Blackwood's Dogs — IC

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Fialova
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Re: Blackwood's Dogs IC

Post by Fialova »

"He certainly wasn't fancy," the Ice Man responds, as he and Big John follow Grommak back to the mid deck. They make their way to the back of the deck, to the room Liam had explored before, to find it full of sacks of food, as well as various barrels and chests. John quickly grabs one sack in each arm, before turning back to head upstairs. Ice Man steps over to one of the barrels, and turns to Grommak, saying, "want to give me a hand?"

Back on the main deck, Marian spots the other vanguard members standing around talking to prisoners, and heads over. When she approaches she notices the girl with Darcell and Henri, and snaps at them, "what are you waiting for? Get her to the captain's quarters, Blackwood wants a word with that one."

Not waiting for a response, she turns to the Dirge and Isabelle. "And what are you two doing? Why is that man here? Can he fight?" she asks, before noticing the man cowering in fear. Her eyes narrow, and she raises her voice. "Why the fuck is a coward like that still alive? Gut him and toss him overboard, then get back to work!" Her piece said, the first mate storms off to continue shouting at someone else on another part of the ship. "P- p- p- please n- no!" the man pleas as she leaves, falling to the floor and beginning to sob at Isabelle's feet. "You p- promised." he cries, grasping at the woman's legs and looking up at her.

"B- Blackwood?" Daphne says, her eyes widening when she hears the name. She begins to draw her arms closer to her body, shrinking away from the men, nearly sinking to the floor. "Je pensais que vous avez dit que vous étiez beaux pirates..." she says quietly, the fear once more very obvious in her voice.
Henri, Liam, Darcell
[SHOW]
Imardanian Translation: "I thought you said you were nice pirates..."
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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

In response to the magus' request, Grommak grunts a 'yes' and steps over to help lift the barrel. "Eh, at least we'll have options. Can't really get any worse than some of the stuff I've had in my time," the orc says. "Where are you from, anyways?" he asks, curiously, as he tries to distinguish the man's accent.
Mechanics
[SHOW]
History check to determine the Ice Man's accent: 20(1d20) +4 = 24 fuk yes
kalis5
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Re: Blackwood's Dogs IC

Post by kalis5 »

Liam turns to Isabelle with a shrug, then a sigh.
"She is in top form today, eh? Do what you want with the man, just uh... Do it when the girl isn't here. Doubt she'd take well to another man getting stabbed, if that's your plan. I'll see you below decks after, gotta load up the food and shot."

As he turns to leave he spots the girl and stops in step, looking at her.
I don't really want to make much of a scene but... He sighs. If there was one thing they drilled in, it was chivalry.

He walks over to her, blade sheathed, and bends down slightly so he's at her level, looking at her.
"Ecoutez, je sais que vous êtes inquiet . Nous entendons bien, mais le capitaine a peut-être entendu parler de ce que vous pouvez faire . Répondre à ses questions honnêtement , se tenir debout , ne pas l'insulter , et ne se décomposent pas en face de lui . Montrer du respect , et si il demande ce que vous voyez , dites-lui . Si il est mauvais , s'il vous plaît être attentif pour lui, manquer . Aucun homme ne veut entendre de mauvaises choses peuvent lui arriver bientôt."

He nods to her and turns about, starting down the steps below deck to begin unloading the supplies they found. At least he knows where they are.
Imardin Translation
[SHOW]
Listen, I know you're worried. We mean well, but the Captain may have heard of what you can do. Answer his questions honestly, stand up straight, don't insult him, and don't break down in front of him. Show respect, and if he asks what you see, tell him. If it's bad, please be considerate for him, miss. No man wants to hear bad things may happen to him soon.
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Scratcherclaw
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

And the bitch of the sea has succeeded in startling Daphne, Henri thinks when the ringing in his ears from Marian's shouting finally fades.

As Liam finishes speaking to the girl and begins to walk away, Henri says, "Not exactly the most comforting advice, if you ask me." Turning to Daphne, he says, "Blackwood a fait la réputation notoire en tant que capitaine, mais comme une personne, il est généralement assez sympa. Vous avez pas besoin d'être inquiet. Je doute qu'il te nuire en aucune façon. Juste être poli et respectueux, et vous serez amende. Et il suffit de penser. Vous avez tout à fait l'histoire à raconter à vos amis à la maison." After a moment, he adds, "Vous avez déjà confronté Marian, de sorte que le pire est derrière vous."
Imardanian Translation and Mechanics
[SHOW]
"Blackwood has quite the notorious reputation as a captain, but as a person, he is usually quite friendly. You have no need to be worried. I doubt he'd harm you in any way. Just be polite and respectful and you'll be fine. And just think. You'll have quite the story to tell to your friends back home."

"You've already faced Marian, so the worst is behind you."

Diplo check to calm her again: 11(1d20) +16 = 27
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Re: Blackwood's Dogs IC

Post by Namelessjake »

"Henri est correcte , vous serez très bien si vous suivez ses conseils," Darcell says to Daphne. He smiles at her before letting go of her hand and chasing after Dirge.

"What did you mean by "what you can do"?" he asks the man. His curiosity about Daphne heightened.
Imardanian Translation
[SHOW]
"Henri is right, you'll be fine if you follow his advice."
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PureZaros
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Re: Blackwood's Dogs IC

Post by PureZaros »

"Get the hell up." Isabelle says coldly, dragging the man back to his feet. With difficulty, she keeps the disgust she feels towards this man from showing. "Just hearin' a bit of the good word, Marian." she calls to the retreating first mate.

