Geoffrey's Finest (Inactive)

Game Master CampinCarl9127


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Male Drow Inquisitor (Infiltrator) 5 Init +3, Hp: 37/37, AC: 14(16)/Touch: 11/ Flatfooted: 14(16), Fort: 5/Ref: 3/ Will: 6, CMD: 17; Initiative +3; Perception +12; Sense Motive +10

"Thankyou. I think there is something of use we can get out of those men."


"Yes, there has been a flow of letters coming in from Xilres about the recovery of their capitol. Arjax's house has been a significant influence and he has been very busy. Agents who are still loyal to the king are sprinkled everywhere, an attempt has been made on his life but thankfully the royal guard protected him."

Diviri leads everybody out. He calls his men who completely exit the building in less than thirty seconds, standing in a line at attention. They are dismissed and leave, slightly more casual after their dismissal.

Your trip to the castle is interesting. Normally walking with Diviri comes with a radius where civilians will not enter, while walking with Geoffrey does the opposite. At the very least it's rather entertaining to observe the conflicted looks on all the faces as you pass. Eventually most settle on acknowledging Geoffrey with a smile or wave without approaching.

You walk off of bricks and onto stone slabs as you pass through the gates leading to the castle. The structure is an entire fort in its own right, a long running joke is that some live their entire lives inside the walls, not aware they are part of a larger world. The history of the castle is well known. Roughly a hundred years ago the original founders of Andril were attempting to colonize the harsh north. After upsetting the savage frost giant clans they fled, building a small fort before the savages launched an attack against them. The next several years were naught but survival, the founders spending every day fighting off hoards of giants and their allies or further reinforcing the fort. Their walls are thick and contain numerous arrow slits and murder holes that look well kept but unused. The castle is certainly built for defense as opposed to comfort or luxury, but it has been slowly adapting over the past eighty years or so.

Diviri signs several papers, occasionally asking how one of your names is spelled. Lindale gets annoyingly caught up in customs, spending nearly twenty minutes verifying his citizenship to a stern eyed elf who seems to check every small detail, finally releasing him with a reluctant signature. You are each given a badge and instructed to pin it to your left breast, then pointed towards the main doors. Geoffrey and Heff each take out their own personal pins. In the brief moment as you pass the main door you feel a slight pressure at the base of your head, but it quickly vanishes. Inside the wall is a plethora of activity as servants, experts, knights, and every other manner of worker hustles by. Also every single person you see has some sort of identification pinned to their chest, similar to your guest badge. The walls are adorned with murals of historical events in addition to famous pieces of art and depictions of most gods, mainly lawful ones. You cross through the center courtyard and come upon the interesting site of several shops open and busy, even despite the late hour.

You exit the courtyard and veer towards the right. The number of servants and workers begins lowering as opposed to the rising level of knights and guards. Diviri opens a door that reveals a staircase leading downwards, showing everybody to an impressive if messy alchemists lab where a dozen men in long coats wearing gloves and goggles are working in. A yellow puff of smoke exits a crucible to the excitement and cheering of several of the workers. After a moment a tall, lanky half-elf spots you and crosses the room in a few long strides. He raises his goggle to his unkempt singed hair and offer his hand with a smile, enveloping each person's hand with his long fingers.

"Diviri, you look as cheery as ever! I suppose this is something about that bank robbery?" Diviri nods, handing him the slip of paper. "You suppose right as usual Tenrach. Found inside the vault they were after, we think there's more than meets the eye." Tenrach looks a little sad, as if he was expecting something more challenging. He puts the paper under a thin sheet of glass with a miniscule hole in the top, then systematically takes out several different colored liquids and applying them one by one to the paper, examining the effects between each application. After no reaction he heats a sheet of metal and places it over the glass, then tries freezing it, then takes it into an air sealed room for a few minutes before coming out with a flat look on his face. "Sorry Diviri, if there is something hidden on it then it's beyond my skill. Which means of course there's nothing on it." He grins, shaking each one of your hands again and returning to his work.

