Caliphas Noir: Thicker Than Water

Game Master The Dread Pirate Hurley

In Ustalav's fog-shrouded capital, Constable Selene wages a one-woman crusade against the things lurking in darkness. For in Caliphas, the only thing worse than the monsters without is the monster within.

Combat map | Map of Caliphas

Theme Song


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Skoli furrows his brow and chews his bottom lip. "'s no good getting mixed up with police-folk. Bad f'yer health," he says, shaking his head. "That one was free."

Taking another gulp, the rat-faced halfling wipes the dribbling beer from his mouth with the back of his hand. "Barius Kent is a very popular man these days. Lots o' peeple askin' abou' him, you're the fourth one this week. If you're wantin' him pinned, I can tell you where to find his fence, but it'll cost. Twenty gold marks."

Assuming Selene ponies up the cash:
"Kent's never been very good at unloading his stuff, at least no' on his own. Word on the street is he's got hisself a new beau been helping him out, name of Ariel. Like as not she's the one who does his selling. She works down at Grimm's Grinns down in the West Docks, and she'll serve you more than dinner if you got coin."

Constable's Intuition:
Knowing Skoli, there's always more info to be had, for a price. The only question is if it's worth it.


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

Careful to avoid letting anyone actually see how much money her coinpurse had, Selene set the coins in question on the table. "What's she look like?" she asked bluntly, a warning tone in her voice - mostly to let Skoli knew that he'd better not try to worm out extra coin over little details. He'd already gotten a nice share - and a drink. (Besides, she was in a rougher Persona at the moment - being too conciliatory would've been a major warning sign.)


Skoli pockets the money and wipes his hands on his vest. "Well she's a woman, ain't she? She's got yellow hair, blue eyes. Probably some Kellid blood'd be my guess. Blokes say she's got what counts, but if you're askin' me, all your women kinda look the same, right?" Finishing his drink, he taps his fingers on the bar. "Better watch what you're doin', friend. Kent gets put away, you're liable to make some new enemies, and I'm not talkin' 'bout the Watch. Friendly advice is all."


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

"Make enough examples, and eventually the rest get the picture." Selene answered, standing up and heading back towards the exit. "To foes... and to friends, too." she tossed the barkeep another coin. "For him." she said, gesturing to the drunk down at the end before heading out of the building. From there, she'd be focused on shaking off pursuit - a rapid series of Warps to discreet locations before she transformed back, warped a few more times, and emerged into the crowd. She had a woman to track down, and had no intention of wasting any time.


Unfortunately you won't be able to use Warp. The thick fog prevents line of sight until you get the Unseeing Warp talent.

Stepping back out into the blanket of fog, Selene is caught unawares as she's attacked from the side - the Varisian from the bar. "You will pay for your arrogance," he snarls.

In his hand, he clutches a long knife, curved like the tooth of some wild animal. His hand trembles, but from anger - or fear? It was a lucky hit, and reckless of him to start a fight in the middle of the street, in the middle of the day. Fog or no fog, he has no idea the trouble he's in.

Attack: 1d20 + 3 ⇒ (20) + 3 = 23 Critical threat
Critical confirmation: 1d20 + 3 ⇒ (4) + 3 = 7 Not confirmed
Damage: 1d6 + 2 + 1d6 ⇒ (3) + 2 + (3) = 8
Miss chance 1-20: 1d100 ⇒ 46

Thug's initiative: 1d20 + 7 ⇒ (17) + 7 = 24
Selene's initiative: 1d20 + 6 ⇒ (17) + 6 = 23

Initiative order
Thug
Selene

Round 1

Now exposed, the man attacks again. What his strikes lack in finesse, they make up for in unpredictability, and he scores another his, slashing Selene's arm. "I don't know who you are, but these insults will not stand! We won't be pushed out so easily!"

Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Miss chance 1-20: 1d100 ⇒ 93

Selene takes 13 damage. The fog grants concealment to creatures within 5 feet (20% miss chance) and total concealment beyond that (50% miss chance, can't use sight to locate) as per the fog cloud spell.


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

From here, her disguise was still up - and she sent a bit of power through her body to maintain it without concentration for a little while.

Defensive Casting vs DC 19 for her Energy Blade: 1d20 + 9 + 4 ⇒ (14) + 9 + 4 = 27

Energy surrounded her hands a moment later as she popped out her claws and slammed them in at both sides of the man's head. One talent she'd learned a long time ago was the ability to infuse her strikes with a bit of added power... and she was putting that to good use here. She wasn't trying to kill him, though... indeed, the amulet she wore made sure that hurting people too much was quite difficult to do on accident, and it even empowered her blows as she aimed to knock others out.

The point being made? She wanted to rattle the man by smacking him hard enough to make him think twice about what he was doing.

