Pirates! Quest for the Eye

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Re: Pirates! Quest for the Eye

Postby Meep Meepersons » Thu Sep 22, 2016 1:08 pm

Given all the commotion above deck and her would be rapists current state, he figures now would be a good time to try and break into the captains office that she seemed to not be in right now. If he could without getting grabbed, he'd rummage through the pockets of the quiet pirate girl for a knife or even a gun. If he found either and managed to snag it or both he would use it to try and break the lock on the door to the captains subdeck office. Maybe she kept the key to these pesky collars inside? Curses were nothing to take lightly, he should know since he can cast them himself. Shooting the lock under normal circumstances would usually be a bad idea, but he figured with all the noise and the sudden crashes above deck, a single gunshot down below deck wouldn't garner much attention, hopefully.
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Re: Pirates! Quest for the Eye

Postby cliffracer » Tue Sep 27, 2016 7:20 pm

Hunter gapes as the mast buckles and utterly messes up the ship, momentarily being distracted from the ineffectiveness her kick had. Goddamn was it confusing to see something like this happen, especially after serving on it for so long. Hunter knows that the rest of the pirates are gonna start swarming now that the hive's been smashed with a bat, so she's got her own pistol in-hand as well.
"Get off the ship, get on land! We're gettin' bogged with clowns if we stick around!"
Hunter's next move is certainly not a rehearsed one, but she trusts her instincts. She just runs and jumps straight off of the boat, aiming for anything that's safe to land on. Water, convenient crates full of fine cloth, a crowd of performers-- anything.
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Re: Pirates! Quest for the Eye

Postby Nicoffee » Tue Sep 27, 2016 11:58 pm

"A map, a weird rock, a necklace in the shape of a seashell and 10 gold. If you find any phallic toys in there, probably mine as well." She announced nonchalantly as she spun her new cutlass in hand. The one she had earlier wasn't really anything special, so she really didn't need another one, as much as the prospect of dual wielding might sound cool, it wasn't exactly up her alley. Honestly, she'd much prefer a larger, heavier weapon down the line...

But that's for later.

For now, there was the matter of two pirates still trying to attack them and Annabell wasn't having any of that, especially since she still had a Pirate Queen's arse to mop the deck with. Since Reggie was going for the equipment, she'd try to give him cover while he retrieved their things, spinning her cutlass in her hand once more, she prepared to get in the way of anyone who aimed for the guy.
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Re: Pirates! Quest for the Eye

Postby Ocfos » Fri Sep 30, 2016 6:40 pm

Hmm.. Maybe this isn't too bad, if guards are this easy... Nellie thinks to herself, whilst making sure everything she had is still in her belongings.

"So which way was the deck? I could use some fresh air, instead of the musky scent in this poor excuse for a cell block."
Crossing her arms, she looks up at the jailer, waiting for instructions.
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Re: Pirates! Quest for the Eye

Postby CondorBoH » Sun Oct 02, 2016 2:43 am

Ocfos:

The jailer shuffles somewhat anxiously. She really has no idea what you did to her. Most of the crew probably wasn't let in on what you lot could do with your fancy-pansy new powers. After a couple of seconds of spacing out she shakes herself, pointing to a corridor down to the right. Peering down it, you will be able to see a set of stairs and the hints of sunlight. If you look the other way, you can see the other guard you 'bested'. Yep, that musky smell isn't just from the cells anymore.
"Down that way. Just don't do anything stupid, or take your top off again."

Everything seems to be in order, none of your stuff is missing. Alright!
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Re: Pirates! Quest for the Eye

Postby Ocfos » Mon Oct 03, 2016 2:43 am

"Can't take off what I'm not wearing, can I?" She asks, turning to face the jailer as she's backing down the corridor.
She tries to remove her tentacles from her chest again to gauge her reaction. This time, she's wearing a sly grin on her face.
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Re: Pirates! Quest for the Eye

Postby CondorBoH » Mon Oct 03, 2016 4:40 am

Amaranis A'daragon
Spoiler (click to show/hide):

Out of sight, out of mind, right?
Image

Now this is a rough map! You get the feeling that the next one you see will be more refined and accurate, rather than something a cartographer put together in five seconds while drunk. The commotion at the docks is causing some attention, but you manage to get by without any strife. This particular port is known as the Port of Steel. The place is commonly known as a pirate haven and rest stop, though there is some legitimate business that passes through. Bounty Hunters and Mercenaries often stay here to find work from desperate merchants. One side of the island is dominated by sheer cliffs and jungle, while the other is an open and naturally formed harbour.
The town can be split into three, the Business area around the Town Center, the Trading District, where all the deals are made and the Slums, where you go to get stabbed or find a bunch of crazy assholes to go on an adventure with.