Diviri grunts, giving him a short thanks and leading everybody back upstairs. "I have a few more experts to ask. I can cross reference the bank records with the front gate records to see who was in the city during the transfers, also..." Heff looks more and more annoyed as he continues on, finally raising his hands. "Sto-stop stop! I'm not being dragged around the city all night on your wild speculations, your investigation methods make me want to tear my hair out. Look, there's nothing further to look into here, whatever was there is gone and that's the end of it." Diviri gives him an especially hard frown, Heff rarely giving him one back, and Geoffrey just glances between the two as if trying to understand what's going on.


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)

Well then. Time to play dumb. Without time alone with some of the members without the note, Dalton didn't have much a chance to convey the information. He didn't know how clear the divination would be, but he didn't even want to chance writing. And if this voyeur thinks there's nobody to draw a connection to this knowledge's use, he'll be rather disappointed. Anything out of the ordinary concerning the path or places along the note's trail could be used to work back to the gazer.

If anything occurred, that was. In the meantime, the dispersion of personnel would allow Dalton to tell his peers of the truth on the note. Even slipped by the alchemists. Not truly gifted in the arcane.

When they're a good jot away from the note, Dalton will tell the group of the scrying sensed & his intentions for keeping it concealed. I write it as a readied action of sorts to expedite gameplay; I won't be able to post until late tomorrow.


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

Toramin watches the reaction bemusedly. Who is this stern guardsman? Is he part of the Aestherics? The government? Private bank contractor? The Andrili really do let anybody wander around.

While they glare at each other, Toramin will continue his conversation with Geoffrey about Xilres. "I'm glad that Psotheos is well, and unassassinated. I miss that boy's conviction. Though I am surprised that the old king has loyal agents remaining. He did not seem one to inspire such devotion. I can only assume there is something going on in that kingdom that we do not understand."


Male Human Paladin

Geoffrey shrugs. "There will always be those who follow madness for their own twisted reasons. We can only deal with them accordingly and take pity on their souls."

Quite to the contrary Toramin, Andril security is tight. Your entrance here has been recorded and you're only allowed inside since you are traveling with Geoffrey and Diviri (technically Heff too, but the others are more easily recognized). Their tight security is a reason why there's so much fuss over the bank robbery, nothing of this scale has happened in years and they're worried about something else to come.


Male Drow Inquisitor (Infiltrator) 5 Init +3, Hp: 37/37, AC: 14(16)/Touch: 11/ Flatfooted: 14(16), Fort: 5/Ref: 3/ Will: 6, CMD: 17; Initiative +3; Perception +12; Sense Motive +10

After the bothersome proceeding with the checking of his right to be there is done, Lindale's face returns to it's usual indifferent state. They clearly haven't got anything better to do than question me endlessly on useless topics. How long have I been here... Long bloody enough to not be bothered by this anymore...

Through the Castle and the Alchemists he doesn't say anything, merely waiting for the opportunity to speak to his team. He was part of it yes. Even if he didn't think much of them, they were effective in their areas of skill. You should never underestimate anyone, friends or enemy. His indifference made it bearable. How other drow could like it in this type of society he wasn't sure. Too much... freedom. Things were done in the shadows almost as well as the Drow however, they aren't as different as he had first imagined.

"I do not think the alchemist wrong. Why leave a message too hard to find? Is it possible to examine the writing and find any sort of nuance or tendency that is common to an area?"


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

"Maybe you are right, but my heart misgives me. Strategy is not the province of the righteous alone. In order to stamp out our enemies, we need to comprehend their means and their ends. Too many could be lost if all of our efforts are merely reactive. . .."

Toramin catches himself when he realized that he was basically giving a celebrated general basic strategic advice. His mouth snaps shut, and he gives Sir Geoffrey a sheepish look.

Why am I always trying to advise this man? Keep your mouth shut! You don't try to tell your grandmother how to run the clan.


