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    Ogre in the Playground
     
    BardGuy

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    Jul 2010

    Default Pirates of the Sword Coast IC

    Date: Hammer 1, 1372

    NPC Gallery:
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    This will hold pics and profiles of the Major NPC's you guys run into



    Ships Stores:
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    These are the ships current supplies

    Food (in Man-days) Current Ration - (None / 1/2 / Full / Double / Luxury)

    Water (in Man-days) Current Ration - (None / 1/2 / Full )

    Spirits (in Man-days) Current Ration/day - (None / Light / Average / Heavy )

    Repair Units: I will charge repair units for repairs done on the ship at sea. Each unit costs 50gp, and includes various timber, canvas, ropes, tools, nails, adhesives, etc that would be required to make repairs. Lightly damaged components will cost 1 Unit, while heavy damage, holed sections and rigging will require 1d4 Units. If the ship has no Repair Units, it cannot make repairs without either making shore and scavenging for supplies, coming into port, or magic.







    Weapon Stores:
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    This is the listing of weapons/ammunition that the ship currently carries


    Ships Roster
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    The crew currently embarked. Each ship will begin with the PC's, plus 11 additional crewmen.

    Tayvin Barless

    Tayvin is an experienced sailor, claiming 15 years on the waves, 9 of those as a pirate. He has held the position of deckhand, petty officer (in charge of several deckhands), carpenters mate, and quartermasters mate in the past. He's a solid blade in a fight.

    Verga

    Verga is only half-orc, though you can't tell that by looking at her. Nearly silent, but loyal and obedient, her twin talents are for climbing nimbly through the rigging, and wielding a pair of vicious axes that she wields with reckless glee in melee. Deckhand and worthy boarding party member.

    Boroths

    Boroths is a typically dour dwarf, and a salty dog, having spent 40 years on the ocean. None too bright, he is still able to perform his duties admirably. When the need calls for it, he is a passable smth

    Raqqar (pronounced rack-ar)

    Raqqar is a former slave from Calimshan. He is a skilled deckhand but keeps to himself.

    Tobias Clearwater

    Tobias is not new to the seas, having been a fisherman most of his life. His gambling cost him all three of the fishing boats he had owned, and taxes cost him his home. Turning his back on more honorable employment, he signed onto a pirate crew several years ago, and that has suited his bitterness ever since.

    Barkh

    You don't know him by his real name, just the nickname Barkh that has been laid on him by his crewmates. Blind in one eye, Barkh nonetheless has some of the keenest senses aboard, and it was a common sight to see him crouched in the crows nest keeping a watchful eye on the horizon.

    Targas

    Targas claims to be half-orc, but you'd swear there was some ogre in there somewhere. Phenomenally stupid, Targas is smart enough to do his duties, but only just. Deckhand is as high as he'll ever go

    Smiling Tom

    Don't let Smiling Tom fool you. He was a con artist by trade, and still talks his way out of more duties than anyone else aboard, but you don't hear anyone complaining. He knows how to play to the crowd, and is very popular with the crew.

    Warnick Fells, (goes by Fells)
    [IMG][/IMG]
    Fells is a little more poorly adjusted than you might like. Warnick lives for chaos, and loves raiding villages. He's aggressive and mouthy, but is an excellent deckhand

    Ferragin Wilka

    Ferragin hails from Chessenta, and was a City Appraiser there before being caught falsifying records. Disliking bloodshed, he is an unwilling pillager, but has a good head for numbers and prices, as well as personally knowing a number of merchants who might purchase undocumented goods from time to time.

    Yellow Bill
    [IMG][/IMG]
    Called "Yellow" not for the color of his teeth, but because he ran from his first engagement 8 years ago, he's never been able to shake the name. He has attempted to prove his courage ever since, and has occasionally been known to take ridiculous risks to do so.






    Chartroom
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    The map of the Southwestern Coast of Faerun



    Ship's Log
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    This will be a listing of the courses, ports of call and major events. Basically, it will show the progress of the game as narrated by the DM.

    Imports and Exports by Nation
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    Chult:
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    Imports: Food, Jewelry, Weapons.
    Exports: Furs, Gems, Ivory, Perfume.
    Mountainous jungle of savage beasts, hulking dinosaurs and disease ridden swamps. Reclusive human tribes, few settlments. Heavy pirate activity in the waters nearby.
    Fort Baluarian- Outpost of a mercenary company out of Baldurs gate.
    Mezro- The largest civilized area in Chult- A holy city to Chultan tribes, extremely strict laws.
    Port Nyanzaru- The major trading center in Chult, the harbor is designed with defense in mind. Rumored to have a powerful sea creature defending it.


    Tashalar:
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    Imports: Beef, Fruit, Silver, Slaves
    Exports: Cheese, Dyed Fabric, Glass, Olive Oil, Olives, Seafood, Spices, Wine
    More civilized than Chult and friendlier than Calimshan. Makers of excellent crossbows and fast ships. Extremely valuable grapes. Home to the Rundeen Consortium, a trade organization involved in piracy and slaving. This is a strong mercantile kingdom that protects it's borders with strong ships.
    Tashluta: The capital of Tashalar, and the only place in the country that attempts to learn languages other than the native. There is a ban on snakes of ANY sort, and the Tashlutans kill all that are discovered. .


    Moonshae Isles:
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    Imports: Coal, Horses, Minor Magic Items, Ore, Parchment, Silk
    Exports: Armor, Timber, Weapons

    A cold cluster of rocky islands, the northern sections are dominated by the seafaring Northlanders (think Vikings). A darker skinned race known as the Ffolk control the southern portion.