Turning back to the cowering man grasped in her arm, she hisses in his face, letting her anger and disgust boil up and show for a moment. "Now listen here. I said I'd think about lettin' you live. Yer coward's act is tellin' me to slit yer neck and toss you over right now, but in the interest of information, I'm willin' to stay my blade. Now, do you have anythin' else to say?"
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
kalis5
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Re: Blackwood's Dogs IC

Post by kalis5 »

Liam looks at Darcell and shrugs as he walks for the storage room.
"Come on now, the captain has to know about her, Marian said to see him first. 'Course he knows she can see.... Well, I guess feel things. Might be the reason he had us attack in the first place, they were running light after all... Or do you mean the girl? Oh, she's a seer, basically."
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Re: Blackwood's Dogs IC

Post by Fialova »

"Well aren't you the nosy one?" the Ice Man asks, grunting as the two jointly lift the barrel, which sloshes around as it moves. "I was born in Cru'un, but no place is my home. I sell my skills and live where that takes me, I've nothing keeping me tied down in any one place." The two make their way upstairs as they talking, setting the barrel near the edge of the top deck so that the others can transfer it to the Saint. Big John passes them on their way up, heading down to grab more of the loot.

"You said 'seer.' I've heard that word before," Daphne says, shifting to the common sailor's jargon when the men around her do. "Is that why they ask me questions? Are they trying to see the future? Is that why I have dreams about everyone I meet...? How... odd," she trails off, looking down at her feet and still noticeably worried.

"P- p- please, miss! I t- told ya everythin' I know. All I g- got is my life, spare m- me that!" the man pleads at Isabelle's feet.
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

"That would definitely explain why all that has happened. You've got a gift, it seems, and the men on that ship were taking advantage of you for it," Henri says. "And it would explain why the captain wants to speak with you. But don't worry, as I said. You'll be fine." Taking the seer's hand, he begins to lead her towards the captain's quarters. I guess the captain wants some information on the future. Maybe we'll get a bigger payout because of it.
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Re: Blackwood's Dogs IC

Post by Namelessjake »

"Yeah I meant the girl. Cheers," Darcell says to Dirge before walking ahead of the man towards the storage room, still annoyed by his antics earlier. In the storage room Darcell grabs the closest crate, not already being picked up by a Dog, and begins to head back to the Saint.
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Re: Blackwood's Dogs IC

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As Henri approaches the the second floor of the main deck, which leads to Blackwood's quarters, he spots the captain conversing with Alador. When they spot him and Daphne, Blackwood finishes his conversation by saying, "once the Saint is loaded, you are to take 10 men and bring the ship to the Wharf. We will be following, but if we get slowed down then meet us there and lay low. Make sure the men don't remove all of the food, you will need some for yourself." The navigator nods, and turns to leave, flashing Henri an indifferent look as he walks by the boy.

"This is the girl they had captive, then?" Blackwood asks as the pair approach, focusing his eyes on Daphne. She turns her own towards the ground in response to his gaze, and her hands tremble slightly. "What has she told you so far?"
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

"This would be her, Captain," Henri says as Blackwood addresses him. "Her name is Daphne. The ship's captain had her held in a cage below deck. She hasn't said much, except that the ship's crew asked her questions often. And she said she has dreams about people she has met. Dirge claims that she's a seer, which would explain everything."
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Re: Blackwood's Dogs IC

Post by Fialova »

"Very well, I will take her from here. You go make sure the men don't remove all the food from the merchant ship, we are taking it with us. Go." He says, before turning to the girl. "Come, I'd like to speak with you. In private," he says, though she grips Henri's hand and doesn't respond. Blackwood narrows his eyes, before turning to face Henri again. "This is no time for games, let go and be on your way, boy," he says, his voice raising ever so slightly.
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Scratcherclaw
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

Mechanics
[SHOW]
History check to remember if Cap'n Crunch speaks Imardanian: 15(1d20) +13 = 28
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Fialova
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Re: Blackwood's Dogs IC

Post by Fialova »

Henri
[SHOW]
You remember that he has spoken in Imardanian before in the past.
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Scratcherclaw
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

"I'm sorry, Captain, but it's Daphne here gripping my hand," Henri says. "She's still quite startled from this whole ordeal I imagine." He looks at the girl, unsure of her true intentions. Is she really just scared? Or does she see something within the future? "If I may, Captain, might I have a moment alone with Daphne to speak with her and reassure her? She trusts me, you see." After a brief moment, he adds, "And I'm sure she'll be more willing to speak with you with said reassurance."
Mechanics
[SHOW]
Diplo to try and get Cap'n Crunch to let me speak with Daphne alone: 10(1d20) +16 = 26
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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

"Cru'un, eh? Nice place, but a bit lonely. Been there a few times. And no, I just want to know what kind of man you are. Helps me determine if I'll tolerate ye or come to blows with ye," Grommak responds to the magus. "Least I know you're good for hard work," the orc says as they descend again to get more of the loot, ignoring the scene above with the prisoners.