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 sticks his pin where he's told but otherwise is bored as the old man goes on about the oddities involved with the clues they'd found within the vault. The bull pokes around the building for something (or someone) to pass the time with.


Male Human

"We caught the bank robbers, apparently whoever owns the vault is in possession of whatever they were after, and there are no further leads. Perhaps the man behind this is this Harris fellow and there is nothing further to uncover!"

Sense Motive DC 15:
While his reasoning is somewhat decent, an individual with the title "Master Spy" is unlikely to let a matter like this drop without further investigation. Also uncharacteristic for Heff as an individual.

Sense Motive DC 28:
Heff is scared about something. He just wants the matter to be dropped, sooner rather than later. Perhaps he knows who owns the vault and doesn't want to get involved with them...

Sorry for the crazy DC, Heff is no commoner haha


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

Odd. Unlikely. If one's nemesis was that addled criminal one wouldn't need the level of magic or strategy we have seen. Heff has been weird ever since that guardsman showed up, and he got no more comfortable in the vault. Possibilities: Bad blood between him and the guard. But, also respect. Acting like a boy caught with one hand in the cookie jar. Past encounter Heff's formative experience with the law? He knows something of the vault owner. Cannot disentangle this possibility from the previous fear-guilt response. Conclusion: Either from past guilt or current fear Heff wants nothing to do with the deeper mystery.

Having nothing to say, Toramin says nothing.

Didn't look at the cuts or make a roll for the same reason I didn't against the nameless Half-Orc; I got my own theories.


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

Sense Motive: 1d20 + 10 ⇒ (10) + 10 = 20

Bjorkus raises a brow at Heff’s odd behavior but otherwise continues to stay uninvolved.

Something to ask him about later.

Does Bjorkus find anyone worth talking to?


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 Tenrach performs his tests on the paper, Rilka stands on her toes to get a better view. She writes down what she thinks the various colored liquids are that he applies to the note.

When he returns without any new information, she frowns and writes some additional notes. Her ears rise a fraction when Heff speaks and she turns his full attention to him. In her opinion, he must have a reason for seeming to be so disinterested. While she doesn’t know his motive exactly she suspects it has to do with rivalry between the First Guards and the Aestherics.

”Perhaps, Heff. If the drow was using illusionary and mind-affecting magic, we could be even farther away from the truth than we think.”

Before they leave, Rilka asks, ”Tenrach, do you mind if I visit your facilities again? I’d like to inspect your equipment, ask a few questions, observe how you work.”

Dice:
Sense motive check with inspiration point spent 1d20 + 6 + 1d6 ⇒ (8) + 6 + (4) = 18

3 inspiration points left for “today”


Bjorkus, there are a few shopkeepers in the main courtyard that might draw your attention. There are a few oddity shops.

Tenrach looks up from some magenta glass he is examining with a surprised look. "Oh-um, we might be able to arrange something, it's good to see somebody interested in this line of work! This is a government laboratory so it would require a little paperwork...what do you think about being an intern? You won't be allowed to wander the castle by yourself but it's a much quicker process." He smiles down at the little halfling who is literally less than half his height.

Rilka, you may add Tenrach to your character sheet with a relationship status of 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

I had to almost kill a man to get 6 in a relationship with him. :-p


Yeah, if you went back on your word that would have quickly became a 0. You don't want to deal with a 0.


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 browses the shops, thinking briefly of the exotic pearl that he bought a few days ago and the half-elf girl he bought it for.

He looks around for anything or anyone that really stands out. Perception: 1d20 + 4 ⇒ (17) + 4 = 21


Bjorkus glances around and sees an oddly dressed man selling some odd looking substances. The man is dressed in red and yellow exorbitant clothing with all sorts of deeply colored jewelry. His shop contains all sorts of containers, the contents of which are a mystery so it draws your attention. As you approach the man looks you up and down once, rearranging several jars and packages to the front. He gives a toothy grin. "Well, you look like strong fellow! Ever wanted be slightly stronger, if only for little time?" He picks up one pouches that he just moved to the front. "Very good stuff, gives you strength of a demon!"