    Alaron: The most powerful kingdom in the Moonshaes, ruled from the port city of Caer Callidyr, which is comfortable with the presence of visitors and merchants from abroad.

    Gwynneth: The largest of the southern islands. Nelanther pirates have made some landings on the islands southern coasts recently, but no large scale raids have been reported.

    Moray: The westernmost of the major islands, it's also the wildest. Northlanders frequently raid the monsters of the Orcskull mountains.

    Rhuathym: This rugged barren island is more than two hundred miles north of the rest of the Moonshaes, and is the ancestral home of the Northlanders. Largest settlement is the port city of Rhuathym. The Northlanders here have a long standing feud with the folk of Luskan far to the north on the Sword Coast.


    Nelanther Isles:
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    Imports: Anything the natives can steal, loot or salvage
    Exports: Slaves, Stolen and salvaged goods of all types

    Nearly a thousand islands make up this chain. More than half lack water. Those that are habitable are fought over by seagoing pirates who prey on the shipping of Amn, Calimshan, the Sword Coast and the Moonshaes. The Pirate isles are predominantly inhabited by humans, though the pirates are just as often nonhumans such as orcs, lizardfolk, ogres and minotaurs.

    Numerous small settlements exist on the islands that can support them. Effectively, the government here is.. well, it's an armed anarchy. This is the Tortuga of Faerun.



    Lake of Steam:
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    Imports: Grain, Horses, Livestock, Small Ships, Soldiers, Stone, Wood (varies by region)
    Exports: Cast Brass and Bronze, Chains, Dyed Wool, Dyes, Fruit, Gems, Ink, Magic Items, mercenaries, Mirrors, Pearls, Seafood, Sheepskins, Spellbooks, Sturdy Books, Vegetables, Wagons, Weapons, Wine (also varies by region).

    A large number of independent city states on the north shore and a succession of small countries on the south. Most of the cities on the northern shore were part of Calimshan in the past. The Border Kingdoms on the south are the homes of powerful adventurers of many types, each seeking to care out a piece of land and rule it.

    Tulmon:
    Yeshpek:
    Mintar: Taken over by an army serving Bane. Now, it's effectively a giant army camp.
    Saelmur: Once the cleanest city on the lake, Saelmur is now overcrowded with refugees from Mintar.
    Ankhapur: Open for trade, the new king has decreased merchant taxes.
    Theymarsh:
    Yhep: Yhep is famous for the vivid red pearls found in it's oyster beds. Yhepan shipwrights build wondrous ships with levitation magic and ski-like runners that skim across water, mud and sandy flats.
    Innarlith: Anything can be bought for the right price, including illegal goods such as poison and narcotics. Cities ruler is a follower of Cyric, and the city includes a Thayan enclave.


    Amn:
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    Imports: Exotic goods from Maztica, Magic Items, Mercenaries, Pearls, Siege Weaponry
    Exports: Ale, Armor, Beer, Caravan items (wagons/wheels), Gems, Gold, Grain, Horses, Iron, Jewelry, Weapons

    This is a nation of merchants, and the people are obsessed with wealth. The Shadow Thieves have their hand in everything. Arcane spellcasters are universally reviled and feared. They maintain a large colony on the distant continent of Maztica. The Small Teeth Mountain Range and areas south (including the port city of Murann) have fallen under the control of the Sythillisian Empire, a monstrous kingdom ruled by two vicious ogre-magi.

    Athkatla: The seventh busiest port in all of Faerun. Any sort of nonmagical good can be found here for a price. This is Amn's only remaining free port, and ships from the western land of Maztica dock here frequently, bringing back exotic vegetables, fruits, jewelry and large amounts of gold. The city's marketplace it twice the size of Waterdeep's.

    Murann: The secondary port town of Amn, Murann is now fully in the hands of two ogre mages and their minions. The humanoid armies seized several gold-laden ships and are now quite wealthy. The Nelanther pirates and the Tashalar based Rundeen use the place as a safe haven in exchange for defending it against naval attacks.


    Calimshan:
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    Imports: Food, Slaves, Wizards
    Exports: Armor, Books, Gems, Jewelry, Leather Goods, Mercenaries, Minor Magic Items, Pearls, Pottery, Rare Herbs, Rope, Ships, Silk, Spices, Weapons, Wine.

    Calimshan is a land obsessed with wealth, and unimpressed by magic. It is renowned for it's chauvinism, exotic markets, thieves guilds, decadent harems and wealthy ruling class, as well as it's enormous population and many slaves. Most Cali****es rely upon mercantilism for their livelihood. The politics are very cutthroat, with backstabbing, and layers of deception common. The business underworld comprises an important aspect of Cali****e culture, and the underworld is the only place in Calimshan where women are treated as equals to men.

    Almraiven: This port city is home to the country's largest shipbuilding facility. It is also the premier center for magical study within Calimshan.

    Calimport: One of the oldest continuously populated areas of Faerun, it contains two great arenas, huge palaces and many auction houses for slaves.

    Memnon- A garrison city, fishing port, trades stop, and the secondary port for the country's navy.

    Suldolphor- Nearly independent of Calimshan's rule, they grudgingly pay taxes so as to be left alone.