Activating Energy Blade as a Swift Action (via her Improved Energy Blade feat, casting defensively), which allows her to add her Destructive Blast's power to her next successful attack. If he's KO'd by her first blow, she won't deliver the second.
Claw Attack: 1d20 + 9 ⇒ (11) + 9 = 20 Miss Chance 1-20: 1d100 ⇒ 38 for Nonlethal Damage: 1d4 + 5 + 1d6 + 2d6 ⇒ (3) + 5 + (4) + (6, 6) = 24
Claw Attack: 1d20 + 9 ⇒ (11) + 9 = 20 Miss Chance 1-20: 1d100 ⇒ 25 for Nonlethal Damage: 1d4 + 5 + 1d6 ⇒ (3) + 5 + (3) = 11

"You don't even know what my business is, dolt." 'he' responded. "This town's big enough for both of us anyway, but if you're going to be stupid, I'm going to stop pulling my blows."


Selene quickly finds herself talking to nobody as her first blow knocks the thug unconscious. The body goes limp and crumples to the ground, the man's weapon clattering out into the fog.

Combat over.

Selene stands alone on an empty street in the East Docks, enshrouded by fog with a body at her feet.


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

Well, if she left him out here, he was probably going to get stabbed and robbed. Possibly even in that order. With a sigh, she began dragging him back into the bar, where he could be tossed into the corner. He might still get robbed, but he was considerably more likely to see tomorrow if he was inside a business. Besides, she hadn't hit him that hard - he'd be awake soon enough.


The barman takes little notice as Selene dumps the unconscious man in the corner, and Skoli just shakes his head.

The rest of the morning passes uneventfully as Selene makes her way toward the West Docks. Passing through Ashtown, the fog is supplemented by the haze of dirty smoke. Many of the buildings are flecked gray with a coating of ash, the product of the district's dirty industry. Ashtown is alive and filled with the sounds of people working, in stark contrast to the stillness of the East Docks. Despite the activity, it isn't difficult for Selene to find an empty alley to make good on her transformation. The gruff-looking man from Fume End emerges on the other side of Hawthorne Rows a patrolling constable.

* * * * * * * * * * * * * *
12:00 PM - 7th of Rova, 4717 AR
Grimm's Grinns, West Docks

The West Docks are bigger and busier than their counterpart on the other side of the peninsula. The sooty and smells of Ashtown give way to a salty sea breeze down by the water. The fog is lighter here than in the choked streets of the city, and the black-and-purple-sailed ships of Caliphas's navy can be seen across the harbor. Ships of all kinds are moored here while sailors and dockworkers crowd the piers, loading and unloading cargo, while captains treat with customs agents and barter with merchants.

Grimm's Grinns is a popular watering hole just a couple of streets off the docks, frequented by sailors and merchants alike. The atmosphere is much more lively than the Wretched Wraith, and looking at the colorful clientele, you'd think the circus was in town. The place is buzzing with the lunch rush, and wenches are busy ferrying trays of food and drink to the hungry patrons.


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

As a general rule, the bartenders knew where the people were. They could also sense nonsense from about a mile away - no surprise, given their profession - and Selene considered for a few moments on the best way to get some information and find the woman she wanted. Just go in and show her badge, throw on another disguise, slip them a tip...?

Sense Motive (Hunch - best way to get the info): 1d20 + 12 ⇒ (16) + 12 = 28


Sense Motive:
This place is above-the-boards. Bribes are welcome anywhere, but there probably isn't any need to go flashing the badge around. It isn't unheard of for people to request a specific server, especially if they're known for providing extra services. The path of least resistance is simply to ask.


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

Merfina nodded slightly as she filed the information back into her mind - a mnemonic technique they taught officers, who needed to remember a lot of details for investigations - and she took a bit of time to see who was coming and going from the building so she could get a sense of what a 'normal' customer looked like. A little bit of magic in an alleyway later, her new disguise was on and she slipped into the bar. "Hey." 'he' said, smiling at the barkeep. "I heard you had a pretty cute waitress here. Kellish, blonde hair... name of Aria? Something like that? I'm sorry if I got that wrong. My friend was a bit drunker than usual when he was recommending her, but he insisted I come here."

In fairness, she'd been the one to buy his drink, but still.


Picking up where we left off...

The bartender nods casually, the request barely warranting his notice. Between Skoli's information and the well-earned reputation of dock-side establishments everywhere, it's a fair bet that he gets questions like this one a lot. "Have a seat over there," he says, gesturing to a section of smaller tables for individual diners. "She'll be along shortly."

The designated section, like the rest of the tavern, is packed with diners and drinkers. There seem to be two serving girls working this corner; during the lunch rush at Grimm's Grinns, turnover would be high. One is a portly dark-haired girl of the usual mixed stock, maybe a little more Ustalav than average. The other is a taller blonde with green eyes and more striking features. The bartender throws a glance her way and she acknowledges Selene's arrival as she delivers a tray of stew and bread to another customer.

Something like Eleanor Guthrie from Black Sails, but a bit dirtier and maybe a bit more common-looking.

While she waits, Selene takes the opportunity to take in her surroundings. Most of the tavern was filled with sailors and longshoremen on leave or at lunch, with large tables for rowdy crews. Her section took up a smaller portion of the establishment, reserved for individuals or pairs. The patrons on this side appeared marginally less wild and seemed to be composed of a mix of merchants, sea captains, and locals.