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

”Stronger? I’m plenty strong!” the bull says with a quick flex of his massive arms to prove his point. ”But sometimes bein’ stronger couldn’t hurt.”

The minotaur approaches the vendor and studies his wares. ”What’cha got?” the minotaur asks.


He smiles, glad to have some business. "This, is pesh!" He opens the pouch to reveal several sticky black blocks. "Very easy, you can eat, mix in a drink, or smoke it. Make you very strong for an hour! And for you, only twenty gold for an entire block!" He smiles, opening his arms wide.

Knowledge (Local) DC 15:
Pesh is a powerful stimulant and mild hallucinogenic made from the spoiled milk of a cactus found predominantly in the east amongst the deserts and slavers. Pesh is hallucinogenic, often these hallucinations cause euphoria, paranoia, and enhanced aggressiveness. These effects last for an hour, followed by a time where the user is in a fatigued state. It is also not addictive. The flower is used as a food spice.

Knowledge (Local) DC 20:
From what you've heard, pesh usually sells for 15gp per block. He's trying to overcharge you.


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

As a pirate, I’d imagine Bjorkus is familiar with common drugs. Is pesh not so common in this world?

Local: 1d20 - 1 ⇒ (13) - 1 = 12

”Twenty gold?! Does it grow me a second cock too?” the bull says in disbelief. ”That’s a fortune.”


Pesh is fairly common, but it's specific effects are not always common knowledge. The original DC was probably a bit high though, you can read the first spoiler with that check.

"Nononono, this not fake substance that does nothing. This real, this actually make you stronger! Ok, listen, I made very special deal, fifteen gold!"


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 snorts dismissively and studies the goods. ”I’m heard of this stuff. Some of my crew used to use it”, the minotaur says.

”I’m not payin’ 15 gold either. Do I look like I’m rollin’ in coins?”


Make me a diplomacy check Bjorkus, see where it gets you.


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

Diplomacy: 1d20 + 10 ⇒ (17) + 10 = 27

Definitely not a cop.


The man's smile faces just a bit, realizing this isn't quite the easy sell he was hoping for. "Fine, real bargain here. Twelve gold, plus a guarantee that if you don't like you get money back."


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 continues to frown and leans down to sniff the package closely.

"Alright. You got a deal", he finally says with a grunt.


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

Rilka smiles in surprise at Tenrach’s offer. ”An intern? I need to get permission from my commanding officer. My schedule is unpredictable as well. I can be out of Andril for months at a time. If that’s acceptable to you, I don’t see any problem spending some of my off-hours here. Thanks for the position,” she offers to shake his hand.

Is the relationship status number used in diplomacy checks?


The foreign man accepts the trade, acknowledging Bjorkus's haggling skills.

Tenrach waves it off. "You'll hardly have a schedule, just give me a few hours notice."

Relationship status means generally how helpful they are to you. 5 represents somebody that has no predisposition towards you, a complete stranger. 0 means they will kill you on sight, 10 means they will fanatically protect you with their life without even asking them. The higher the number, the easier it is to get them to do things and it will also lower the DC if you ask them to do something more difficult.


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 hands over the mentioned gold and tucks the brick of pesh into his pack. "Anyone else around here worth checking out?"


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After a few more minutes of talking Diviri, Geoffrey, and Heff seem to come to a conclusion and go their separate ways. Heff gathers you all up and leads you to the front. "Domestic problem, the First Guard can handle this. We have bigger fish to fry!" Out of the company of Diviri, Heff is back to his usual charming self. At the front gate more papers are signed and stamped, the same elf hesitating before signing Lindale's papers. Your guest badges are taken from you and Heff puts his in his pocket.

