Geoffrey's Finest (Inactive)

Game Master CampinCarl9127


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Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

He requests my help after brazen defiance before combat? Dalton internally shook his head. He didn't like the pirates' rules, but they knew how the game was played. You lost. That's how it goes.

He did, however, scurry over to their ship. Apparently pegged as the wizard anyway, he put his skills to use in a different manner - mending the clothes and tools that were broken on the ship.

During that time, he described the horrific platypus to the crew he helped, seeing if any of them knew of its origins.

Gather Information: 1d20 + 12 ⇒ (12) + 12 = 24


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Knowledge: Engineering: 1d20 + 12 ⇒ (11) + 12 = 23

Toramin had "joined" the Andrilian army as a technology advisor. Cannons were not terribly complex by the standards of his people and he quickly goes to work dismantling one.


F AKA Chibi Kerchiechoo Halfling Invstgtr 11 | HP: 63/63 | Init: +6 | AC: 26 [T: 19; FF: 20; CMD: 25] | Fort: +8, Ref: +18, W: +13 (+2 agnst fear) | Per: +10
Spoiler:
IP: 5/9 | Luck 4/4|Grit 1

As Dalton repairs clothing and small items on the Maw and Toramin begins dismantling a cannon (which looks tempting), Rilka commandeers some food stores and water from the defeated slave ship. When each freed slave comes aboard the Raging Storm she writes down their name and home village. It’s going to be more crowded, she thinks. Hopefully the taste of freedom will give them some patience. They might want to live in Akropash. We should give them some money to help them get established. Does this group already have a leader? She watches them, looking for any established hierarchies or relationships.


Between Dalton's magic and Toramin's expertise, the cannon is dismantled and moved over in about two hours. Tsirion grunts and heads off after that, not looking particularly happy but he doesn't seem spiteful.

Rilka examines the thirty slaves they picked up, and there seems to be nothing special about them. Just bottom line regular slaves. However one man seems to be stepping up to lend some help, if not actually leading them. A tall, broad-shouldered, very dark-skinned man with a few pale scars across his body. The sun gleams off his bald head as he turns to look at Rilka approaching with suspicion in his eyes. "You say you are not slavers. Why do you steal us then?"


Female Dwarf Priest 6/Exalted of Bolka 3 l HP: 62/62 l Init: +5 l AC: 11 [T: 11; FF: 10; CMD: 13] l Fort: +13, Ref: +7, W: +15 (All saves increase by +3 for p, sp, and spls) l Per: +11

Ianna checks the former slaves for any maladies. She also offers whatever spiritual comfort she can provide. "We will see you back to freedom. I promise."


Several of them have injuries, most of them deep whip marks on their backs. A single channel from Ianna completely seals all their wounds and they look up with new hope.

The dark skinned human looks around for a moment then nods. "We are all in your debt then. Thank the gods you came along."


Female Dwarf Priest 6/Exalted of Bolka 3 l HP: 62/62 l Init: +5 l AC: 11 [T: 11; FF: 10; CMD: 13] l Fort: +13, Ref: +7, W: +15 (All saves increase by +3 for p, sp, and spls) l Per: +11

"I thank the gods that they guided us to you. My name is Ianna Trealamhgabha. What is your name? We are headed south. My brother has friends in Akropash -- he was part of the coup there many weeks ago. Would you like to go there where slavery has been outlawed? Or can we take you to even further south?"


"I am Balrad. I have heard news of the changes in Akropash and hear there are many opportunities for our kind there. That would be a worthy destination, as we have no homes now. We all thank you for your kindness, Ianna Trelah...Trelham...Ianna."


Female Dwarf Priest 6/Exalted of Bolka 3 l HP: 62/62 l Init: +5 l AC: 11 [T: 11; FF: 10; CMD: 13] l Fort: +13, Ref: +7, W: +15 (All saves increase by +3 for p, sp, and spls) l Per: +11

Ianna smiles at the man's attempt to pronounce her dwarven name.

" In the trade tongue my clan's name is rendered, 'Gearsmith.' I have heard good things about Akropash in recent days. There are opportunities there for all people. I pray that Bolka smiles upon you and that you find love and joy in your new home."


"Forgive my ignorance of your culture, we slaves know little beyond our own lives. Gearsmith, much easier." He gives a wide smile. "With the right opportunities, these are all hardworking people who can make an honest living."