After about ten minutes, or so, Selene starts to get the impression that she's being kept waiting on purpose, the way the wenches revisit some of the tables to refill drinks and bring the occasional additional course, when Ariel finally comes around. "Gudday luf, what will you be having?" She's got the easy sort of false friendliness expected at a place like Grimm's Grinns, and there's definitely traces of Kellid in her accent. Up close, Selene can see faint pockmarks on the girl's face, traces of healing acne scars that make her look as if she's just beyond adolescence, but there's something hard about her eyes.

Constable's Intuition:
Ariel's Kellid, no doubt about it. Grimm's Grinns may not be the most upscale wine-and-dinery in Caliphas, but it's one of the nicest places on the docks. As cosmopolitan as the city aspires to be, the racial rifts in the local populace run deep. Kellids are on a low rung in the social ladder. It must have taken a lot of hard work for a Kellid girl, even a pretty one like Ariel, to find work at a place like this, and she'll probably never get any higher.


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

"Got any recommendations today?" Selene answered, keeping up her guise of a male patron of the establishment. Her tone was a bit more refined than most of those who likely frequented the place, but she had a story in place for that. "Friend of mine insisted I come here and try things, and I admit, I don't know the menu. Nothing too expensive, mind." 'he' added, glaring a bit firmly.


A cool look passes across Ariel's face momentarily before rattling off the day's menu. "Toady, mutton stew's on wif leek and potatoes, we got fish and chips, and our Grimm's famous meatballs," she says. "Meatballs are the best, naturally, but they'll cost."

Knowledge (local) DC 10:
Grimm's Grinns is indeed famous for their meatballs. The recipe is secret, but each of the three meatballs is made with a different meat and blend of spices in a rich gravy.

Sense Motive DC 12:
The meatballs aren't the only "best" thing on the menu that will cost. She's feeling you out.


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

"Hey, he was drunk." she paused for a moment. "Admittedly, he's always drunk, but if I like what I eat, I'll be more willing to explore the rest of the menu. Good food is good food, after all."

Bluff: 1d20 + 10 ⇒ (19) + 10 = 29

Know Local: 1d20 + 8 ⇒ (5) + 8 = 13
Sense Motive: 1d20 + 12 ⇒ (11) + 12 = 23

"Anything else you particularly enjoy here? Personal preferences, or things your regulars like? Some of those meatballs will be fine to start with, by the way."


"Got a couple o' choice brews none o' the other taverns haf got. Grimm's got some friends, orders 'em special." She rattles off a few different imported ales and beers from around the Inner Sea, a bottle of elvish wine from Mierani Forest, and a dwarf firewhisky -Dragon's Breath. "Dragon's Breath is new just this month. Dwarves don't like lettin' that one outta the mountains. As fer the rest, ye can't order off the menu durin' lunch rush, so if there's something special ye be wantin' you'll haf to come back later."

After Selene finalizes her order, Ariel sends it to the kitchen and returns to taking care of her other patrons.

Constable's Intuition:
She's clearly expecting that you're here for more than food and drink, and she doesn't seem happy about it. More to the point, she doesn't seem happy that you're here during peak hours. She might be willing to make arrangements for a later time.


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

"What time would be better to get something interesting? Couple turns of the glass?" 'he' inquired mildly before she left.


She nods. "Tha'd be fine, or ye can sit around and have a few drinks. Those meatballs will take you awhile. Make a day of it," she winks.

When she returns, she delivers a steaming bowl of meatballs, swimming in brown gravy, with a hunk of rye bread on the side. Each is roughly half the size of a man's fist; together, they'll make for a very full meal. Selene's heightened senses can easily detect the various flavors, even covered in gravy. The chicken meatball is coated in various peppers and was smoked before cooking, the lamb-and-pork meatball was basted with green herbs and some red pepper for kick, and the beef meatball has warm notes of nutmeg, ginger, and allspice along with the onion and garlic, and was browned in a red wine sauce.


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

She tried not to let it show on her face, but the garlic was a little less than totally pleasant for her. This was one of those times that she was thankful her body hadn't changed as much as it could have. She didn't have all of the strengths of the thing she'd staked, but she didn't really have its weaknesses, either. Thus, she could actually stomach the garlic, even if it did make the dish a bit less enjoyable than it had probably been meant to be. Couldn't fault the cook for that, though, and she slowly ate her way through them before ordering a mug of a drink she could nurse until things calmed down... while keeping her disguise going, of course.


After finishing the meatballs, which does indeed take awhile, Selene has some time to sit and digest. And to watch.

Grimm's is a typical dockside tavern with the typical dockside patrons. While she sits there, Selene witnesses a game of cards at one table nearly devolve into a brawl, merchants and captains making deals, money changing hands, and drunk patrons patting wenches and getting slaps in return.

As the lunch rush dies down and people trickle back out into the fog, an unexpectedly familiar figure enters the bar. A tall blonde woman with a cocksure grin and swaggering affect takes a seat at a far corner in Selene's section. Disguised as she is, Dionne doesn't recognize Selene as she passes by.

Perception DC 25:
Are Dionne's ears... pointed? It's difficult to make out with her hair hanging down over them, but it appears that slight points are sticking out of her hair.