    Tethyr:
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    Imports: Magic Items, Mercenaries, Spices, Weapons
    Exports: Ambergris, Carpets, Cheese, Cloth, Fish, Fruit, Livestock, Nuts, Pearls, Pipeweed, Rugs, Silk, Tea, Vegetables, Wine, Whale Oil

    Tethyr recently emerged from a decades long civil war. It is now growing, establishing ties with hesitant neighbors. It's political situation still involves much intrigue. The pirates living in the Nelanther Isles to the west plague the kingdom's maritime commerce, including trade with far-off Maztica. Travelers are warned that the number five is considered very unlucky here.

    Myratma: This walled city is more like Calimshan than any other city in Tethyr. It is the port through which the country's agricultural products flow. It has very few arcane casters, but the place is remarkable for the Jaguar Guard, a group of noble warriors brought over from the exotic land of Maztica to the west.

    Velen: Many ghosts haunt this fortified city, but the people are so happy that people believe the hauntings to be exaggerated. Importand as a naval outpost against the Nelanther Pirates, Velen is also a valuable fishing port. Seafaring adventurers are quite welcome here.

    Zazesspur: An amalgam of Tehyrian, Cali****e and other cultural influences, , this city also has few arcane casters. Those fleeing Amn usually travel farther, and the city's proximity to Calimshan means that many are lured further south.


    Waterdeep:
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    Imports: Grain, Livestock, Leather, Ore, Timber and Exotic Goods from all lands
    Exports: Ale, Arms, Cloth, Furnishings, Leather Goods, Pottery, Refined metals, and all other sorts of finished goods.

    This is the major cosmopolitan power of Faerun. It benefits from an excellent harbor, wise rule, a tolerant spirit and a powerful magical tradition. Waterdeep contains at least one of nearly everything. The city's nickname, "The City of Splendors" is never said sarcastically. People know that Waterdeep is a marvel and that life is better here. It's undeniably a place where things happen, an important center of trade and change.

    Skullport: The dark twin to Waterdeeps light soul, Skullport is a subterranean city connected to both Undermountain and a great sea in the Underdark. It is tolerated, barely, by the Lords of Waterdeep, because the madness and chaos it houses might otherwise rise to the surface and destroy the City of Splendors.


    Baldur's Gate:
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    Situated halfway between Amn and Waterdeep, Baldur's Gate is a city where tolerance is a virtue. Trade knows no alignment.






    The Ship
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    Details of the ship. Size, speed, all that jazz. Also will show all of the magical or mundane defenses

    [IMG][/IMG]

    1. Quarterdeck- A raised open deck, holds the ships wheel and a davit for the ships boat which hangs off the stern. The Mizzenmast is directly in front of the Wheel.

    2. Foc'sle deck- A raised open deck, where the foremast rises. A ballista is mounted here, but it cannot fire directly forward, due to the foremast.

    3. Captain's Cabin- The largest and most comfortable living area on board, (but still quite cramped).

    4. Wardroom- Officers mess and parlor

    5. Main Deck- A catapult is mounted here, but it can only fire to the flanks due to the masts ahead and behind.

    6. Foc'sle- The forecastle is where most of the crew sleeps. A dozen cramped bunks with small footlockers are kept here. (can be switched out at a later time for hammocks for added capacity.

    7. Galley- This is where the ships meals are cooked, food is stored, and typically where the ship's cook and assistants would sleep.

    8. Chain Locker- This is where the chain for the ship's anchor is kept. It runs through a hawsepipe through the ceiling of both the lower deck and the main deck, exiting on the Fo'c'sle.

    9. Lower Deck- This is where much of the Cargo is stored, and where the deckhands normally take their mess, unless the hold is completely full. IF full, only a narrow passageway runs to and from the ladderwells.

    10. Officer's Cabins- Each of these cramped rooms currently holds only one small rack and footlocker. Another could be added, but that would make most of the floorspace = bed. Perhaps bunks or hammocks here too, in the future?

    11. Ship's office- This is where all of the charts, records, logs, and valuables (money) are kept.

    12. Sail Locker- Where the sails are stored.

    13. Lower Hold- Where the majority of the cargo is stored.



    The Booty
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    Booty, cargo and treasure currently held (undistributed) by the ship's Captain, Quartermaster etc. Will also include trade goods



    Ship's Charter
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    All copies (from the original approved Charter, along with any amendments added).





    Links to PC Character Sheets




    [/SPOILER]

    Fort Baluarian
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    1. Warehouse and Camp Headquarters
    2. Armory and Vault
    3. Commander's and Officer Quarters
    4. Reaction force Barracks- These soldiers are drilled to be available in 10 rounds, fully armed and formed up.
    5. Stockade
    Unmarked buildings in the military compound are quarters for visiting officials, barracks for more soldiers, and a blacksmith.
    6. Tavern- This doubles for the business office, being given over to that capacity during the day, and turning into a drinking house when the sun goes down.

    Horses are kept on horse lines in the center (shaded) section. Other buildings are more housing and offices for civilian interests.

    There are half a dozen rowboats (each can hold up to ten men) at the docks, three at each. The dock is manned at all times by a squad of soldiers (about a dozen).





    The walls are thick, you'll give them that much. They built a fine little prison for you here at the jungles edge. Had it not been for Guardsman Sergeant Valmore, there was a very good chance that you would still have been stuck here when the new magistrate arrived from Baldur's Gate.