Alright! The slave liberation continues, and now word that Bjorkus is responsible for some of it is going to reach the Pirate Council. That being said, I have no more surprised for you while you're waterborne. I'm going to skip ahead a little.

~Meeting Ninnec's Contacts~

After Dalton scrys upon Ninnec and tells him of the additional freed slaves they're going to be dropping off, the intelligent ratfolk makes the proper preparations for them. When the Raging Storm lands on the southern shore of what was previously Targ's territory, two dozen armed mercenaries on horseback (and one riding an ahnkeg) with three wagons are waiting. One wagon is full of food and water and the other two are to carry the slaves so they don't have to walk. They confirm the secret message Dalton gave to Ninnec and start supplying the ex-slaves with food and water, then they move them into the two wagons. After some final send offs, they're on their way to Akropash and a new life.

~Gesthil~

Deserts turn to mountains as the party passes the Rose Pass, then mountains turn to windy planes and luscious forests. Bjorkus directs the ship into the unnamed river that runs through the forests into Wasco.

More to come, feel free to talk amongst yourselves and the crew.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

I'm good with moving along. Looking at the map I'd estimate it's about 10 days from our battle with the Maw to reaching the river near Wasco.

Bjorkus is happy to see Ninnec flourishing since the party's departure from Akropash. He didn't have as close a relationship with the ratfolk as Dalton but he acknowledged that he had been crucial in the success of their mission and liberating the city-state. He greets Ninnec warmly and hands over a sack of coins and assorted gems, enough to help the lot of former slaves get a head-start on their new lives.

The bull silently hopes nobody recognizes him as 'Ares'.

Six months wages for each former slave comes to 546 gold.

***

"We're almost there", Bjorkus explains as the Storm heads inland. "Shouldn't be more than a day. Have you given any thought to what we're gunna do once we get to Wasco?"


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

Though Dalton could not aid Ianna in the healing, it did make him feel good to watch the slaves believe in their freedom. So much better than being under the yoke.

*******

"This is quite the convoy you have here," said Dalton, gesturing to the vehicles that had arrived. Ninnec knows what he is doing. "The ratfolk will be expecting these parchments. The messages therein will be used for a profit - some of which will go towards you and your group if they arrive unripped and unwrinkled. I would add unwet, but that doesn't seem to be a problem in the desert." The transmuter handed the mercenary leader one tube with three scrolls: ant haul, bull's strength, and secure shelter. During the previous scry, he'd told Ninnec transferring some of the fruits of his labors upon the ship would be a safer method of funding than conveying money directly. And he knows how to move products.

He patted his scaly rescuee on the shoulder, having to reach to do so. "These people will take good care of you. You can earn some money of your own this way, get your own food, drink, and home." And be a guard with no allegiance.

*******

Dalton had come up on deck for some fresh air when Bjorkus spoke. "First? See who actually runs the place." The wizard thought for a moment. "If the armorer is too stubborn, a bit of leverage might be needed. That would have to come from the people in power. Though we might have some muscle, I imagine one molding steel for a living won't be intimidated easily be it."


The Raging Storm makes port a few miles away from the city; the city itself has no ports for a ship this size. The forest itself is incredibly dense with massive, ancient trees and deep, green foliage. Even at high noon the sun barely peaks through the overbearing canopy in this hot and humid jungle. Some of the roots are so big that climbing over them is a full ordeal, the mushrooms are large enough to find shelter under, the vines are too thick to wrap your hands around, and the only hint of civilization is the faint trail leading towards Wasco that looks more like a game trail than anything. Truly, it is a place where nature reigns supreme. It is also quiet besides the occasional chirp or hum of a bird or bug. Picture

You're going to need to roleplay leaving the crew, since with your current time frame you don't expect to be coming back in the near future.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Aren't they our ride back north?


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

"I hate to leave you sods again but I've got to see this thing through", Bjorkus explains to the crew as he slings his pack over one muscular shoulder and straps Tyrantbreaker into its sheath. "It goes without sayin' but Luthor's in charge while I'm gone. He'll take good care of the Storm and all of you. Axen I want the new recruits in fightin' shape by the time I come back."