It doesn't take more than a few moments before Ariel makes her way over to Dionne's table. From her positioning, Ariel's body partially blocks Selene's line-of-sight on their interaction.

Sense Motive DC 20:
For some reason, it looks like Dionne is known here. And getting preferential treatment. To Selene's trained eye, Ariel's body language is much different all of a sudden. Minimized, subservient, grateful?


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

Oh, this she did not want to miss. Straining her senses, Selene began to focus on as many details as she could.

Perception: 1d20 + 11 ⇒ (19) + 11 = 30
Sense Motive: 1d20 + 12 ⇒ (9) + 12 = 21

It was not, of course, illegal for any member of the city watch to eat in a given restaurant. Even a... well, docker sort of place. Of course, most members of the municipal forces weren't exactly welcome in regions like this - hence Selene's own disguise - so she was rather curious about what precisely Dionne was doing here. Fortunately, her face was one that wouldn't be recognized, and she had food to occupy her and help her remain innocuous as she listened in on things.

Activating her Vampiric Senses ability, giving her a big bonus on Perception and Sense Motive. XD She really doesn't want to miss this.


With that Perception check, Selene also notices that Dionne's not wearing anything that would publicly identify her as an inspector. Maybe Selene isn't the only one who's incognito.

With her heightened senses, the background noise of the tavern gives her no trouble as she listens in on Ariel's conversation with Dionne. Ariel seems to drop her guard as she talks to Dionne, her accent becoming thicker and more noticeably Kellid.

Eavesdropping:
"...don't know how I can efer repay you!"

"Anything for an old friend, Ariel. But professional curiosity makes me wonder, what was he doing with a freaky painting like that, anyway?"

"He would not say. Something about this new 'patron' of his. I told him if he was looking to join up wif a gang, the Wild Bunch would be more than good enuf, but he wouldn't haf any of it."

Dionne's voice is suddenly sharp, dropping to a harsh whisper. "I've told you all never to use that name! You never know who's listening in this town."

"I'm sorry, Dionne. Forgif me."

"And watch your accent. It's slipping. I told you, if you're gonna make it in Caliphas, you've got to blend in. Outsiders like us don't belong, and they'll never let you forget it. Anyway, tell me more about this new patron he's got. Who could have any use for something like that?"

"He doesn't talk much about it. All I know is that he has been spending more time in the Jade Quarter."

"The Jade Quarter? He's getting mixed up with the Syndicate, then. That's bad news. He might have been better off if I'd left him in that cell."

"Do not say such things! Please, there must be something that you can do?"

"Maybe. I'll have a chat with him, but I'll have to make some arrangements. You're sure this is the guy for you? You're a pretty girl, Ariel, and you've come a long way already."

"All thanks to you! Yes, I am sure. Barius has his problems. But when he looks at me, he sees me. Not tavern wench, not whore, not Kellid. Just me, Ariel."

"Alright, alright, if you're sure. Anyway, I've got to get going. Hoptler's got a hair up his ass today, and I've got a lot of work left back at the office. Keep your nose clean, kid. I'll be back for a plate of Grimm's meatballs soon."

After their brief conversation, Dionne stands up and leaves without having ordered anything. Her eyes scan the room as she approaches the door, her eyes passing over Selene in her disguised form without noticing anything amiss.

Assuming Selene doesn't leave immediately after...
After a few more minutes and a few more patrons, Ariel finally makes her way to Selene's table. "How were the meatballs?" she asks, her Kellid accent now almost entirely disappeared.


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

"Quite tasty." Selene observed, gesturing to the cleaned plate - garlic and all. "I can see why they're so popular here. I wouldn't mind another drink to wash them down with, though. Something light on the alcohol - got some work to do later, and I prefer a strong drink after."


Ariel scowls playfully. "What does this look like, a teahouse? I can dig some roots out of the garden and throw it in some water if that's what ye be wantin'. Otherwise, it's ale, beer, whiskey, or wine. Best be off doin' your work, but if there's something special you're wanting later on, you'd best make an appointment."

It's not my intention to roadblock, but I think I'm starting to lose focus. What's Selene's goal for this interaction at the moment?


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

Gather what information she could as the trail led here, mostly. XD I was kinda watching to see what happened.

"Oh?" Selene asked, grinning lazily. "Just how special are we talking? I mean, those meatballs were pretty good. If it's good enough - or fun enough - I might just set one of those."

Diplomacy (Get her to reveal more information): 1d20 + 13 ⇒ (18) + 13 = 31


Okay. Ariel is a prostitute and at this point just assumes that Selene wants what everyone else wants. It's possible I've been too subtle on that point? Also, if Selene does decide to make an appointment, she'll have to get creative about how she pumps for information. If you'd like, I can take that roll, handwave it, and move on.


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

Handwaving and moving on works for me - sounds like an easy way to get back to where you wanted the game to be, and as a GM myself, I'm all for things that make it easier to do that. XD


After some coy banter, Ariel finally catches on that Selene isn't interested in the usual services, that she just wants to talk. "You could have said that right from the start!" Ariel laughs. With the customary lull in business after lunch, thigns are slow enough that she can chat with Selene then and there. "Rosalind, I'm going on break."