"You any good with the wind? Alador might want your prowess with the sails. He's a magus, like you. Bit of a cunt, I reckon, but good at his craft. Could say the same for a lot of the folk aboard the Saint, heh."
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Re: Blackwood's Dogs IC

Post by Fialova »

Henri
[SHOW]
"You may not," Blackwood responds bluntly, taking Daphne's other hand and pulling her away from Henri. "Come, girl, I've little patience for your games." He pulls her forward, towards the door, and stops at the entrance, turning back to Henri. "You've got your orders, I suggest you see to them." Daphne looks back to Henri with fear still in her eyes as she is led into the captain's chambers, the door shutting behind her.
Grommak
[SHOW]
"If you want an arctic wind to freeze the sails, I'm your man. Otherwise, no," the man replies, not really responding to Grommak's snide remarks about the others. "It is good to know I will not be the sole wielder of magic on your ship, though. I find being the only one tends to lead to funny looks."
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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

"Eh, most everyone aboard's seem a few spellweavers in their time. I'm sure you'll find your time on the Saint a hell of a lot more... fulfilling than on this junkheap," the orc replies as he continues unloading the cargo alongside the others. "Where was this vessel headed, anyhow?"
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

So much for that, Henri thinks as he trudges away. Maybe she'll tell me what happened later. He walks back to the other ship and, entering the storage room, spots Liam. Walking over, he says, "Make sure that not every crate of food is removed from the ship. Captain's orders. Pass along the message."
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Re: Blackwood's Dogs IC

Post by Namelessjake »

"What happened with Daphne?" Darcell asks Henri, seeing the Imardanian enter the cargo hold. The Bard also puts the crate he was about to transport back on the floor.
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Scratcherclaw
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

"The captain wanted to speak with her alone," Henri says. "He sent me away, but she looked scared and didn't want me to leave it seemed. I sure hope she'll be alright."
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Re: Blackwood's Dogs IC

Post by Namelessjake »

"Well he seems to need or want her," Darcell says, leaning against the hull, preferring to talk than lug heavy crates upstairs. "I think we took this entire ship just to get her. Blackwood must want a seer for some reason and he won't want to have to find another. She'll be alright, if she cooperates at least. Which she should, we did free her from a cage after all."
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Re: Blackwood's Dogs IC

Post by kalis5 »

Liam sighs and sets down the box he's carrying, sitting down on it.
"To her, it's one cage to the next. Not much difference if ya ask me. We're pirates, not the navy. She probably sees it as us jus' takin' her hostage to be honest."
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Re: Blackwood's Dogs IC

Post by Namelessjake »

"Well it's one literal cage to a metaphorical one. That's at least a slight step up." Darcell says absent-mindedly starting to pluck his lute. "I wouldn't be so sure about that last point though Dirge. I've met more than one girl who prefer us pirates to the navy," he adds with a wink.
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Re: Blackwood's Dogs IC

Post by PureZaros »

Isabelle sighs as her captive continues to whine and stutter. "I guess that's all you have, then? Very well." She slightly eases her grip on the man's shirt and looks half away from his face, watching for the time when he begins to relax. As soon as she spots it, her eyes flash evilly, and with lightning speed her sword comes free of its scabbard, slashing deeply into the sailor's throat.

"Cowards don't get to live." She says, a pleasant smile forming as she drags the still gurgling man to the edge of the ship, tipping him over the side.

Hearing Darcell below, Isabelle makes her way back down to the mid hold, leaning on a crate near him. "Quite the fight, that was. Got my blood boiling."
MECHANICS
[SHOW]
Short Rest
spend 1 healing surge to regain 28 hp after Darcellboost
regain all encounter powers
COMBAT BLOCK
[SHOW]
Isabelle

Female Genasi Swordmage 11
Languages: Common, Elven
Age: 37
Height: 5'7"
Weight: 180

Speed: 6
Initiative: +6
Passive Perception: 23
Passive Insight: 17
Senses: Normal Vision

AC: 30
Fort: 22
Reflex: 25
Will: 23
HP: 71/91
Bloodied: 45
Surge Value: 22
Surges left: 5/11
Action Points: 0

Resistances:
5 Poison
10 Fire while manifesting Cindersoul
4 All while bloodied

Vulnerabilities: None

Active Effects:
Regeneration 5 while bloodied.

Manifesting Cindersoul
+2 racial bonus to saving throws against ongoing damage while manifesting Watersoul :: irrelevant

Powers:

MBA: +19 to attack, 1d8+9 damage
RBA: +16 to attack, 1d4+6 damage (using dagger)

Bull Rush Attack
Grab Attack
Opportunity Attack
Aegis of Ensnarement
Sword Burst
Frigid Blade

Summoned Armor +3
Acrobat Boots
__________________________________

[_] Second Wind
[_] Inevitable Strike
[_] Foesnare
[_] Mythal Recovery
[_] Dimensional Vortex
[_] Fettering Aegis
[_] Four Corners Attack
[_] Strength Against Strength
[_] Explosive Runes

[_] Periapt of Cascading Health
[_] Viper Belt
[_] Ruby Scabbard

Require Manifestation:
[_] Firedeath §
[_] Swiftcurrent
__________________________________

[_] Binding Aegis
[X] Swordmage Shielding Fire
[X] Eldritch Quagmire
[X] Troll Rampage

* Immediate Reaction
§ Indicates Active Manifestation
Important Features:
[SHOW]
Aegis of Ensnarement:
I mark the target. The target remains marked until I use this power against another target. If I mark another creature using other powers, the target is still marked.
Until the mark ends, if the target makes an attack that doesn't include me as a target, it takes a -2 penalty to the attack roll.
If a target marked by this power is within 10 squares of me when it hits with an attack that doesn't include me, I can use an Immediate Reaction after the target's attack resolves to teleport the target to a square adjacent to me. The target grants CA until EoNT. If there is no unoccupied space, I can't use this effect.