"I'll be in touch", the bull says gripping Luthor's forearm in a firm handshake. "Be on the lookout for that trick Dalton used to contact you on the island. I'll be usin' it again when it's time for us to meet up again. I've got something big planned for the Raging Storm and all of you but I'm gunna need some time still. Take care of yourselves in the meantime."


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

Dalton did marvel ad the beauty of nature, but his body was not build for it. He wiped his brow. "There had better be more than a place that makes salads when we arrive," he grumbled.

During the walk, he thought of the various things he could ask his father. Why did you leave? What drew you to my mother? Do you have other children? The last thought gave him pause, for it had not been a consideration until recently. Half-brothers and half-sisters. Would he even know their whereabouts, or would they be castoffs like myself?

This armorer, Malan, would need to allow the contact to be forged first. Cursing as the wizard stumbled over a vine, he hoped the trip would be worth it.


Toramin Gearsmith wrote:
Aren't they our ride back north?

To where? For what reason? You guys heading back north is news to me. As far as I'm aware this is the last stop on your trip and then you're expecting a call from the Aestherics.

~~~

The crew nods and gets back to work. Luthor walks up to Bjorkus. "How long do ya think you'll be gone for?"


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

"It's hard to say", Bjorkus admits. "Weeks, maybe months. But I'll be back, that's for damned sure."


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Oh, I thought we would use the boat to return to Andril.


Female Dwarf Priest 6/Exalted of Bolka 3 l HP: 62/62 l Init: +5 l AC: 11 [T: 11; FF: 10; CMD: 13] l Fort: +13, Ref: +7, W: +15 (All saves increase by +3 for p, sp, and spls) l Per: +11

Ianna had never seen such vegetation in her life. Golden Gift, the world is full of beauty even in the most unlikely of places.

She could feel her goddess' love pulsing in her in a way that it never had before.

"Dalton, I have every faith that we will find your family. Such ties cannot be easily sundered."


Luthor nods. "Aye, I'll keep things running smoothly." He strolls back on board and yells to the crew. "Oi! I'm the captain now, until Bjorkus returns! Let's get that anchor up and those oars out, we don't have all day!" With some final farewells, the party heads out.

~~~

The party begins the one hour trek to Wasco. The way there is filled with wondrous sites. Fields of twisted trees with bugs and faeries as varied as the rainbow, although the one that gets caught in Ianna's hair and takes a chunk with her isn't so amusing. Viney marshes with trees that look like they were made to be climbed, odd specimens of fish jumping out of the water and the sounds of skittering animals running up and down the banks. Monumental trees, one of them large enough to fit multiple giants inside as its blown-out shell dribbles water down onto the ground, a faint game trail going right through its creaky structure. A delicate looking structure that creates an almost melodic sound when the wind blows through it. Then a cobblestone bridge that has trees around it with light-giving fruit growing from its old limbs that pulsate in a seemingly random pattern. It's at this point that everybody looks to each other with a I thought YOU were leading? look, and the party realizes they've been walking for two hours and haven't seen any sign of civilization yet.

Dice:
Ianna Survival: 1d20 + 4 ⇒ (13) + 4 = 17
Toramin Survival: 1d20 - 1 ⇒ (2) - 1 = 1
Bjorkus Survival: 1d20 ⇒ 8
Dalton Survival: 1d20 ⇒ 4
Rilka Survival: 1d20 + 2 ⇒ (15) + 2 = 17


Female Dwarf Priest 6/Exalted of Bolka 3 l HP: 62/62 l Init: +5 l AC: 11 [T: 11; FF: 10; CMD: 13] l Fort: +13, Ref: +7, W: +15 (All saves increase by +3 for p, sp, and spls) l Per: +11

Ianna detects magic to try to determine whether or not this is some sort of confusion trap.


Ianna does pick up a source of magic from the tree, a faint aura of evocation. After some examination she believes the fruit to be nothing but the source of a light spell. Amazing and truly a wonder of nature, but not a threat.

Dice:
?: 1d20 ⇒ 6


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

"It is not clear to me that we know where we are going."


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Bjorkus whistles a charm and drops a handful of leaves from in the air.

Know Direction.

We're we not able to just follow the river?


You were following the river, that's the crazy part! I think your lack of a survivalist is going to get you here ;)

Bjorkus knows where north it, about 45 degrees to the right if you were walking across the bridge.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Well you don't need a survivalist for common sense.