You could go to the Town Center and see if you can turn up anything legitimate, go to the Trade District to buy or sell some of your loot, or head to the slums to see if there is a convenient creepy old lady willing to talk to you about curses.
Or you could skip all that and leave the town out the other end, explore the wilderness surrounding most of this island and force the GM to make another map.


Firehead
Spoiler (click to show/hide):

Stealth Check:
13 + 4(DEX) = 17

The glow does go away as soon as you stop directly touching it. Congratulations, you have officially acquired a Mystery Cube. Sadly, curses aren't your strong suit so you can't exactly determine what it does at this current moment in time. Perhaps someone else is willing to do it for you?
Regardless, being the sly fox you are you are able to sneak out of the room without anyone noticing. You do, however, notice how this upper deck is a fucking mess. People who were once prisoners are fighting and beating the pirates. You could join them, but... you think escaping is probably more wise.


VintageBass
Spoiler (click to show/hide):

Pirate Thug C's Roll: 10
Reggie's Roll: 11

Damage: 1 Base + 3 DEX = 4.
HP remaining: 3
The pirate sees you raise the gun, and manages to dodge out of the way. However, he didn't expect you to fire twice so quickly. Your first shot may have missed, but the second impacts his leg, causing him to take a knee. You dash towards the box of stuff and take a moment to rifle through it.
Huh, Annabell was right. There are a few phallic objects in here. Well... they're hers and you can see some of your stuff in here as well. Good!


Nescafe:
Spoiler (click to show/hide):

Sure enough, the pirate that Reggie shot isn't too happy with him. He manages to limp and hop his way towards the boy, plank of wood ready to smack him over the head as he rummages through your box of shared stuff. Before he can, you're between the two of them and you begin to fight.

Pirate Thug C's Roll: 16
Annabell's Rolls: 18 + 4(STR) = 22.
Damage: 1 (Base) + 4 (STR) = 5 Damage.

He swings the wood at you, but you easily smack it away, darting forward and cutting him down. He cries out and falls to the ground. He might still be alive, but he surely isn't getting back up. Ignoring the two idiots stuck beneath the mast, you've almost cleared the deck.


Cliffracer
Spoiler (click to show/hide):

Acrobatics check:
14 + 4 (DEX) = 18.

You run and dive off of the ship, gloriously landing into the water bellow. For a moment you can see beneath the waves, the clear water giving you a good view of the surrounding... well, nothing really. The shore isn't far away, and there is a small attachment to the dock for smaller vessels to attach to, a way up to the docks for you if you don't plan on simply swimming back to shore.



Fantasy Fanatic:
Spoiler (click to show/hide):

Pirate A's Roll: 13
Gill's Roll: 13 + 5(CHA) = 18

Damage: 1 (Base) + 5 (CHA) = 6
Pirate A LHP remaining: 0
Using both your looks and the power granted by the Eye, you fill the Pirate's mind with lust. He doesn't manage to hold on and falls forward, desperately reaching into his pants to play with himself, ignoring everything around him. You even give a little wink to the others. A job well done.


Everyone on the Top Deck:
You hear Hunter yell to get off the ship, and promptly running and taking a dive off of the boat. You also hear shouting from below deck. The mast and broken bits of wood have caused a delay in reinforcements by blocking most of the exits from below deck, but the other pirates are not very happy. All the ones of the top deck are dead, unconscious or... otherwise indisposed. Time to go.

Meep Meepersons
Spoiler (click to show/hide):

You do find a gun on the girl, and she doesn't give you any strife when you go to grab it. Since it was stored in her pants, it's a little damp right now, but there's not time to worry about that.

Attack Roll: 17 + 1 (DEX) = 18

You don't know much about firearms, but nevertheless you take aim at the lock and blow it off. The door creaks open slightly, the noise of a gunshot echoing down below decks, but ultimately being muffled by the sounds above deck. You creep forward into the room, lit by unnatural light.
Thankfully the captain isn't here, but the room is filled with a lot of occult objects. So many, it's like she collects them. In fact, you'd wager she's a witch as well! Good thing to keep in mind, especially that handy weakness you both share, water.
Kind of ironic.

Rummage check:
Roll: 3 + 3(WILL) = 6.
You don't exactly know what you're looking for, and your nervousness doesn't help. You shift papers and carefully move occult stones and look and search. You can't find the keys. If you spend more time, you could probably, but that would mean staying down here longer. A hole in the door is kind of easy to notice, and you don't know if you can get out after the fighting is done upstairs.


