd like to apply for the post of pirate on your crew!" Jove beams at all of you.

He turns to the sailors, who have no doubt heard his cackle and says "This is what you get for not tying your knots tight.

They don't look impressed to see him...

Okay here we are...lets see what happens.:)

Just to make things simple, since we ended our other campaigns on some players turns, I'm just going to jump straight to the remaining two pirates and their turns. Then it will be all of your turns. If you didn't take a turn till this point I'm just going to assume you got distracted by all the chaos.

The second pirate seems strangely affected by Jove's stair, but he quickly raises his sowrd and charges at the stowaway...

Charge attack 1d20 + 2 ⇒ (3) + 2 = 5 +2 for the charge, -2 for evil eye, so he has a base +2 attack

The sailor barrels into Jove, his short sword cutting him across the arm...1d6 + 1 ⇒ (5) + 1 = 6 Lethal DMG

Meanwhile the Pirate who's taken the spear to the neck desperately swings his blade at the Shoanti who impaled him.

1d20 + 2 ⇒ (5) + 2 = 7 His desperate attack cuts a gash across the Shoanti's cheek..1d6 + 1 ⇒ (5) + 1 = 6 Lethal Damage

The Sailors look desperate, clearly out numbered and surrounded, but with pirates they expect no quarter so they seem ready to fight to the death.

There are two pirates left, one near Four Skulls and Thea who has taken -11 HP, the other is across the deck charging Jove, which means he has a -2 to AC for the next round.

It is your turn! But please post a blurb about your character in the discussion board first so the others can get to know you a bit, thank you.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Hey Thea! Glad you are still around.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Okay discussion thread is up

->Amalgamated Campaign Discussion<-


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Okay discussion thread is up

->Amalgamated Campaign Discussion<-


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Okay Guys, here is the Discussion thread, go ahead and introduce your characters to each other and what they are trying to do or whats happened to them.

Doesn't have to be a long post.

I'll try and have the new gameplay thread up soon.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Okay here is the plan...there are three of you left, and if anyone else is still around they can jump over as well, but I'll make a new campaign thread this afternoon and then post the link here. To start with each of you can just post on the new thread a quick blurb about your character and what they've done so far in the campaign and what you are trying to do.

Then I'll try and amalgamate the two campaigns but that should be super easy because you are both at exactly the same spot....sound good? Any thoughts?

1 to 50 of 535 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>