Heff then leads you out of the noble district and strait to the poor one. "There are a entrances scattered about, but for security purposes you are only going to know one one." Through the dirty streets of the lower-class you're led, laughing children and working adults crowding your path. As you're walking a young boy runs up to Toramin and pulls on his arm, getting his attention. As the dwarf turns the child stares with wide eyes at the symbols on his armor and shield, then runs away without another word. Heff chuckles. "Little pickpocket didn't know you were a paladin. Must have scared him half to death."

Heff turns towards one of the homes and goes to the wooden gate leading to the fenced in backyard. He knocks on the wood a few times, and after a moment the sound of a woman's voice floats over. "What do you want?"

Heff shouts out "I want to buy a dozen radishes. We're celebrating my nephew's fifth birthday."

There's a pause, then you hear the sound of footsteps and a bolt sliding. The gate swings open to reveal a middle aged woman with her auburn hair tied in a bun and strong forearms, indicating she works for a living. She leans sideways, bracing a basket of vegetables against her hip. Behind her you see a luscious garden that seems out of place in this district. She glances suspiciously at all of you, speaking to Heff. "They're new. Recruits or guests?"

Heff puts on a friendly smile. "Recruits. Gentlemen, you may not call this beautiful creature Helen. Specifically, you may not call her Helen in any location besides this very garden."

'Helen' seems to soften a bit at the compliment. "Well come on back, I have a busy day." She leads you into her garden, setting down the basket as she makes her way to a shed at the back. She ushers you all into the crowded area, shutting the door and going back to her garden.

~~~~~

Heff leans down, gently running his fingers over the floor until float across a wooden ring that's so well hidden you can barely see it even after it's moved. It's connected to a trapdoor that reveals a ladder, Heff ushering you down and going last, closing the door behind him. The ladder leads down roughly twenty feet, where you hit solid ground and turn to see another ladder. You go down several hundred, Heff explaining they are broken up so as to avoid a fatal fall. Eventually your feet land on ground for the final time, the area revealed to be a natural cavern.

Heff leads you all through the natural caverns as he gives you a brief history of the area. The natural caverns were discovered a few years after the founding of Theris, but at the time they held no practical value beyond storage. When the Aestherics came to be they requested and were granted the area, creating a facade of cave ins so the common man would no longer wander down. Then they tunneled and created a network of connections where they could work.

Eventually your feet begin to meet worked stone and the curved of the walls become less natural, more man-made. The tunnels widen and your footsteps begin to echo off the walls. There are pockets of rooms to the sides, but still no other signs of life.

~~~~~

Your long walk ends at a metal door worked into a dark red stone wall. Heff gives you a look as if to say Pay attention as he approaches the door. He knocks twice, then once, then thrice more, and after a pause a voice emanates from the door. "Svaust ornla otrusch sva wer ifni di vis?"

Heff answers, speaking slowly so you may hear and remember his words. "Ir svaust ornla kashor coita vor"

Draconic:
"Who would knock at the doors of truth?"
"One who would appreciate its' beauty."

After a moment you hear gears turning and bolts sliding, and after a good ten seconds the door slides open.

Behind it is another world.

You stand on the edge of one of the many walkways worked into the side of one of the largest natural caverns you have ever seen. Underneath is wide, slow moving river that provides a constant burbling and fresh smell to the air. Rich vines grow out of it and up the walls, entwining the buildings carved out of the side of the cavern and built on the plateaus. Looking to the left makes your palms sweat as you gaze upon a several hundred foot tall ribcage of a dragon. The hooked bones point upwards as if the dragon died on its back, the river flowing right where its spine used to be. As you gaze upon the bones you find it hard to imagine the sheer size of the dragon in life. Even more amazing than that is the gemstone set into the ceiling above the ribcage. The gemstone is a glassy gold speckled with green and white, but it spans completely across the cavern, and you realize with awe that this single gemstone is over three hundred feet in diameter. Amazingly enough it also provides a heart light that illuminates the entire cavern, giving a slight edge of gold to everything.