Racial Traits and Class/Path/Race Features:
Swordmage Warding: When conscious and wielding a light/heavy blade, I have a magical field around me. This field grants +1 bonus to AC, or +3 bonus if I'm wielding a blade in one hand and have my other hand free.

Swordbond: By spending 1 hour of meditation with my weapon, I forge a special bond with it. As a Standard Action I can call my bonded weapon to hand from up to 10 squares away. If my bonded weapon is broken or damaged I can spend 1 hour of meditation to recreate the blade from a fragment. I can spend 1 hour of meditation with a different blade to forge a new bond, dissipating the old one.

Aegis Insight: When I use my Aegis power, I add my Wisdom mod (+2) to the burst radius.

People's History: I add my Wisdom mod (+2) to my history checks.

Teleportation Action: When I spend an AP to take an extra action, I can teleport 5 squares before taking the extra action.

Ironwrought Starting Feature: I gain a +1 power bonus to athletics and endurance checks. Whenever I use my second wind, this power bonus increases to +4 until EoNT

Ironwrought Level 5 Feature: When I'm bloodied, I gain resist 2/4/6 all damage.

Ironwrought Level 10 Feature: When I use Inevitable Strike, I gain a +1 power bonus to melee weapon attack rolls until EoNT

Cindersoul: Resist 5/10/15 fire
Watersoul: I can breathe underwater.

Notable Feats:
Intelligent Blademaster: I can use my Int mod instead of my Str mod when making a basic attack with a melee weapon.

Mark of Warding: When one of my powers grants a bonus to defense, increase that bonus by 1. Whenever I mark an enemy, it takes -3 to attacks that don't include me, instead of the normal -2. I can master and perform rituals in the Warding category and the Fluid Funds, Knock, and Leomund's Secret Chest rituals as if I had Ritual Caster.

Defender of the Wild: Once per encounter as a free action, I can mark each enemy adjacent to me as a free action.

Sudden Roots: Whenever I hit an enemy with an OA, that enemy is slowed until the end of its turn.

Double Aegis: When I use my Aegis power, I can choose to mark a second target in the burst. If they both attack allies, I have to choose which to respond to, since I still only have one immediate action per round.

Item Features:
Jagged Longsword +3: Scores critical hits on 19 or 20. Critical = ongoing 10 damage (save ends).

Ruby Scabbard: Resizes to fit any weapon placed in it. I can draw a weapon from this in the same action used to make an attack with the weapon.

Raven's Feather: Attuned to Isabelle's father.

Executioner's Bracers: When I score a critical, the attack does an extra 1d6 damage.

Gauntlets of Blood: +2 to damage roll against bloodied targets
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
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Fialova
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Re: Blackwood's Dogs IC

Post by Fialova »

"Hell if I know," the man responds to the orc. "Somewhere north based on the winds and sun, but beyond that I didn't pay much attention. My job was to fight if someone showed up looking for one, and besides that all I did is sit and wait."

Big John walks by and, seeing the three dogs gathered around Darcell decides to take a break as well. "Mine as well," he responds to Isabelle, just as Grommak and the newcomer approach. John's eyes narrow at the sight of the robed man, though he says nothing more.
Mechanics
[SHOW]
Short Rest: spend 2 surges to get back to full hp. Regain all encounter powers.
Combat Block
[SHOW]
Johannes Galben, aka Big John

Male Goliath Fighter 11
Languages: Common, Tulrissian
Age: 32
Height: 7' 6"
Weight: 315 lbs.

Speed: 6
Initiative: +8 (+10 when within 10 squares of Henri)
Passive Perception: 23
Passive Insight: 18
Senses: Normal Vision

AC: 26
Fort: 27
Reflex: 22
Will: 24
HP: 89/89
Bloodied: 44
Surge Value: 22
Surges left: 7/11
Action Points: 0

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
+2 to defenses against ranged attacks from more than 5 squares away

Powers:

Combat Challenge
Dual Strike
Footwork Lure
__________________________________

Second Wind [_]
Disciplined Counter [_]
Stone's Endurance [_]
Funneling Flurry [_]
Glowering Threat _]
Sweeping Blow [_]
Come and Get It [_]
Defensive Advance [_]
Mountain Sweep [_]
__________________________________

Tempest Dance [X]
Dancing Defense [X]
Chain Ward [X]
Bedeviling Assault [_]
Staggering Spiked Chain +3 [X]

Consumables:

Four-Sided Caltrop
Four-Sided Caltrop
Important Features:
[SHOW]
Combat Challenge: Every time I attack an enemy, whether it hits or misses, I can choose to mark the target until the end of my next turn.

Combat Superiority: Wis mod (+3) to OAs. Enemies I hit with an OA stop moving if a move provoked this

Arena Training: I treat all weapons I am not proficient in as improvised weapons. +2 proficiency bonus with all improvised weapons. 1d8 damage for one-handed improvised weapons, and 1d10 damage for two-handed improvised weapons. +1 per tier bonus to AC when not in heavy armor.

I choose two weapons (Spiked Chain, Quarterstaff) as my arena weapons, and gain proficiency in them if not already. Feats that grant attack or damage bonuses to one of my arena weapons apply to all of them.

Stonehide Action: +2 to AC until the end of my next turn when I spend an AP.

Unusual Reach: +1 reach

Powerful Athlete: When I make an athletics check to jump or climb, I roll twice and use either result.