    Each of you had been kept in a tiny cell by yourselves, with thick masonry walls and no windows. You had been shackled tightly to the wall, and any who were suspected of being spellcasters had to endure their arms and fingers being encased in steel gloves which prevented even the slightest motion, and their mouths filled with a harness that worked like a horses bit, but prevented any kind of intelligible sound. No light, and very little sound was able to enter your private little hell as you waited for day after day. You were given basic doctoring, and over the last few weeks your wounds had slowly healed, even if your pride had far from recovered.

    Valmore had visited each of you in turn, under the guise of checking your wounds and your bindings. When any were watching, his fists did his speaking for him, playing the role of brutal jailer to perfection. But occasionally, he was left alone for a few minutes at a time, and it was during these times that he spoke in hushed tones about his offer. 5000 gold pieces, in gems or other small and easily hidden baubles, in exchange for your freedom.

    A ship will be anchored 200 yards from shore, he told you. I will provide the means, but you must assault the armory to recover your gear. I will be inside with my squad. You must overpower them, quietly, if this is to work. I will disable the alarm bell, but there will be 5 outside your stockade, and 4 more outside the armory. He went on in a rush, laying the foundation of your plan. He would provide the keys for all of your bindings, and yes, he would even provide a spellbook and component pouch.

    The guards, they are trained to fetch help if they hear an altercation inside the stockade. They will go immediately to the Wolverines, the light infantry company housed in the building to the east. They're talented, he adds lamely.

    It is very difficult to get any sort of feel for the camp outside, due to the complete isolation that you're kept in. Valmore promises that you will have time to plan on the night of the breakout. He will free Grace from her bonds, and give her clay keys for the rest of your bonds. From that point, you will have about 9 hours before the doors are unlocked again. He will spread the word among the sentries that one of the deckhands has the Wetlung, a bloody and contagious infection that starts with hacking coughs and often ends with the victim bleeding to death internally. Luckily one of the deckhands has a horrendous rasping cough all the time, so this is rather believable. Valmore assures you that nobody will open the door before they bring the healers in the morning.

    The planned night of your escape begins as planned. Valmore hid a spellbook and a small pouch in the sack that he used to carry hunks of bread for you. Also in the sack are the clay keys, a tiny oil lamp with flint and steel, and a crudely drawn map of the fort. He whispers to Grace, The "Godshadow" lies at anchor, and most of the crew are availing themselves of the friendly laundresses. Make haste though, I only learned tonight that the "Wingfish" is coming with the new magistrate sooner than expected. The Commander's wizard spoke to him, and they could be here by tomorrow. With that, he rushes out, and slams the door behind him, barking commands that because of illness, these doors are not to be opened till morning, until the healers can determine if there is danger.

    Grace frees those of you in the solitary cells, but as yet has not freed the deckhands.

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    Spellcasters can prepare their spells, and the characters have several hours with which to (quietly) make their plans.
    Last edited by pife; 2014-02-20 at 12:28 AM.

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    Bugbear in the Playground
     
    Rhyvurg's Avatar

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    Default Re: Pirates of the Sword Coast IC

    Kirnan flexes his shoulders as he's freed, the urge to kill Valmore crossing his mind more than once. He hefts his shackles in one hand, they would make a good improvised weapon until he could reclaim his sword. Stepping out of his cell, his voice is a gravely whisper. "Let's get us a ship then."
    Ten point three-four-two cubic inches of soup.

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    Barbarian in the Playground
     
    NineOfSpades's Avatar

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    Default Re: Pirates of the Sword Coast IC

    Grace Harley

    Grace felt her body ache in protest at the slightest bit of motion. Being shipwrecked, then imprisoned with daily beatings had done her no favors. But the worst part had been the sense of confinement. Her bindings had done a fair job keeping her immobilized. Stay still to long, and your limbs will betray you and harden up like stone. Based on how stiff she felt now, if they didn't make good on this escape, when the floor feel out from under her and the noose snapped tight, she figured she was just as likely to shatter to bits as she was to dangle.

    But there was no time tonight for aches and pains. Not if anyone wanted to make it back out to the free waves and live another day. Key ring in hand, she looked each one over a moment, an absent minded jester as she gathered her thoughts. "Tomorrow, we die" She stated, flatly, her voice cracking with a slight rasp, but if it pained her any to speak, she didn't show it for an instant. "The magistrate will be here by dawn. We'll be sentenced, and the verdict will be administered. By sundown, the hangman will have his pick of our boots."

    She turned her gaze away from the keys, to each of the assembled band. If she had the chance to gather the folks to watch her back, it would be hard pressed to find a stranger lot than the faces looking back at her. "I plan on living." Her voice might still be weak, even in the dim light you could see the bruises round her jaw and throat from where she'd been bound to the wall. Even so, her eyes glinted like steel, unyielding. "We make for the stock house. A handful of guards block our way. I say we trample those bastards under our weight, and wring their necks. We shroud ourselves in darkness, then take them all out with narry a sound! I say we Clean out this jailhouses coffers and claim them as our own!" It was hard to imagine, even though her voice was scarly louder than a wisper, it seemed to boom out of her like a cannon shot, and flood the very room. "There is a beautiful maiden waiting for us in the harbor. Her name is Godshadow, and she's our passage out of this rotting prison."