Ocfos:
Spoiler (click to show/hide):

Pirate Jailer's Roll: 4 + 1(CHA) = 5
Nellie's Roll: 15 + 4(CHA) = 19.

Damage: 1(Base) + 4(CHA) = 5.
Pirate Jailer LHP remaining: 0
Pop! The sucker on your tentacle makes a lewd noise as you remove it from your nipple. It felt a little too good, but not as good as you're making the pirate feel. You feel something flow from you as you do this, some power. Oh this is going to be fun.
She grabs herself quite openly, muttering something under her breath. The Jailer's face is flushed and her pants quite damp, which only grows as she shoves one hand down them to toy with herself, the other on the bars to hold herself, barely, up. After a moment of masturbation, she takes a few steps towards you and collapses, one hand still awkwardly down her pants, the other practically clawing the wood.
"W-what did you... Ah... fuck me!"
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Re: Pirates! Quest for the Eye

Postby Ocfos » Mon Oct 03, 2016 5:45 pm

Nellie snickers to herself, putting her tentacles back on.
This seems like it could get pretty useful... She thinks to herself, grinning at the pirate on the floor.

She crouches down whilst facing her, cooking her head a little at her.
"I'm sorry, I have places to be hun."

She starts to stand, winking with a mocking blown kiss, before turning to continue towards the deck.
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Re: Pirates! Quest for the Eye

Postby CondorBoH » Mon Oct 03, 2016 10:48 pm

Ocfus

No doubt it will prove to be useful in the future. With a flirty wink, you leave your former jailer and guard in messes of their own fluids and rush down the hall. All around you there are the sounds of people shouting. Things don't sound like they're going well. You slip past some hallways filled with pirates, who are yelling about the trapdoors being stuck. Something heavy must have fallen on them.
Soon you find yourself at a hallway with a set of stairs leading upwards to the left. Interestingly enough, you spy another pirate to your right that is in the same situation that you left your jailers in. You recognize her as the other guard, whom was leading the pup away.
There is a door near where she's slumped, which is hanging somewhat ajar. Instead of a handle or lock, it simply has a hole in it.

Investigate this room, which may be important, or get to the doorway and leave this ship.
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Re: Pirates! Quest for the Eye

Postby VintageBass » Tue Oct 04, 2016 12:15 am

Reggie winces at the missed shot, but is glad about getting the other one in. Sure there is the whole unlimited ammo thing going on, but it's better not to waste any shots. It means less time having to get another shot in after the first one failed to hit. Basically Reggie doesn't want to waste any time as things can change at a moment, and seeing that they're running short on time with the ship breaking around them, wasting time is going to be a very, very bad thing to do! On the plus side though, the less enemies getting in either his or any of the prisoners' way, the better. Whether it's shooting them in the leg or knocking them out with a board, whatever can get Reggie's path clear he'll take it.

Seeing all of the stuff inside of the crate, Reggie rummages through and takes out everything that belongs to both him and Annabell. He passes off all of the phallic object she has, not really questioning why she has them but is fascinated with the different selection of them... but he needs to keep this moving since ship is breaking down around them. In fact he pretty much clears the box of everything, making sure to gather up all of his goods and shove them all over his being while checking that Annabell is all decked out in her gear. It's best that they have everything before moving on to finding an escape boat for the two of them to use...

If there is one available. Reggie checks around, looking for a clear path for the two of them to take, all while keeping his gun up in case someone decides to attack them along the way. "See anything we can use?" he asked Annabell. "I don't want to be on this ship than we need to be!"
"Just because you can put your dick in it, it doesn't mean you can fuck it"
- Nash Bozard
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Re: Pirates! Quest for the Eye

Postby Firehead » Wed Oct 05, 2016 2:30 am

Nathaniel was glad to see his collar not glowing once he stopped touching the cube. He didn't know much about curses, but he had some suspicions even if he had no way of confirming them. The glowing made him pretty certain the cube was connected to the collars. They had been told that if they left the ship the collars would punish them, so it stood to reason with how carefully the cube had been hidden that this was what they had to stay near to avoid punishment. Either way, it was unlikely he would be able to hold onto it long. With the damage to the cabin the captain would be on the look-out, and he didn't know the ship well enough to be able to hide it from her.