"Gotta be some kinda magic. We know Wasco's southwest of the river inlet. Rilka, you mind scurrying up one of these trees to make sure we haven't passed it?"


Female Dwarf Priest 6/Exalted of Bolka 3 l HP: 62/62 l Init: +5 l AC: 11 [T: 11; FF: 10; CMD: 13] l Fort: +13, Ref: +7, W: +15 (All saves increase by +3 for p, sp, and spls) l Per: +11

"Perhaps the town is built up in the trees."


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

"Could be", Bjorkus rumbles. "All the more reason to get high and take a look."


Gesthil is full of all sorts of wondrous places, but Wasco is one of the higher traffic towns and none of you have heard anything about it being in the trees.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Well we didn't hear about its magical traveler-losing properties either so it's entirely possible.


Who said anything about magic being the reason you're lost? :D


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

If we can get lost following a river I'm citing this as Blair Witch-level magic.


A river that winds a lot and splits in several places. I'm guessing the low activity today is from it being a holiday weekend, so no rush.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Likely but if it'll help move things along Bjorkus will attempt the climb too. Another set of eyes couldn't hurt.

Bjorkus chants a spell to boost confidence and then finds a solid tree to climb.

Climb: 10 + 5 + 2 = 17


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

The description didn't mention splits nor is it shown on the map. I was all *shrug* "must be magic, eventually the DM will have this problem resolve, since there do not appear to be any moving parts to this puzzle besides for 'you are lost.'"


I handled you guys trying to find the city with survival checks. Nobody got high enough. Therefore you are lost. That's basically all that happened. Plus cool scenery.


Bjorkus climbs a tree and looks around. However all he sees is the canopy as far as the eye can see.

Bjorkus Perception: 1d20 ⇒ 8


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Bjorkus sits in the tree for two minutes.

Taking 20.


Bjorkus sees the canopy in great detail.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

"Shrouded in magic alright", Bjorkus surmises after he descends the tree. "I guess we should camp out and wait for the magical forest folk to come find us."


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

The suggestion of magecraft was not beyond suspicion, but Dalton's divination to detect any such working came up (I assume) negative.

"As frustrating as this might be, it does make a bit of sense; there is a reason this bit of the world lies mostly unsettled." And perhaps it is just the place for one running from society to turn ...

Unfortunately, if Bjorkus could see nothing from the treetops, Dalton was unlikely to be much aid in triangulating their location. "If this goes on for too long, I can use the spell learned in Toramin's land to conjure us some shelter. Yet I would rather not stay in this open humidity. Where was that river again?.."


Female Dwarf Priest 6/Exalted of Bolka 3 l HP: 62/62 l Init: +5 l AC: 11 [T: 11; FF: 10; CMD: 13] l Fort: +13, Ref: +7, W: +15 (All saves increase by +3 for p, sp, and spls) l Per: +11

"Could you fly Rilka above the trees? That might provide her with a much needed perspective."


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)
Ianna Trealamhgabha wrote:
"Could you fly Rilka above the trees? That might provide her with a much needed perspective."

"As you wish!"

Rilka now has 8 minutes of fly.


Rilka magically rises into the air and starts rotating to scan the canopy. As she looks south her face lights up and she points, shouting down to the party. "I see a few clustered sources of smoke to the south! It's either a town or an exceptionally large camp!" She chuckles as she comes down and the party heads south.

They have to break away from the river and the faint trails, making the going slow and full of guesswork. However Bjorkus is entirely fed up with being lost and stops every few minutes to check where north is again, redirecting their route frequently. At last the smell of smoke and the sight of civilization reaches the senses of the party.

A city of nature, Gesthil is a massive center of civilization but entirely blended with the forest. Houses are open to the environment and blend in with the surroundings, built where they don't intrude on the natural ways of life. Many of the structures are literally built on the massive trees in the area, and indeed some of the houses are made out of the tree itself, looking like the trees were grown just to be that kind of structure.

The 'streets' are alive with activity with creatures of every size and type. The typical common races are far from the common or the majority here, although gnomes and elves and half-elves are a little more present. Furred catfolks climb the trees above shade-protected dhamphirs chatting with elusive drow and dark fetchlings while fiery ifrits flit around full-blooded orcs who tower over stony oreads, jittery ratfolks, whimsy sylphs, odd tengus, and wide-eyed undines. Black-winged strix fly around as kitsunes pad around under the feet of sulis and samsarans and grippli and gillmen and duergar, and there must be a dozen races that are so odd-looking that the party can't even identify them. Indeed, as the party enters they don't even get a first glance, much less a second one.