    Approaching the cells where the deckhands were kept, she addressed her fellow prisoners, fitting the key into the lock and swinging the door open. "I say we live through this day, and many more after. What say you?"
    Pirates Of The Sword Coast:Captain Grace Harley

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    Orc in the Playground
     
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    Default Re: Pirates of the Sword Coast IC

    A warm emptiness flows through the chained and bridled man. Though his skin is dark, it is still just possible to see the bruises on his body, his clothes little more than a red scarf, a necklace of beads, and a pair of shark-leather pants. His cell is small, but it doesn't bother him, as his mind is far away, reveling in the embrace of the spirits he worships and asks favors of.
    Even though his mind is far away, he can still feel his body, though it is hard. He had never communed this long before, and he could feel the connections to his real self fading. He had even almost forgotten his name. Jojimbali. That is my name.
    Through this fading connection, the man, Jojimbali could hear snatches of a voice.
    "Tomorrow...die....magistrate will be here...trample those bastards...wring their necks...Godshadow, and she's...I say we live...after. What say you?"
    Survival. The burning need to last beyond the next day flowed through Jojimbali, as his mind snapped back to his body, perhaps faster than was safe, and he could feel the sorrow of the spirits he had abandoned with little warning.
    The pain and soreness he had been avoiding returns in a flash, and Jojimbali gives out a groan of pain, garbled by the bit in his mouth. Respond. She needs to know you're in.
    "Grmphh mphmm hmmph!" Jojimbali forces noises past the metal in his mouth. Though they make little sense, he hopes they would be taken for assent.
    Last edited by Recalcitrent; 2014-02-18 at 03:14 AM.

  5. - Top - End - #5
    Barbarian in the Playground
     
    NinjaGuy

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    Default Re: Pirates of the Sword Coast IC

    A beat up man say back while Grace is still speaking her speech to everyone "The rum, it's all gone my dear. There is no rum there is no comfort. We MUST have their rum have to have it. AYE grace dear I'm with you till the end if we get the rum... And my hat. Still looking down and barely has the strength to keep his words flowing. The beatings day after day he can barely move but the sea is calling to him this night and he will be with her again very soon.
    [roll] 4d6b3 [/roll]

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    The dignity of lesser men was known to suffer in such conditions, but not that of Atamar'drii. It was uncomfortable, miserable, nigh unbearable even... but he had not been left there long enough to despair or to make a fool of himself. But they had taken his beautiful coat... in truth they had taken most everything off of him - things that he had fought hard for and earned through strife and toil... and perhaps a little bit of plunder. And they let him here in little more than his underclothes, which were now all but rags after having been forced to wallow around in these conditions.

    The half-elf worked his jaw about and clenched and un-clenched his hands, all of them now free from their harsh imprisonment. Grace had been the one to release him and now it seemed that she was bent on getting back their effects and commandeering this ship that lay out in harbor.

    "It would appear, my dear lady, that you have a most provocative plan laid out. And if we stand a chance to reclaim our possessions from these heathens while also taking from them no small amount of valuable assets, you can most certainly count me in. Why, I wouldn't miss it for all the world on a silver platter!"
    "There's a beast in every man, and it stirs when you put a sword in his hand."
    - Ser Jorah Mormont
    "I fight... so that you don't have to."
    - Templar Thomas Marshall



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    Bugbear in the Playground
     
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    Default Re: Pirates of the Sword Coast IC

    Taking the keys, Kirnan frees the crewmen, helping them out of their shackles. "We need to keep as quiet as possible, it's a long walk to the armory." He helps Yellow to his feet. Turning to the others who had been locked in solitary, the torchlight flickering across the whip-scars creasing his chest and back, and the three noose scars around his neck. "Let's get on with it then."
    Ten point three-four-two cubic inches of soup.

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    Barbarian in the Playground
     
    NinjaGuy

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    Default Re: Pirates of the Sword Coast IC

    John looks at everyone and shrugs "I for one would like to get my effects back. I don't know about all of you but there is a ship that needs a crew, and we have ourselves here a crew. So without delaying our cause of taking over said ship we will follow Grace. May I call you Gracey my dear? So who's ready to be free? As John says with a half smile.
    [roll] 4d6b3 [/roll]

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    Halfling in the Playground
     
    Flumph

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    Default Re: Pirates of the Sword Coast IC

    Removing his chains after having been freed, Haeldar feels shaken, not by the beatings, not by the imprisonment, and not by bridle "I tasted worst thing in my life" he says to himself. What he really cannot stand is to be unable to touch. To touch the sheets of his books, the corners of a deck, the wood of a ship, the skin of a woman, the waves of the ocean. "Tasting bad and touching nothing... I will make this people taste and touch the wrath of a Red Wizard... later" he says in a whisper, before starting to take a look at the faces with him, some well known, some not so well... "Grace Harley... And the elf... it could have been better... or far worse... Let's roll with it!"
    Last edited by CozJa; 2014-02-18 at 06:25 PM.
    My charachter: Haeldar

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    Orc in the Playground
     
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    Default Re: Pirates of the Sword Coast IC

    Also having spit out the bit keeping him silent, Jojimbali works his jaw up and down, working some stiffness out. "I will accompany you on your dash to freedom. Do we know where our equipment is? I had a few baubles I would like to recover." Jojimbali could see the spirits of pain hanging over this ragtag group of pirates and scallywags, but they seemed to be dissipating, as they stretched and planned.

  11. - Top - End - #11
    Bugbear in the Playground
     
    Rhyvurg's Avatar

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    Default Re: Pirates of the Sword Coast IC

    "Our stuff's in the armory, due north. It's guarded, but we got a man on the inside."
    Ten point three-four-two cubic inches of soup.