Deciding he would need to have this looked at by someone proficient in curses he slipped out of the cabin to survey the damage on deck. There was certainly a lot of chaos going on here which could give him the opportunity to escape, but the thought of starting a little more crossed his mind. Thinking back to the cabin he tried to remember something he could use to start a fire with. If he remembered something he'd slip in and start a small fire to make one more thing for the captain to deal with. Otherwise, he wouldn't waste too much time thinking on it before choosing to just making a break for it.
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Re: Pirates! Quest for the Eye

Postby Nicoffee » Fri Oct 21, 2016 4:06 pm

Annabell promptly stores all of her stuff back inside her coat once Reggie passes it over back to her. "Thanks a ton...As for your question." Annabell glances around alongside with Reggie, seeing if they can find any spare emergency boats for them to bail out on. Alternatively, if that ended up not being an option, Annabell would just pick Reggie up bridal style and then "Hold on to your hats!" She announced before jumping off of the ship into the water below.

Admittedly, she was kind of hoping to get some one on one time to deal with that pirate captain...But, hanging around a sinking boat like this was usually not a good idea...There was also the matter of these damn collars. Whatever the case, first things first, she'd try to find her way to the closest dock or shore, getting some firm land below her feet.
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Re: Pirates! Quest for the Eye

Postby Fantasy Fanatic » Fri Oct 21, 2016 5:55 pm

Deciding that things seemed to be going well for all of her "comrades" Gill decided that it was time to high tail it out of there before any of the scarier types able to throw magic around showed up. Making a show of sitting down on her staff while holding it horizontally, Gill flies away from the ship into town. Having memorized all of their appearances, she shouldn't have any trouble finding any of them back in town.
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Re: Pirates! Quest for the Eye

Postby cliffracer » Mon Oct 24, 2016 1:09 am

Hunter quickly hoists herself back up on to the docks, kind of enjoying when she gets to that. She turns back to the ship, crouching over and waiting for anyone else who had the realisation that they needed to bail... without being able to fly. She'd be able to catch who she could and help the rest on to the wood for a quick escape.

Of course, this isn't really a handy position for her if there's other pirates on the docks, but Hunter's hardly keeping track.
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Re: Pirates! Quest for the Eye

Postby Ocfos » Mon Oct 24, 2016 5:45 am

Nellie bolts straight for the room down the hall, wanting to see if any of the other prisoners are gunning it in the open room, or if something more bizarre is going on with the panic up top.
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Re: Pirates! Quest for the Eye

Postby Meep Meepersons » Mon Oct 24, 2016 7:39 am

Despite all the occult stuff laying around, the panic he was in and the chaos above was making it hard for him to do much of anything other then look for a literal key, come to think of it though, there probably wasn't even a keyhole in the damned thing. "W-what if it's a phrase release!?" He states in sudden realization. "Noooo..." He whines, running a hand over the collar to check just in case. Regardless of the results of his check, he continues his search. Hell, even if he didn't find a way to remove the collar maybe he would find something interesting or useful for his escape. Nevertheless! he continues to riffle through the captains belongings, given the comotion and the jolting shaking of the ship, damage was acruing to the vessel. "I hope it doesn't sink with me in here!" He exclaims with a panicy whine.
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Re: Pirates! Quest for the Eye

Postby CondorBoH » Sat Oct 29, 2016 9:48 am

Matthew explores the town. Good for him!

Meep Meeperson and Ocfos
Spoiler (click to show/hide):

Nurt, you continue to quickly search the room, turning over everything that isn't nailed down. Some of the papers might be important, but you don't feel like you have the time to stop and read them. Right now, you're just throwing everyth- oh. This was interesting actually. One paper was very, very clearly an instruction manual for the bindings. There was an object, a cube of sorts, drawn on the manual. The 'source' of the curse. A keystone. You can find out more detail if you spend more time reading, but...
Something clicks inside of your head, as you now notice a sort of intangible and invisible string binding you to wherever this Keystone is. Despite your knowledge of magic, you didn't notice before because it wasn't moving.
Now it's moving. Off the ship.

Well your train of though it promptly interrupted by a topless squid-girl running into the room. Hey there Nellie! You, Nellie that is, see all the clutter that was tossed about and one of your fellow prisoners who was in the brig with you. The boy looks a little ruffled, obviously he had been in some sort of scuffle. Most importantly, he was holding a parchment in his hands. One that had three very large drawings on it. The iron collar, an odd cube and an equally odd key.
Jackpot.

Oh and, you both smell smoke now. No checks are needed. Putting two and two together is easy, especially when you're on a vessel made of wood...
The water will help once you get outside. But, of course, one of you can't swim.