Elemental Initiate Starting Feature: +2 proficiency bonus with unarmed attacks, and deal 1d6 damage with them. Gain proficiency in ki focuses.

Staff Expertise: Don't provoke OAs when making a ranged or area attack with staffs (or, by extension, other arena weapons) as implements. +1 reach with melee attacks made with staffs (and, by extension, other arena weapons).

Spiked Chain Training: Gain proficiency with Spiked Chain, and can treat it as a double weapon with 2d4 damage for each end, stout on the primary end, and off-hand on the secondary end. Both ends count as light blades (in addition to flails).

Midnight Blade Student: When using a light blade, Dual Strike can target Reflex instead of AC

Mark of Warding: When a power grants a bonus to defense, increase that bonus by 1. Mark penalty is increased to -3, rather than -2. Can master/perform certain rituals.

Dragging Flail: When I use a flail to knock an enemy prone, I can also slide that enemy 1 square.

Flail Expertise: When I hit with a melee attack with a flail (or, by extension, other arena weapons), and the attack lets me slide a target, I can knock the target prone instead of sliding it.

Catpaw Style: When I hit with Footwork Lure I can choose to forgo shifting, and instead slide the target 1 square to any space adjacent to me.

Staggering Spiked Chain +3: +3 to distance I can slide a target with powers that can slide. On crit: +3d6 damage and knock the target prone.

Rushing Cleats (heroic tier): +2 to bull rush attacks, increase distance I push or slide with melee or close attacks by 1.

Cloak of Distortion +2: +2 to defenses against ranged attacks from more than 5 squares away.

Iron Armbands of Power (heroic tier): +2 to melee damage rolls

Defensive Spiked Gauntlet +1: +1 item bonus to defenses when I use Total Defense or Second Wind
Summary
[SHOW]
* With Spiked Chain I have a reach of 4, with Quarterstaff a reach of 3, and +1 to all other weapons.

* With powers that allow me to slide the target, I have +4 to that slide distance and (with all arena weapons) can choose to knock the enemy prone instead of sliding. If I do knock them prone, I can then slide them 1 square anyway.

* Total Defense and Second Wind both grant me +4 to all defenses, rather than +2.

* Due to proficiency, arena training or being an elemental initiate, no attack I make has less than +2 for its proficiency bonus.
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Namelessjake
Plane Wings Sharp Like Katana
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Re: Blackwood's Dogs IC

Post by Namelessjake »

"Yeah it really was," Darcell says, agreeing with Isabelle. "We probably shouldn't have split up so quickly though... And it is a shame that mage is still alive, at least he'll be fighting with us next time I suppose," he says, continuing to play nothing in particular on his lute, opting for small chains of notes instead.
Mechanics
[SHOW]
Short Rest: Spend one healing surge to return to full hp and regain all encounter powers.
Virtue of Cunning
[SHOW]
Once per round when an enemy attack misses an ally within 8 squares of me, I can slide that ally up to 2 square as a free action, and I can also slide an enemy that was adjacent to that ally into the space the ally vacated. In addition one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.
Combat Block
[SHOW]
Darcell

Male Half-Elf Cunning Bard 11
Languages: Common, Forellian, Serran, Imardanian.
Age: 25
Height: 5'11"
Weight: 165 lbs.

Speed: 6
Initiative: +14 (+16 when within 10 of Henri)
Passive Perception: 21
Passive Insight: 19
Senses: Low-light Vision

AC: 24
Fort: 21
Reflex: 22
Will: 26
HP: 79/79
Bloodied: 39
Surge Value: 20
Surges left: 6/10
Action Points: 0

MBA: +13 vs AC, 1d8+3 damage. (+2 to damage rolls when you have combat advantage)
RBA: +9 vs AC, 1d4+2 damage.

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Vicious Mockery
Staggering Note
__________________________________

Second Wind [_]
Guardian's Counter [_]
Demoralizing Strike [_]
Majestic Word [_][_] **
Words of Friendship [_]
Blunder [_]
Moment of Escape [_]
Echoing Weapon [_]
Revitalizing Incantation [_]
Unluck [_]
Illusory Erasure [_]
Lying Lights [_]
Harper Pin
Mielikki's Endurance [_] *
Lliira's Grace [_] *
Tymora's Luck [_] *
Feytouched Hide Armor +3 [_]
__________________________________

Stirring Shout[_]
Song of Discord [x]
Counterpoint [_]
Headband of Intellect [_]
Sitar of restfulness [_]

* Can only use one per encounter
** Can be used twice per encounter but only once per round

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.

Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.

Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.

Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.

Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.

Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.

Notable Feats:

Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.

Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.

Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.

Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.

Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.

Item Features:

Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.

Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.
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ratwizard
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Location: Hellworld

Re: Blackwood's Dogs IC

Post by ratwizard »

"He seems to be good for it, Darcell." The orc catches the tail end of his friend's words as he approaches. "If you can't beat 'em, join 'em, right, Ice Man?" he says with a grin and a cackle. He turns back to the others. "So whatever happened with that broad from the peaceful and world-loving land of Elys?"
Mechanics
[SHOW]
Short Rest: Regain encounter powers and spend a surge to full-heal.
Combat Block
[SHOW]
Grommak

Male Half-Orc Two-Weapon Ranger 11
Languages: Common, Kurnish
Age: 29
Height: 6'2"
Weight: 200 lbs.