  12. - Top - End - #12
    Ogre in the Playground
     
    BardGuy

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    Default Re: Pirates of the Sword Coast IC

    Quote Originally Posted by Rhyvurg View Post
    Taking the keys, Kirnan frees the crewmen, helping them out of their shackles. "We need to keep as quiet as possible, it's a long walk to the armory." He helps Yellow to his feet. Turning to the others who had been locked in solitary, the torchlight flickering across the whip-scars creasing his chest and back, and the three noose scars around his neck. "Let's get on with it then."
    Yellow Tom accepts the hand readily, but when the dim light of the lamp falls on the raised scars on Kirnan's torso and neck, he recoils slightly, backing into the wall of the cell. Knuckling his forehead in a salute, he mumbles Beggin' yer pardon, sir.

    Barkh grins wildly when his shackles are removed, and a thin line of drool slides down his chin as he nods happily with understanding. Verga, unfolding to her near seven foot height punches Targas in the jaw, sending him reeling. Don't touch me again. Ashdautas Vrasubatlat! (Those of you who speak orcish know this phrase to mean "Someday I will kill you"). Other than that, the deckhands seem to be warming to the idea of an escape, until Ferragin brushes his long dirty curls from his face, and speaks in heavily accented Common.. How do we kill the guards outside without making any sound?

    Almost on cue, you are all able to hear raucous laughter through the walls, sounding like several men laughing at a joke.

  13. - Top - End - #13
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    Default Re: Pirates of the Sword Coast IC

    Kirnan steps in front of Verga, frowning. " 'oH pol mang pagh SoH DaH maH." <from orcish, Save it for the soldiers, or we leave you here.>
    Ten point three-four-two cubic inches of soup.

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    Ogre in the Playground
     
    BardGuy

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    Default Re: Pirates of the Sword Coast IC

    Quote Originally Posted by Rhyvurg View Post
    Kirnan steps in front of Verga, frowning. " 'oH pol mang pagh SoH DaH maH." <from orcish, Save it for the soldiers, or we leave you here.>
    Immediately lowering her gaze, she whispers Yes Battle Master, I obey.

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    Barbarian in the Playground
     
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    Default Re: Pirates of the Sword Coast IC

    Grace Harley

    "I for one would like to get my effects back. I don't know about all of you but there is a ship that needs a crew, and we have ourselves here a crew. So without delaying our cause of taking over said ship we will follow Grace. May I call you Gracey my dear? So who's ready to be free?
    Grace only gave a shrug, and a deliberately non-indicative one at that. She never really liked her first name. It was to soft and delicate for a sailor, and would be a much better suit to a governess or a artist, someone with soft hands and fine clothing.

    How do we kill the guards outside without making any sound?
    Grace raised a hand "With these" She stated, keeping her voice down as she overheard the laughter from outside. "Fall onto the guards like a wave, and smother them under our combined weight. Strange the throat, and be sure to squeeze hard so they can't cry for help. Once they run out of air, they'll pass out. Then we can use the bindings in here to keep them out of the way and quiet."

    Moving to the door, Grace ever so carefully unbolted the handle, quiet as she could manage, but she didn't open it yet. Still in little more than a whisper, she stated "The guards are talking now, and joking with eachother. They won't expect us. On my signal, rush out and grab them. Once their out of the way, we can move to the armory and equipt ourselves. The dark should keep us covered, just watch each others backs and stay out of sight."

    Grace's body felt tense, as it usually did before a fight. Like a spring, coiled tight and ready to explode. "Anyone wants out, last chance to get back in your cage. For better or worse, once we pass through this door, then we're united for the haul to freedom."

    Holding up her free hand, Grace extended five fingers. Then only four. Three. Two. One.

    Then she flung the door wide open, and rushed out, flinging herself bodily at the first guard she could see and seizing him tight, trying to force him to the ground, her teeth gritted tight, twisted into a warriors snarl.

    Spoiler
    Show

    Melee touch roll to initiate grapple

    [roll]1d20+15[/roll]

    Grapple roll, and I'll spend an inspiration for a CHA competence bonus on it.

    (1d20+20)[30]

    No turning back now

    Last edited by NineOfSpades; 2014-02-18 at 10:31 PM.
    Pirates Of The Sword Coast:Captain Grace Harley

  16. - Top - End - #16
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    Jojimbali was never one for hand-to-hand combat, he wasn't suited for it, and he found it to be distasteful, but in this case, he had no choice. It wouldnt do for him to hesitate in front of his new comrades the first time they worked together. So, with a prayer to the spirits, Jojimbali rushed out with everyone else when Grace Harley threw open the door, and he rushed towards the nearest guard, throwing his hand over the guard's mouth to keep him silent.

    Spoiler: Grapple Check:
    Show
    (1d20+7)[25]
    Last edited by Recalcitrent; 2014-02-18 at 10:46 PM.

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    Rhyvurg's Avatar

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    Default Re: Pirates of the Sword Coast IC

    Kirnan is right behind her, grabbing at another guard.

    Spoiler
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    (1d20+14)[18] Touch attack
    (1d20+14)[19] Grapple check
    Ten point three-four-two cubic inches of soup.

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    Erasmas's Avatar

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    Default Re: Pirates of the Sword Coast IC

    A Moment Ago...
    Quote Originally Posted by Rhyvurg View Post
    Kirnan steps in front of Verga, frowning. " 'oH pol mang pagh SoH DaH maH." <from orcish, Save it for the soldiers, or we leave you here.>
    [Orcish]"Ki ta ash iss ulg luk od sha, ta srink za ghashum.*", Atamar'drii added to Kirnan's chastisement of the half-orc. After half a second of thought, he turned to Verga and continued in the common tongue, "Though, truthfully my green-skinned dear, now is probably not the time nor the place for retribution on such a small scale. All things in due time, rosebud, all things in due time!"