After some cajoling and dancing around the topic of the local underworld, Selene cuts a deal with Ariel for her friend Mister Kent to steal a particular item from a private home. Ariel wants half the selling price up front, to make sure the money is real, but Selene talks her down to a quarter of the price. After coming to an arrangement, they agree upon a meeting time for Selene to hand over the coin and talk further details.

Based on information available to Selene regarding Ariel and her relationship with Barius Kent, she wasn't likely to give up any dirt directly. But Selene's looking for a way to nail Barius Kent and make it stick, so I hope this entrapment angle was a good compromise. I wanted to leave the details up to you.


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

I'm assuming I negotiated for a price I can actually pay...

It was probably for the best that Selene had remembered the details of the disguise she'd put on. Going to a random face was good if you didn't want to be remembered, but when you did, well... training helped. A lot. When they met, the first thing she did was discreetly show the bag with the rest of the money in it. With that out of the way, Ariel ought to be far more comfortable handing over some valuable information.


Yes, somewhere in the region of 50 gp up front. In retrospect, it would have been good to establish a silver-based economy, but oh well.

Refusing to deal in her side-business of fencing stolen goods (and apparently arranging heists), Ariel directs Selene to meet her the next evening in an alley just off Barragaro Road.

* * * * * * * * * * * * * *
8th of Rova, 4717 AR
Barragaro Road
9:30 PM

Walking down Barragaro Road, especially at night, is a tour through the city's social strata. The top of the route begins just south of the well-to-do neighborhood of Eskcourt. Traveling south through Hawthorne Rows, the surroundings quickly shift once the road reaches Oracle's Alley, soon after crossing the intersection at Dock Street, which connects the bustling West Docks with Ashtown and the seedier East Docks. As one continues to push through the fog past Dock Street, they soon find themselves in the open-air market the road is famous for.

At any time of day, any time of year, rain, shine, or the usual fog, the stalls, stands, and holes in the wall are filled with hawkers, mongers, and criers selling anything and everything. Fish (dried, fresh, and braised), meat (whole, butchered, or still breathing), produce of all kinds. Used clothes, furniture, housewares and hardwares, you can find it all on Barragaro Road if just look long enough. But if one keeps going, all the way down to where the road nearly runs into Lady's Harbor, Barragaro Road offers a different sort of market. Streetwalkers ply their trade while shady characters in cloaks beckon from the shadows, offering any manner of stolen goods or illicit services. As Selene walks through in her disguise, one of those shady characters waves for her attention.

"He says he'll do it," Ariel says. She wears a rough-spun brown cloak, the hood drawn over her head. "You have the money? Good." Accepting the partial payment, she opens the sack and pours the contents into her hand. "It's all here," she confirms, stowing the payment in a pocket. "It is going to take him some time. Maybe a week or more. Your target, this Navickas woman, he says it will take some work. Good security. How should I contact you once I have the item?"


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

"I'll find you." Selene answered, although she wasn't planning on needing to actually do this. Better to bust the perp in the act. Still, there were appearances to keep up, and no harm in having a working backup just in case. "I'll show up at the restaurant in a week and order your meatballs again. If you take the order as-is, he doesn't have it yet. If you suggest something else on the menu, he does, and I'll meet you outside after your shift. If it's not in the first time, I'll come back on the next Moonday and Fireday. If he doesn't have at least an explanation by that point... well, let's just say I'll be rather disappointed."


GM rolls:
1d20 + 16 ⇒ (19) + 16 = 35

Ariel nods, silently accepting the arrangement before withdrawing into the fog and shadows.

* * * * * * * * * * * * *

The trap set, Selene mentally reviews the details and preparations she'd need to make. For one, it might be wise to let Layla know that there would be an attempted robbery at her apartment sometime in the next week, especially wit the Ball coming up. She was already nearly loosing her head over last-minute preparation; she had fussed with the dressmaker for what felt likehours, time Selene could have spent doing something useful instead.

As Selene makes her own way through the night, the hair on the back of her neck stands on end and she gets the unnerving feeling she's being watched. It was a feeling that was beginning to become familiar; she'd been experiencing it intermittently since the incident three months ago, but hadn't been able to attribute to anything. There didn't seem to be any pattern, except that it only ever happened at night, well after the sun had set. Whatever it was, it hadn't interfered with her work, but it certainly didn't feel friendly.

Perception DC 35:
There! On the rooftops! With her enhanced senses, Selene catches the barest hint of silhouette against the moon through the fog, and her ears pick up the sound of multiple pairs of feet crunching faintly up above.


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

Blood surged through Selene's system as she felt that prickling feeling of being watched again. Once was one thing, but repeated happenings, well... she didn't like not having answers.

Perception w/ Vampiric Senses: 1d20 + 25 ⇒ (16) + 25 = 41

Whirling towards the roof, she pointed a finger and shot a burst of magic up through the air, deliberately missing whoever was up there. Anyone that good at hiding probably wasn't going to die even if the blast hit them just right, but she had Opinions about hurting people without due process. "You might as well save yourselves the trouble and just come down here. All of you." she said.