A large wooden sign points to a large, comely building that is full of noise and lights and music. The sign reads New in town? Visit the Twisted Otter to get situated!

Dice:
Rilka Perception: 1d20 + 10 ⇒ (17) + 10 = 27

Ianna Survival: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Toramin Survival: 1d20 - 1 + 2 ⇒ (18) - 1 + 2 = 19
Dalton Survival: 1d20 + 2 ⇒ (8) + 2 = 10
Bjorkus Survival: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Rilka Survival: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

"When I was advising the army, I seem to recall being told that Gesthil has open citizenship. The Twisted Otter may be where orientation and citizenship tests are administered or it could be the tavern that advertises." Toramin muses.

"In any event, it would be a good place to take in the lay of the land."

Toramin leads them towards the Twisted Otter.


Female Dwarf Priest 6/Exalted of Bolka 3 l HP: 62/62 l Init: +5 l AC: 11 [T: 11; FF: 10; CMD: 13] l Fort: +13, Ref: +7, W: +15 (All saves increase by +3 for p, sp, and spls) l Per: +11

Ianna looks around the town and its inhabitants with wide-eyed innocence. This admixture of races living in harmony seemed like a blessing of her goddess' brother.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

"Sounds good", Bjorkus rumbles as he admires the most attractive of the city's varied population.


Toramin, Dalton, and Rilka would all know that citizenship basically doesn't even exist here. Basically the motto that all of Gesthil goes by is "If it doesn't bother anybody, don't worry about it".

The party maneuvers through the streets and up the small hill to the Twisted Otter. Next to the front door is a carving of an otter who looks to be in fits of hysterical laughter. The sounds of happy drinking and gambling and music float out the windows and the smell of fresh food tickles the nostrils. The party opens up the large (literally 12 feet high) double doors that slide open and enter the inn.

The inn is a lively and cheery place. The inn is massive, as there are at least a hundred people in here but it's only moderately crowded. A full band with a ratfolk on strings, half-elf singing, suli on drums, and gnome on wind is playing at the far end of the room on a raised platform. Two dancers in front are putting on a performance, one a samsaran and the other a fetchling, often dancing with the patrons. They appear to be playing a local favorite judging by the number of people dancing and singing along. Glittering coins rain down into a large barrel just off stage, although it's somewhat obscured by the crowd in front of the stage. Looking to the right wall shows the bar, a very long pics that is centered on the corner of the building and wraps around as a quarter-circle. A dozen figures sit at the bar as they work on their very varied beverages. A pair of kitsune are tending the bar. One of them is a female with blue designs on her tail, ears, and around her eyes. The other is a male with similar but distinct green designs. They both look well liked judging by the reactions of the people at the bar as they scury around, constantly changing forms as they scurry to and from the back wall and a door on the right wall. The majority of the rest of the space is full of tables and chairs, most of them full of people. Drinks are everywhere along with at least two dozen different kinds of table games. Looking up at the very high arced ceiling shows there is a second floor (accessible by the circular staircase at the far right wall) that is another party of the main room, with more tables and chairs and people and dancers and an entire extra bar. It's slightly less crowded up there and there is another kitsune with purple designs tending that bar. Besides a few looks, the party doesn't atteact much attention walking in.

Perception DC 10 & Sense Motive DC 20:
Security may seem to be nonexistent here, but keen senses and a mind for people reveals otherwise. On the far end of the bar is a human casually scanning the crowd. He's built like a tree with a huge frame and large hands, and his bushy beard and chest hair give him an almost fuzzy appearance. But the old scars and keen gaze show this man to be a fighter, most likely a bouncer if the need arises. But for the moment he's just casually scanning the crowd with a huge mug in hand.

Previous spoiler and Knowledge (nature) DC 15:
That bouncer is actually a werebear-kin, also known as a coldborn. They're typically the most just and righteous of all the skinchangers, but when roused to anger they can have terrible tempers to go with their physical prowess.

For reference, it's getting fairly late, you guys got into town just after the sun went down.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

That's new information because I swear you told us about citizen tests that monstrous humanoids took to show they were licensed as not a danger to the public.

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