Firehead
Spoiler (click to show/hide):

No check required, you remember seeing a lit lantern hanging on one of the undamaged walls. It had actually helped you search, since that bit of light was at the right angle... whatever.
You duck inside just as you see some of the other prisoners making a break for it, right off of the ship. That was a good idea. But your better idea is done quickly enough, the oil-filled lantern flung onto the fallen mast and sails. It caught almost immediately, the fire quickly spreading throughout the room. The oil used on the rigging and ropes would ignite quickly and cause an even larger fire, so it was best to go.

You rush out and to the edge of the ship, in fact you ran as soon as you thew the flame.
Dex Roll: 14 + 4 = 18

You don't even go into the water, you leap straight from the ship to the dock, rolling perfectly as you hit the wood. No damage, you stand and look back at the ship. You did a good job.
...
You look to your right and see a pirate-y looking girl with the same collar you do. Her hands were outstretched as if to catch you, and she looks just the slightest bit annoyed that she didn't get the chance.


cliffracer
Spoiler (click to show/hide):

You see someone, another prisoner judging by the glint of steel around his throat, go to jump off of the ship. At the same time you see the others you had fought together with jump into the water.
The other prisoner, a male with a fox tail, seemingly ignores you and does a very stylish roll onto the dock. He comes up fine and look mighty proud of hims- Oh fuck he set fire to the ship.

The ship is on fire, oh wow.


VintageBass and Nescafe
Spoiler (click to show/hide):

Before Reggie can react, Annabell has swept him off of his feet and ran them both off of the ship and into the water below. Thankfully it was a nice hot day, so the water wasn't as frigid as it could be.

Now underwater, you both have the option to: A) Swim to shore, or B) Swim to a smaller platform attached to the dock, clearly meant for smaller, one-two man boats to tied up at.



Fantasy Fanatic
Spoiler (click to show/hide):

You have the best way to get the fuck out of dodge. Your escape is so much easier than everyone else. Since... you know, you can fly. However your magic can only last so long, and within the next 10 minutes you find a place to land. You're grounded for the rest of the day.

You make yourself scarce and hidden, positioned so that as soon as your 'comrades' get into the town, you'll be able to spot them easily. But you'll have to be careful, the smoke from the ship is visible and people are going to look. Both the local security and what appear to be the rest of Marie's crew, scattered throughout the town, are making their way to the docks.
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Re: Pirates! Quest for the Eye

Postby Firehead » Sun Oct 30, 2016 4:21 am

Nathaniel dashed back into the captain's cabin remembering the lantern. Considering the condition of the rest of the room it wouldn't be weird for it to have even fallen on its own. If he were particularly lucky they wouldn't be able to get in here to realize the hidden box had been stolen. Tossing it at the mast he decided it was best not to watch it all go up in flames.

Making a dash for the edge of the boat he took a flying leap right for the docks. Dusting himself off he took note of the woman standing beside him. He could see her wearing a collar like him, but she was also dressed like a pirate too. Had the captain collared some of her own crew, or was this girl with a different crew? Deciding he was better off with some back-up should his escape be less than perfect, he extended a hand to her. "Hey, nice to meet ya, but I don't think we should stick around here. If you're looking to make a break for it I think two might stand a better chance than just one."
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Re: Pirates! Quest for the Eye

Postby Ocfos » Tue Nov 01, 2016 8:26 am

"Hey, I think we should bail this joint ASAP. Should be able to jump out a window or something, don't think the coast is far at all." Nellie says, putting her tentacles back onto her chest to cover it up for now.
"I'm pretty sure there's fire spreading somewhere, but I've got no idea where, and I don't want it to reach the powder room... Ships usually have those if they've got cannons."
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Re: Pirates! Quest for the Eye

Postby Fantasy Fanatic » Tue Nov 01, 2016 3:03 pm

Gill tries to blend in with the masses of undoubtedly curious citizens trying to see what's going on. While her own appearance and obvious status of a witch might be obvious and alarming to some, witches are a known fact and not all malicious or scary. Besides, the crowd is more occupied with the confusion at the docks making her seem more like one curious witch acting natural than an obvious culprit. Not that many would have seen her at the scene of the crime either, since not many saw her anyway and those who did were either escapees who most likely would have appreciated the help, or the pirates that were now busy with... other things.

Feeling safe, Gill makes an attempt to identify the escapees and where they're going as they leave the ship, that is unless they're long gone. If they are, she herself could at the very least identify them from memory and would merely have to comb the town for them. With that, she eventually begins tracking down the escapees of interest.
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