GM rolls:
1d20 + 6 ⇒ (6) + 6 = 12
1d20 + 1 ⇒ (3) + 1 = 4

Selene's blast of magic shoots upwards, leaving a clear trail as it burns off the fog. The bright light shines like a beacon as it travels, lighting up the whole street for an instant. In that brief, clear moment, Selene can see three pairs of red eyes staring down at her from the roofs on either side of the street, glinting with something like hunger.

Grinning between themselves, they each begin climbing down the walls, crawling on their hands and feet. They move with an unnatural grace but their paths are lazy, zig-zagging back and forth, and they call out to each other as they come.

"The strigoi wants to play," laughs one, nimbly crossing over a windowsill in his path. "We should oblige her," says the second, scrambling along the outside of a balcony. "But Grandfather said not to make moves," admonishes the third from the other side of the street, its tone mocking.

"The strigoi attacked first," says the second, gently tumbling in a handpring from the wall to the ground. "Yes, we have to defend ourselves," says the first, touching down a little ways from the second. "Grandfather will understand," agrees the third, leaping the last six feet or so and landing without a sound.

Through the hole in the fog, a moonbeam illuminates the street and the surrounding fog glows gently, casting an eerie pallor over the scene. As the creatures circle, Selene gets a better look at them. Their clothes were maybe once something approaching finery, but now they are now just ragged tatters. Their shirts are torn and dirt-stained, their pants are frayed, and their gray flesh is gaunt. It stretches tightly across their faces and their bald pates, the bone-structure thrown into sharp relief like a dessicated corpse, but their eyes gleam red and their tongues run over their enlarged incisors.

As they circle Selene, they begin to edge closer, slowly tightening the circle, but they seem to be enjoying their little game far too much to attack just yet.

"We've waited so long to see the strigoi for ourselves," says one of them. "Yes, ever so patiently," says another. "We've been watching for months," says the third, saliva gleaming on its teeth. "But the months feel like years," complains one. "And the years pass like days," laughs another.

Knowledge (religion) DC 14:
There can be no doubt about it. These creatures are none other than the ruby-eyed gentlemen of the sewers spoken of in hushed whispers and warned of by mothers to their disobedient children - vampires. Whether they plan to feed on Selene's blood, dominate her will, or batter her into submission with their energy-draining touch is impossible to say. Selene knows all the basic vampire traits.

Knowledge (religion) DC 19:
Judging by their strange decrepitude, these aren't the usual moroi breed of vampire. These nosferatu might turn into swarms of small creatures rather than a cloud of gas, and their strange magic lets them move objects without touching them rather than dominating a creature's mind.

Initiative:
Selene
Vampires

No real need for a map for this one. There is a roughly 30'x30' area that has been unshrouded from the fog by Selene's blast, with the buildings on either side of the street. There are three enemies around Selene in a triangular formation. Selene's up first.


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

Know Religion: 1d20 + 9 ⇒ (5) + 9 = 14

A slight smile crossed Selene's face. "Strigoi? No. But you may be familiar with me as a Slayer." she snapped her fingers, and as she did so, searing light erupted out in a brilliant glow around her. It wasn't quite daylight, but it was especially effective against undead creatures and things that hated bright light. She, fortunately enough, was neither. "You really should have listened to your Grandfather. Now he gets to be all disappointed in you."

Wild Arcana to cast Light: Searing Light at CL 6. The undead (and creatures sensitive to bright light, for that matter) take 12 points of fire damage per-round for as long as it lasts, no save. She'll let it run for a minute per-CL (6 minutes), though she'll dismiss it later if she must.


The vampires recoil in pain as the city block glows like high noon. The creatures cast no shadows, but they burn like paper in the light. One screeches, "It burns!" Another tries to block the light from its eyes to no effect. But even as their skin smolders and smokes, Selene can see some of the damage repairing, the burns covering back over with new undead flesh. "The strigoi fears not the light," says the third, and takes a swipe at Selene. The others get a grip on themselves and pounce as well. A sharp contrast to their graceful display on the walls, the vampires strike with brutality and viciousness. Though dangerous, they lack finesse, and Selene manages just to duck and dodge away from swipes that could tear her throat out.

While the first two keep Selene occupied, the third wrenches her arm around as it grabs her from behind. "Blood still runs in the strigoi's veins," it rasps, a note of pained desperation in its voice. With the vile creature's face so close to her own, Selene gets a big whiff of the smell of rotting, burning flesh. Selene takes no damage, but is grappled.

Vampire 1 attack: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Vampire 2 attack: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Vampire 3 grapple: 1d20 + 4 ⇒ (20) + 4 = 24

Perception (foreshadowing):
As the light bursts forth, Selene's shadow writhes for a moment, as if seeking for some avenue of escape, before pooling in a tight circle at her feet.


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

Which reminds me... do I know what type of vampire they are? Another Know Religion, I guess.: 1d20 + 9 ⇒ (1) + 9 = 10 ...Given her background, this roll slightly offends me. XD

Even if some damage could be repaired, enough of it would bring anything down... something she kept in mind as one of them grabbed her. Fortunately, she was quite well-trained in casting while in the midst of combat, and deadly energy surrounded her claws as she tore at the one grappling her. It wasn't a mild strike, either, as she'd pumped it full of extra energy. Between that and the burning light filling the area, it ought to at least be pretty badly wounded...