Speed: 6
Initiative: +11+2
Passive Perception: 26
Passive Insight: 21
Senses: Low-light Vision

AC: 24
Fort: 25
Reflex: 23
Will: 23
HP: 86/86
Bloodied: 43
Surge Value: 21
Surges left: 2/9
Action Points: 0

MBA: +18, 1d10+13

Resistances:
None.

Vulnerabilities:
None.

Saves:
+1 against fear, daze, domination, or stun effects.

Active Effects:

None.

Powers:

Hunter's Quarry
Marauder's Rush
Twin Strike
__________________________________

Second Wind [ ]
Sohei Flurry [ ]
Furious Assault [ ]
Off-Hand Strike [ ]
Invigorating Stride [ ]
Ruffling Sting [ ]
Lashing Leaves [ ]
Cross-Body Parry [ ]
Periapt of Cascading Health +2 [ ]
Boots of the Fencing Master [_]
__________________________________

Jaws of the Wolf [_]
Frenzied Skirmish [x]
Begin the Hunt [x]
Attacks on the Run [x]
Blood of the Fallen [x]

Consumables:

None.
Important Features:
[SHOW]
Racial Traits and Class or Path Features:

Running Attack: Using a standard action that allows movement and I move 2+ squares away, I gain +1 to attack rolls as part of that action.
Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT.
Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage.
Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP.
Swift Charge: +2 bonus to speed while charging.
Sohei Indomitability: +1 power bonus to save throws against fear, daze, domination, or stun effects.

Notable Feats:

Impending Doom Style: If both Twin Strikes hit, one target takes a -2 penalty to attack rolls til my next turn end.
Cunning Stalker: I gain CA against creatures with no other creatures adjacent.
Two-Weapon Opening: When scoring a crit with my main hand, I can take a MBA with my off-hand against the target as a free action.
Heavy Blade Expertise: +2 to defenses against Op Attacks while wielding HB.

Item Features:

Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends).
Boots of the Fencing Master: When shifting, gain a +1 item bonus to AC and Reflex TENT.
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Scratcherclaw
YUO ARE SMART
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

"She would be with the Captain at the moment," Henri says. "She's apparently a seer, so I'm sure she's getting drilled for answers about the future. I only hope she doesn't get used as a tool and locked up like before."
Mechanics
[SHOW]
Regain encounter powers & spend one healing surge to get to 69 HP
Combat Block
[SHOW]
Henri LaBelle

Male Vryloka Warlord 11
Languages: Common, Imardanian, Forellian
Age: 21
Height: 5'11"
Weight: 150 lbs.

Speed: 7
Initiative: +13
Passive Perception: 20
Passive Insight: 16
Senses: Low-light vision

AC: 23
Fort: 24
Ref: 21
Will: 24
HP: 69/74
Bloodied: 37
Surge Value: 18
Surges left: 5/8
Action points: 1

MBA: +13 vs AC, 1d6+5 damage.
RBA: +17 vs AC, 1d6+7 damage.

Resistances: 10 Necrotic (5+1/2 level)
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Direct the Strike
Paint the Bulls-Eye
Sea Legs

Acrobat Boots
__________________________________

Second Wind [_]
Inspiring Word [_] [_] [_]
Vengeance is Mine [_]
Race the Arrow [_]
On My Mark [_]
Tempest of Triumph [_]
Lifeblood [_]
Inspiring Belligerence [_]
Dragon's Tenacity [_]
Shifting Tides [_]

__________________________________

Relentless Wounding [X]
Create Opportunity [X]
Warlord's Recovery [_]

Gloves of Piercing [_]
Bracers of Archery [_]
Stone of Wind [X]


Consumables:

None
Important Features
[SHOW]
Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.

Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.

Archer Captain: You and any ally within 5 squares of you ignore the penalty for attacking at long range.

Improved Inspiring Word: Add your Charisma modifier to the hit points restored by your inspiring word.

Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.

Duty's Virtue: Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.

Far Shot: When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 5 squares.

Jack of All Trades You gain a +2 feat bonus to untrained skill checks.

Fight On: You can use your inspiring word one additional time per encounter.

Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.

Mighty Action: When you spend an action point to take an extra action, any ally who can see and hear you gains a +1 bonus to attack rolls and damage rolls until the start of your next turn.

Tempestuous Inspiration: When you use your inspiring word power, you can give the target of the power a +2 bonus to attack rolls and a bonus to damage rolls equal to your Charisma modifier that lasts until the end of your next turn. If the target's first attack misses during that time misses, the target grants a combat advantage to attackers until the end of your next turn.

Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.

Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Blood Dependency: When you are bloodied, your healing surge value drops by 2.

Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.

Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.

The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.

Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.

Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.

Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.

Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.

Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.

Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.
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Fialova
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Re: Blackwood's Dogs IC

Post by Fialova »

"My business is staying alive, fighting the notorious Blackwood's Dogs to the death doesn't really mesh well with that," the Ice Man replies to Grommak, taking the lull in activity as an opportunity to rest up as well. Big John grunts, a frown still plastered across his face. "I'd never trust a stranger's word, seer or no," he says.
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ratwizard
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Location: Hellworld

Re: Blackwood's Dogs IC

Post by ratwizard »

"You play that game too safely, Big John," Grommak says with a teasing tone. "Just take after me. Believe what they say. If they're wrong, then you make them regret it." The orc turns back to Henri. "How strange. I wonder what the Cap'n sought a seer for. She foresee anything for you lot while you were with her?"
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Scratcherclaw
YUO ARE SMART
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

"She was a bit too frightened to do any predicting, and she didn't even know she was a seer, it seems. She definitely was scared to speak with the Captain alone, though, but I'm unsure if she saw something or had just heard of his reputation," Henri says to the orc man.
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Namelessjake
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Re: Blackwood's Dogs IC

Post by Namelessjake »

"I like the idea of it being reputation. Mostly because that reputation extends to us too. The Dogs are the reason Blackwood is even a recognisable name. Without us he's just some guy with a boat," Darcell laughs before quickly checking to make sure no officers had been coming to check on them down in the hold.
kalis5
Hm...
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Re: Blackwood's Dogs IC

Post by kalis5 »

"A smart, calculating man with a boat, yeah. Without us, he could probably do a hell of a lot on his own. We just keep his hands clean. For all we know, he's offering the girl a position on the ship. Maybe she'll accept for all we know, and maybe her powers work differently than we think. S'just my thoughts though."
Mechanics
[SHOW]
Spend 3 Healing Surges to get up to full.
Combat Block
[SHOW]
Liam "Dirge" Rend

Human Bladesinger Level 11
Languages: Common, Elven, Dwarven
Age: 23

Speed: 6
Initiative: 12 (+2 if within 10 squares of Henry)
Passive Perception: 21
Passive Insight: 16
Senses: Low-light

AC: 26
Fort: 21
Reflex: 25
Will: 23
HP: 75/75
Bloodied: 37
Surge Value: 18
Surges left: 5/9
Action Points: 1

Resistances:
Vulnerabilities: None
Active Effects: +2 to all defenses.

MBA:
1d20+18 Attack
1d8+10 Damage

RBA (Magic Missile): Magic Missile always hits, always deals 11 damage. Ranged 20.

Powers:

Bull Rush Attack
Grab Attack
Opportunity Attack
Erupting Flare
Dancing Fire
Dazzling Sunray
Unseen Hand
Cantrip Prestidigitation

Versatile Spellbook
_____________________________

Class Feature Bladesong [ ]

Second Wind [X]

Cantrip Suggestion [ ]
Cantrip Chameleon's Mask
L2 Shield [X]
L6 Dispel Magic [ ]
L10 Flush with Success [ ]
Theme Feature Iron Wolf Charge [ ]


_____________________________


Boon Spell Enemies Abound [X]
L1 Skewering Spikes [ ]
L5 Grim Shadow [X]
L9 Charm of the Defender [X]


Shadowdance Armor +2 [ ]

________________________________________________________

Unused Powers:
L1 Charm of Misplaced Wrath [ ]
L2 Arcane Mutterings [ ]
L5 Radiant Pillar [ ]
L6 Revitalizing Charm [ ]
L9 Fire Burst [ ]
L10 Phoenix Step [ ]



Important Features
[SHOW]
Class Feats:
Blade Magic - Upon scoring a hit with any MBA during turn triggers any skill with the "Bladespell" keyword as a free action, however only one per attack.

Instinctive Attack - When making a melee attack, use Intelligence rather than strength for damage and attack.

Guarded Flourish - Ranged and melee attacks do not provoke OAs while holding a one-handed weapon with a free hand. +2 AC while wearing light or no armor and with a hand free using a one-handed blade.

Arcane Strike - When a daily is used, a melee strike can be performed with a minor action.

Steely Retort - When bladesong is active, any enemy adjacent that hits provokes an OA.


Theme Feats:

Iron Wolf Warrior: Gain Access to the Iron Wolf Charge power.

Level 5: +2 nature and perception checks.

Level 10: When dropped below 1HP by an enemy, make a MBA against the enemy as a free action.

Racial Traits:



Notable Feats:
Eager Advance - Add 4 to speed during first round of combat.

Low-Light Adaptation - Count sense as Low-light.

Tainted Wounds - Enemies struck by attacks cannot heal until my EoNT.

Destructive Wizardry - If an arcane power strikes two or more foes, increase damage by +3.

Quick Draw - Draw a weapon or item stored in an accessible pouch or bandolier as a free action. +2 initiative.

Heavy Blade Expertise - +2 to weapon attacks using a heavy blade. +2 AC to OAs.

Improved Defenses - +2 to Will, Reflex, and Fortitude.

Eyes in the Back of Your Head - Never grant CA from flanking.

Choir of Swords - While Bladesong is active, spend an AP to strike all enemies adjacent as a standard action.

Item Feats:

Iron Armbands of Power - +2 bonus to damage rolls.
Amulet of Protection +2 - +2 to Will, Reflex, Fortitude.
Last edited by kalis5 on Mon Jun 15, 2015 1:20 pm, edited 1 time in total.
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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

"Keep 'em to yerself, then, Dirge. The cap'n needs us on board. He's a hell of a man, that's for sure, but he's one man. Now let's cut the damn chatter. Make sure this cargo's been cleared out and let's report to the First Mate," Grommak says to the others pondering about the seer. "And Darcell, mind conjurin' up that tune about the Okani mistress?" He cracks a grin.
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Namelessjake
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Re: Blackwood's Dogs IC

Post by Namelessjake »

"I think I remember that one well enough," Darcell says with a smile. At least I'm not going to have to carry anything. He fiddles with his lute for a moment, tuning a couple of the strings. Satisfied, he strums his instrument a couple of times before breaking out into song.
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Scratcherclaw
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