    1
    In the Moment...

    As the rest of the group rushed out and pounced upon the unsuspecting guards, Atamar'drii nonchalantly strolled out after them and stood close to where they struggled. He then spoke in a voice barely above a whisper as he moved his hands in the incantation of his spell.

    "Ƙƞƙ ĐʌąƦ, ƙƞƙ ěěƴƞ, ƙƞƙ ɱęƞęśʈƦ ąlʈƦą Đşħ!"

    Spoiler
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    *Orcish- "If he first put a hand to her, he deserves the same."

    Spell - Casting deep slumber on the guards. 3rd level; Close range; 10'-radius; 10 HD worth of creatures; lowest HD first or closest (if equal HD); Will save to negate; DC is currently a 17 (without my Coat); will be out for 1 minute/level (10 minutes).
    "There's a beast in every man, and it stirs when you put a sword in his hand."
    - Ser Jorah Mormont
    "I fight... so that you don't have to."
    - Templar Thomas Marshall



  19. - Top - End - #19
    Barbarian in the Playground
     
    NinjaGuy

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    Default Re: Pirates of the Sword Coast IC

    "Ahh then I shall find you a new name my dear." as John say that he walks slowly creeping in behind everyone making his way out. John doesn't have the strength to keep a guard down so he will try his best.

    Spoiler
    Show
    (1d20+7)[20]
    [roll] 4d6b3 [/roll]

  20. - Top - End - #20
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    Default Re: Pirates of the Sword Coast IC

    Darkness, solitude, and above all silence had conspired to rob Devlin of the spirit he usually prided himself on. Flexing recently freed hands and working a sore jaw, he simply nodded agreement with the plan.

    Topping out at just over three feet tall, he wasn't going to be much help in the subduing department, so he followed closely on the others heels and made a point of looking around for anyone who might witness the start of their escape.

    [Seeing the coast is clear, he then takes a quick glance at the face of the building and whispers to the others "I'm tossin' up some cover, so don't be belevin' everything you see." And with that he concentrates and an image of the face of the building emerges from the real thing and passes through the others, coming to a stop just past the action.]

    Spoiler: perception and silent image
    Show
    perception (low light vision) = (1d20+4)[9]

    Silent Image (will-disbelieve DC 16):
    10'x10'x140' should be enough to cover the whole front face of the building, projected forward far enough to cover everyone. As I understand it - as long as I concentrate I can change the illusion (correct me if I'm wrong!) so it won't have fake guards yet, simply because I don't want any added confusion, but I will add some once the real ones are subdued.
    All stories are true, but this one really happened ... more or less.
    You have to be a bit of a liar to tell a story the right way.
    ~ NotW

    Avatar: Darkest Days - Kasa Norbu, Bard Air nomad
    Pirates of the Sword Coast - Devlin, Gnome bard | LoZ: Fallen Faith - Tiso, Kokiri ranger

  21. - Top - End - #21
    Halfling in the Playground
     
    Flumph

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    Default Re: Pirates of the Sword Coast IC

    "What does this people thinks? That I'm some kind of gladiator?" thought to himself Haeldar, seeing the others trying to grapple the guards. "I could hit someone in the head with my spellbook, for what they care of my magical power"
    Noticing the bards are already casting useful spells he decides to enter the fray, helping to submit the guards. He directs towards the nearest one, who happens to be already attacked by other people of the crew; people to whom Haeldar normally paid little attention.

    Spoiler
    Show
    touch attack (1d20+5)[8]
    Grapple check (1d20+5)[9]
    My charachter: Haeldar

  22. - Top - End - #22
    Ogre in the Playground
     
    BardGuy

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    Default Re: Pirates of the Sword Coast IC

    Grace counts down silently from five, then throws the latch, and bursts out into the humid air. The crackle of torches can be heard from the sconces on either side of the door, throwing bizarre shadows onto the deck and the wet ground beyond. There is an alarm bell hanging from the far edge of the deck, the striker hanging from a cord beside it. Instead of the five guards that Valmore promised, there are actually seven men standing on the deck, though two of them are unarmed save for belt knives and wear no armor.

    Please forgive this pathetic diagram, I'm still learning how to use Gimp to make sexy sexy diagrams. (Erasmas, HEEEELP, lol). D = Door, G = Guard, UG = Unarmed Guard, and B= Bell
    ______________________DDDD_____________________
    __________________ G1________________________G2
    _________________________________________ UG1 G3
    UG2___ G4_____________________________________ G5
    ________________________B_______________________

    Grace and Heardan both Grapple G1, pinning him against the wall by his throat. Jojimbali slips like a shadow behind her and to the first Unarmed Guard (UG1), who has his back to him. He reaches around the man's head to cover his mouth from behind, but his hand slips, and the man wriggles like a snake, escaping and opening his mouth to shout. Kirnan slips to his right, and successfully pins his opponent (G4), and John does the same with UG2. Devlin steps out of the way and suddenly, the wall of the stockade seems to have jumped forward by about 15 feet, blocking out the pale moonlight.

    Atamar'drii steps to the side as well, to allow others to pass him, and sings a snatch of mystical lullaby while focusing in the area where John, and Jojimbali are wrestling with their shocked foes. Immediately, all four of the guards slump unconscious, one of the spears clattering noisily on the deck as it falls. Verga, Tayvin and Barkh all slip out of the door as well, Tayvin and Verga going to the right to attempt to subdue the second unarmed guardsman next to Kirnan, and Barkh slipping around the door to the right to lay hands on the slumbering guard in the northeast corner of the deck.