Using her Energy Blade tactic to add her Destructive Blast's damage to her next successful strike. Paying 1 SP to increase its damage to one die per-level.
Defensive Casting, DC 16: 1d20 + 9 + 4 ⇒ (4) + 9 + 4 = 17
Claw: 1d20 + 7 ⇒ (17) + 7 = 24 for Damage: 1d4 + 4 ⇒ (1) + 4 = 5 Plus Bludgeoning Damage: 4d6 ⇒ (4, 4, 5, 3) = 16
Claw: 1d20 + 7 ⇒ (3) + 7 = 10


I'm trying to parse the rules interactions between grapple and casting. As I understand it, your Defensive Casting roll is for casting defensively to provoke an AoO, but the DC for that is 15 + double the level of spell. Since Selene is grappled, she also needs to roll a concentration check with a DC of 14 + level of spell. Which leads me to my next question for you, as you're the SoP master - how do you figure the spell level with SoP in play?


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

The conversion is the spherespell's Caster Level divided by 2, rounding down (per normal rules on rounding). Thus, DC 16 for the grappled casting, since Selene currently has an effective spell level of 2nd.

Interestingly, this gives the potential for an effective spell level of 10th (or higher) when making concentration checks, which means a high-level spherecaster will actually have a slightly higher chance of failure than an equivalent Vancian caster. Admittedly, it's probably negligible at that point, but still. XD

Defensive Casting roll, DC 19: 1d20 + 9 + 4 ⇒ (17) + 9 + 4 = 30


Thanks, I was having a bear of a time finding that formula. Also, nice rolls!

The vampire screams in pain as Selene slashes at it with her claws. Between her strike and the searing light, the damage is too much for the creature to take. Selene feels the force holding her down disappear suddenly and dozens of tiny legs on her skin. Looking down, she sees herself covered in spiders that flee the light as quickly as they can.

The other two haven't quite gotten the message yet, but as the skin continues to burn off their faces, they seem to have traded talking for pained growling and snarling. One slashes at Selene again, but its attack is turned aside by Selene's claw. The other reaches his hand out towards Selene and jerks it back toward himself. A moment later, something heavy collides with Selene's back with a thunk! Suddenly, something else replaces the stench of the burning vampire in Selene's nose, though the smell of old fish isn't much better.

Selene is no longer grappled but was hit with a barrel full of fish heads and takes 7 damage. The space behind her is now difficult terrain, due to the aforementioned heads.

Vampire 1 attack: 1d20 + 4 ⇒ (9) + 4 = 13
Vampire 1 damage: 1d4 + 1 ⇒ (1) + 1 = 2

Vampire 2 telekinesis: 1d20 + 4 ⇒ (15) + 4 = 19
Vampire 2 damage: 2d6 ⇒ (6, 1) = 7


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

For convenience, I threw up a table on the Using Spheres of Power page on the wiki that provides a straight list of CL to Effective Spell Level. Note that a Spherecaster's Caster Level isn't necessarily their character level, since a lot of options and items can raise it.

Can I do anything to break apart the barrel a bit and fashion a wooden stake out of it? Your choice on whether it'd be improvised or not.


Cool, I'll check out the table! I've got no problem with that plan whatsoever. Just a full round action to break the barrel and pick up the improvised stake. But based on her knowledge, Selene knows that they're resistant to physical damage that's only bypassed by silver; a stake is relatively useless until the vampire can be incapacitated. In fact, she got a short lesson in the effective methods of hunting vampires from High Inquisitor Mardhalas during the Incident.


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

Eh, I'll grab the stake later, then. XD

"Fish heads? Really? Selene asked, wishing her aura would simply incinerate these pests already. Given how the other one had been beaten, though, it probably wouldn't take much longer. Shrugging slightly, she stepped a few feet away from the one in melee with her, then pointed towards the one that had tossed the barrel and sent a burst of energy its way. It was definitely going to resist at least some of the damage... but probably not enough of it. Not when the air itself was burning them.

Shootin' a strong blast.
Destructive Blast: 1d20 + 7 ⇒ (7) + 7 = 14 Bludgeoning Damage: 4d6 ⇒ (3, 4, 5, 6) = 18


We never established this, but I'm going to assume that Selene switched back to her normal appearance some time after leaving Barragaro Road.

The fish heads covering the ground make for poor footing, and as she takes her shot, her foot skids just enough to throw off her aim. The energy passes by the vampire, creating another tunnel in the fog that terminates where the blast hits a building. The creature avoided the blast, but looks spooked. "The strigoi is powerful indeed," it says to the other.

They both snarl in pain as the light continues to burn away some of their gray flesh. "The light burns," growls the other. "Let us be done with this!" Silent agreement passes between them, and suddenly explodes into a whirling cloud of bats that take for the sky through the hole in the fog while the other nimbly scales back up the wall to disappear over the rooftops.

Combat over.