"Just be sure to leave some food onboard," Henri responds to Grommak as they get back to work. "We're apparently taking it with us, so there needs to be enough food for the men that'll be on it. It'll have Alador and ten other men, based on what the Captain said."
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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

"What for?" Grommak asks, curiously. "The cap'n's gonna put the sailmaster on a boat that ain't the Saint?"
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PureZaros
The Enigma
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Re: Blackwood's Dogs IC

Post by PureZaros »

"Probably a surprise attack or something." Isabelle says in reply to Grommak as she joins in. "That coward sailor mentioned they were headed to Brennis. Maybe he's aimin' for some treasure they've got stowed there."
Build a man a fire and he will be warm for a day.
Set a man on fire and he will be warm for the rest of his life.
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Scratcherclaw
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

"Actually, the Captain told Alador to head for the Wharf, and we'll be following. Maybe looking to sell the ship for easy gold. There's no use in keeping this ship here anyways, where people can realize what happened," Henri says in response to Isabelle and Grommak.
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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

"If you can fence the whole damn ship, that's got to be worth it. Better than gutting and sinking it, I'd say. I'll check in with Marian," Grommak says, going off to find the First Mate in order to be assigned new orders.
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Fialova
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Re: Blackwood's Dogs IC

Post by Fialova »

Grommak makes his way above deck and spots Marian discussing something with Alador and a few other crew members towards the back of the merchant ship, near the aftcastle.
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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

Grommak approaches, waiting for Marian to find a break in her conversation, before speaking up. "The hold's mostly cleared. It'll be stocked with some food for Alador and who else will be aboard. What next?"
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Fialova
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Re: Blackwood's Dogs IC

Post by Fialova »

Grommak approaches to what appears to be an argument. "Yes, but what does he want this piece of shit for? And why are you the one taking it?"

"They are the captain's orders, I don't question them and neither should you," responds the sailing master, one of the few people to ever talk back to Marian, let alone scold her.

"Fuck off, then. Take the men, and you better make sure they all get back in one piece, or else I'll make sure you don't."

Alador scoffs, and walks in the door to the aftcastle, leaving Grommak with a now visibly irritated Marian. She turns to him, raises an eyebrow, and shouts, "what?"

After he speaks, Marian simply replies, "next is you get your asses off this piece of driftwood and back to the Saint, so that bastard can go off and do whatever he is doing with it."
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ratwizard
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Re: Blackwood's Dogs IC

Post by ratwizard »

"Aye, aye," Grommak says in response to the First Mate, before taking his leave. Stepping back toward the others aboard the merchant vessel, he relays the new orders. "Marian's orders," he says loudly, getting their attention. "We're gettin' off this hunk o' junk. Back to the Saint. Alador and a few will be staying like Henri said." He makes a beckoning gesture and heads towards the planks that lead back to the Salacious Saint.
kalis5
Hm...
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Re: Blackwood's Dogs IC

Post by kalis5 »

Dirge looks to Grommak before sighing and standing.
"Finally, we can get moving again. Whatever the captain has planned for this thing, we'll let it happen. Best to just follow orders. Now, I could use a drink. Anyone else up for one?"

He starts to walk back towards the ship, thoughts of booze and where to find it filling his head.
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Scratcherclaw
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Re: Blackwood's Dogs IC

Post by Scratcherclaw »

"Alright then," Henri says as Grommak returns with new orders. "Maybe the Captain will be finished speaking with Daphne by now," he adds as he returns to the Saint, curious as to what the Captain would have said to her.
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Namelessjake
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Re: Blackwood's Dogs IC

Post by Namelessjake »

Darcell continues his song as he follows the others back to the Saint. He finishes just as they step off the planks. He bows slightly. "Thank you, you've been a wonderful audience," he says sarcastically as he slings his lute over his shoulder. "I'm up for a drink if you can find one," the Bard says in reply to Dirge's earlier question, having not wanted to interrupt the song. If anyone can find some it'll be Dirge.
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Fialova
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Re: Blackwood's Dogs IC

Post by Fialova »

The others follow, and the two ships eventually begin to move forward again, both Alador and Blackwood at their respective helms. "Raise the Imardin colors, then follow from a distance," the captain shouts, the crew quickly complying. The merchant vessels is given a large lead, so that it is barely visible on the horizon, before the Saint begins to follow after.

The rest of the day passes uneventfully, the Saint continuing to follow the vessel at a distance that leaves it only barely visible, and the next day sees little action as well. The following day, however, another ship is spotted, heading for the merchant vessel from a different direction. Once the watcher shouts down the finding Blackwood is quickly notified, where he steps out from his chambers and stares intently toward's Alador's ship.

Time passes like this for about an hour, the other ship closing in steadily, ignoring the Saint if it was even aware of its presence. Once it reaches a certain distance away, the sky above grows dark and a brief flash of lighting shoots up from the merchant ship. "Alright, boys, top speed. We are taking these Imardin bastards by surprise!"
Mechanics
[SHOW]
You are now in the first skill challenge of the game, with the goal being to swiftly get the Saint into its peak condition of speed and power combined. You can use whatever skills seem fitting to the actions you attempt, which can range from moving cannons into position, helping with the sails, motivating the other crew members, or anything else you can think of that would contribute to catching up with the other ships before the Navy vessel can close in on Alador. If you are unsure of what to do, or if what you want to do would be helpful/possible/etc, or otherwise wants feedback on your planned actions, just ask.

In addition, feel free to RP any stuff that would have happened in the previous ~2 days time, either with one another or just regarding your own PC.
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