    The western unarmed guard's eyes are huge as he sees Kirnan first incapacitate his friend, and then when the wildly tattooed Tayvin and the monstrous Verga bolt out of the flickering shadows to engulf him, he nearly collapses with fear.

    More clattering shatters the calm, breezy night, this time from Targas who has staggered to his knees and dropped the shackles he held in his hand, blocking the doorway and causing a jam at the door for the moment, preventing the rest of your comrades from emerging as quickly as they would have liked.

    There have been minor noises, but at the moment, all seven guardsmen are either sleeping or grappled with their mouths covered. The stockade looks like it still envelops you, or at least, the wall and door does. The floor is obviously still the decking that is outside the stockade.

    Spoiler
    Show

    Please roll for initiative-
    Guard Initiative (1d20+1)[13]
    Unknown Initiative (1d20)[16] (Plus unknown modifier).

    Please state your actions, and make rolls for them. If the guards go before you, please realize that the three that are still conscious currently plan to attempt to break their grapples.

    Last edited by pife; 2014-02-20 at 07:40 AM.

  23. - Top - End - #23
    Barbarian in the Playground
     
    NineOfSpades's Avatar

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    Default Re: Pirates of the Sword Coast IC

    Grace Harley

    Spoiler
    Show

    Initiative Roll
    (1d20+7)[23]

    Roll to maintain grapple

    (1d20+15)[18]



    Everything seemed to be off to a good start, the guards were contained and no alert seemed to have been raised, even with more guards on hand than were to be expected, and with some trip ups at the door. Four of the guards were sleeping, under some spell from the looks of it. Three men still struggling, including the one she had by the throat. "We'll be need shackles and gags, double time." She barked as loud as she dared, trying to ensure she wasn't heard. She glanced for a moment at the half-elf, Atamar'drii or something like that "Spell slinger, keep your eyes out and ears sharp"

    With my BAB as it is, and a careful reread of the grapple rules, I should be able to attempt to establish a pin, and then move my guy back inside the barracks with two seperate rolls.

    Roll to establish pin

    (1d20+15)[20]

    And roll to move him inside the stockade

    (1d20+10)[15]+4 if I established the pin first.
    Last edited by NineOfSpades; 2014-02-20 at 12:26 AM.
    Pirates Of The Sword Coast:Captain Grace Harley

  24. - Top - End - #24
    Bugbear in the Playground
     
    Rhyvurg's Avatar

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    Default Re: Pirates of the Sword Coast IC

    Kirnan turns his fiece gaze on the guards. "You will submit."

    Spoiler
    Show
    (1d20+20)[22] Intimidate check to cower, swift action, affects all enemies in 10 feet.
    Ten point three-four-two cubic inches of soup.

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    Barbarian in the Playground
     
    NinjaGuy

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    Default Re: Pirates of the Sword Coast IC

    Spoiler
    Show
    Initiative
    (1d20+8)[23]

    maintain grapple
    (1d20+7)[22]
    [roll] 4d6b3 [/roll]

  26. - Top - End - #26
    Halfling in the Playground
     
    Flumph

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    Default Re: Pirates of the Sword Coast IC

    Spoiler
    Show
    Iniziative: (1d20+2)[16]
    My charachter: Haeldar

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    Default Re: Pirates of the Sword Coast IC

    "Aye, aye. Eyes peeled like stewed potatoes and ears as sharp as my poor rapier... kept under lock and key in some darkened room.", the half-elf accepted his post. The latter of his statement seemed to draw some sadness from him as he carefully tiptoed his way through the struggling piles of combatants.

    "Excuse me... pardon... oh, I'm sorry, that was your hand, wasn't it?"

    He continued across the wooden planking until he had reached a place where he could have a good vantage point to stand his guard.
    "There's a beast in every man, and it stirs when you put a sword in his hand."
    - Ser Jorah Mormont
    "I fight... so that you don't have to."
    - Templar Thomas Marshall



  28. - Top - End - #28
    Orc in the Playground
     
    Recalcitrent's Avatar

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    Default Re: Pirates of the Sword Coast IC

    Spoiler: Initiative
    Show
    (1d20+8)[16]


    Seeing that everything seemed to be under control, Jojimbali dropped the now sleeping guard he had been tangling with, and walked over to the wall, subtly keeping his back to it. True, these people had helped him escape, but that didnt mean there wasn't one of them who would be willing to stab him in the back. That orc woman had tried to kill one of the other prisoners already, so keeping a watchful eye out was just prudent, and the spirits seemed to agree.

  29. - Top - End - #29
    Bugbear in the Playground
     
    Rhyvurg's Avatar

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    Default Re: Pirates of the Sword Coast IC

    Wasting no time, Kirnan grabs two guards and drags them to the cells, fitting them with the same gags used on the spellcasters.
    Ten point three-four-two cubic inches of soup.

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    Barbarian in the Playground
     
    NinjaGuy

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    Default Re: Pirates of the Sword Coast IC

    Letting go of the unconscious guard now "Well that was easy mates, lets go get our effects now shall we? as he starts to look for the armory to see how many there are from where he is.

    Spoiler
    Show
    If john can see to the armory he wants to know how many guards there seems to be (1d20+15)[26]
    [roll] 4d6b3 [/roll]

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