Constable's Intuition:
Something's wrong. The vampires were losing, slowly, but they still had plenty of fight left in them when they fled. The fight hadn't been a failed hunt on her part, it had been some kind of test.

As Selene stands in the fog, catching her breath after her brief exercise, she hears the sound of a pair hands clapping in applause. "Well done," calls a voice through the fog. The voice was deep, masculine, and a moment later, the figure it belongs to steps out from the edge of the fog. "But you should work on your aim. Nobody likes collateral damage."

As the man steps into the glowing nimbus of light, Selene gets a good look at him. He wears armor underneath a long black coat, and the knobbed pommel and grip of a longsword poke over his shoulder. The man is lean, and there are clear traces of Kellid in his features, though it's mingled with something else that Selene can't put a finger on. A black, wide-brimmed hat sitting atop his head completes the picture.

Knowledge (religion) DC 12 or Knowledge (local) DC 15:
Aside from the black color, the man's dress reminds Selene of High Inquisitor Mardhalas - the man appears to be a Pharasmin Inquisitor.

Perception (without senses) DC 20:
The coat looks familiar. Selene's certain that she's seen it before - riding on a horse toward Wrenhyde.


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

Selene blew on her fingers. "Even wood can take a few blows like that." she answered, eyeing the man. "Besides, I think most people would appreciate a scourge being dealt with."

Know Religion: 1d20 + 9 ⇒ (14) + 9 = 23
Perception: 1d20 + 11 ⇒ (10) + 11 = 21

"Now, I don't suppose you happen to be carrying any identification on you?" she added. "I mean, you have to admit, watching something through dense fog and complimenting a girl right after some monsters tried to attack her isn't exactly the least suspicious thing you could be doing."


The man cracks a faint smile. "I was going to help, but you seemed to have the situation well enough in hand. You have to admit, lighting up a city block and fighting off three vampires isn't exactly the least inconspicuous thing you could be doing."

Despite his impertinence, the man complies with Selene's request. Reaching into his coat, he withdraws a badge that Selene can't help but recognize as the insignia of the Bureau of Special Affairs. Whoever this man is, he works for Mirakas Vashalnt in Whiteshaw's shadowy underbelly. "That should be sufficient," he says, replacing the badge. There's a lightness in his tone, but it never reaches the corners of his pale eyes. It's hard to tell what color they are in the glow. Blue? Green? Maybe even gray. "Who I am isn't nearly as interesting - or important - as who - or what - you are, Selene. Or, at least, what they think you are. Douse the light," he commands.


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

Is he in my chain of command?

"I rather like the light, actually. I'm an investigator, after all, and I'm officially obligated to dislike things that are hidden." she answered smoothly. She did let it dim a little, though. "And, what, that Strigoi nonsense? Do these look inhuman to you?" she asked, tugging up her lip to reveal completely normal teeth. Ah, retractable fangs. How useful you were. "Want me to go find a priest and have them throw a few bursts of life energy at me? I don't mind, really, if you're willing to pay for it. I don't know what they were on about-" And she really didn't, because as far as she could tell, she wasn't actually anywhere in the vampire family despite having some similar abilities, "-especially because the closest I've really gotten to that was staking one in the heart. You can ask for a record of the incident, if you want. It's public, and there were a lot of eyewitnesses from the force."

Know Local (What've I got on this guy?): 1d20 + 8 ⇒ (3) + 8 = 11
Bluff: 1d20 + 10 ⇒ (18) + 10 = 28


Not so much in your chain of command as above it. Like how the FBI aren't in command of the police; outside the context of their individual jurisdictions, they're ostensibly equals, but not really.

Knowledge (local):
Selene has no idea who this man is. The Bureau of Special Affairs was known for being unknowable, their agents included.

"Yes, I'm familiar with your record," the man says. "And as far as I can tell, you have no idea what you are. What matters is what they think you are, and there's sure to be more where that came from. So if you'd like to be tonight's main attraction for all that goes bump in the night, by all means, shine on you crazy diamond. But if it's all the same to you, I won't be sticking around for it."

With that, the man stalks off into the fog, seemingly keen to get away from the glowing city block.

He's going slowly enough that Selene can follow, if she's so inclined. If not, he disappears.


Female Human BldLtr 4 / Inc 4 / Shft 4 | HP: 69/69 | AC: 17 [21], T: 15, FF: 13 [17] | Fort: +8, Reflex: +9, Will: +9 (+Situational) | BAB: +4, CMB: +8, CMD: 22 | Init: +6, Perception: +11 [+25] |

"What I am is an officer who wants to do her duty." Selene answered as the man stalked off. She rolled her eyes a bit a moment later. Inquisitors of the Death Goddess just had to be as somber and serious as possible, didn't they? She was no party animal herself, but she did crack a slight smile at the thought of how a certain fashionista friend of hers might react to such a dour individual. She did let the light go out a moment later, though.

But I do wonder... why would someone from Special Affairs be so keen on avoiding the light and not getting noticed? I'm sure he knows how to use that metal stick of his, and while seeking trouble is a problem, you don't want to look like you're trying to avoid it. Predators notice that sort of thing, and if you don't want to be prey, you need at least some bite to go with your bark.

Shaking her head, she moved on.

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