Heff stands with you, taking in the sight. "There lies Gelrint the Wise, slain as he defended us pitiful mortals from the terrible wrath of the twin dragons Yulundar and Xarzith. We shall never repay the debt." He lowers his head in respect, letting it sit there a few moments before continuing with the tour. "That massive gemstone you see is The Aurix, shaped by Gelrint's fire and his last gift to us. The gem is harder than diamond, any attempt to harvest it has born nothing but broken tools. Not even a scratch has been made upon it. Anyways, here is where the full-time people stay..." Heff continues the tour, explaining the purposes of various buildings and members. You're led onto a small canoe in the river, where a dreary eyed human beings to paddle down shore. The cavern gets smaller as you move downstream.

The next area is much less impressive than the first. Buildings are built on the large river and the area is alive with activity. Several people don't even look like members, just appear as if they are living down here. Women scold children, men hammer blades, but the armed guards standing at various posts remind you this is still a base. Heff explains this is one of the man-built sections that connects the other tunnels. You move quickly through the area.

The river begins branching off and growing smaller, the dreary eyed man bringing the canoe to a stop. Heff ushers you all to shore, then leads you down an ancient stone staircase and around a few turns to come upon the ancient ruins of an elven building. The Aurix's light shines through the western wall, casting the area in a permanent morning light.

"You're going to meet the Hand's Council now. I didn't tell you before now, but certain members of the council are...less than enthusiast about your recruitment. Just do try not to piss anybody off." Without further explanation he leads you up the ancient steps into the council room.

More to come later. Feel free to stare in awe and try to digest this wall of text and ask questions and whatnot.


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

Heff has mentioned his adoration for dragons before. I'm surprised that haven't incorporated his bones as building support. A missed architectural opportunity.


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 gives the middle-aged woman a nod and a flirtatious smirk. "Good to meet ya Helen", he rumbles.

***

The minotaur looks around in breathless wonder at the size and scope of the hidden lair. It must take an army to keep something like this hidden. What else does this little group have their hands in other than dethroning despots?


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)

"A few candied radishes do sound lovely!" Only half-joking, Dalton was slow to pick-up on the woman's front.

He was not slow to piece together observations of the new realm though.

Strange. Magnificent. Secret. Though very appreciative of the area's beauty, Dalton was both more sure of its reality (due the dragonspine) and distrustful of the Aestherics; the latter emotion stemmed from the loose ends in their budding relationship. What manner of power entrusts this place to a hand of one nation? Why? What exactly is Heff? Dalton had always been good with sums, and something was not adding-up.

A moment, Heff ... I must catch my breath after that excursion." The climb had not been easy for the man. "And I would let my eyes wander this place a jot. I would be composed for this council of yours."


Male Human

"No problem." Heff just stands back, enjoying the beauty of the place. You get the feeling he doesn't stay here often.


Male Drow Inquisitor (Infiltrator) 5 Init +3, Hp: 37/37, AC: 14(16)/Touch: 11/ Flatfooted: 14(16), Fort: 5/Ref: 3/ Will: 6, CMD: 17; Initiative +3; Perception +12; Sense Motive +10

"What makes them so hesitant to accept us? We have proved our worth, have we not?"

Lindale is amazed at the size of the place. Definately larger than he expected, and underground. He almost felt at home. Almost.


Male Human

"Well one, you aren't typical recruits. Normally the council handpicks its members after months, sometimes years of observation. Also you're skipping a rank so we can get you out into the field quickly. Plus I'm giving you one of our more delicate assignments that has been a thorn in our side for a while."


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

"Speakin' of thorns..." the minotaur interjects.

"I'm not normally one to ask for help, but there's something I could use a hand with. Does the Aestherics have access to ships?"


Male Human

"Indirectly. Why?"


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

"Ocean travel is unreliable. Too much water. Untrustworthy. Unless we could make rock boats. There are some stones that will naturally float on water . . ." the dwarf muses as he considers the crafting potential of all this dragon bone.


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 snorts and shuffles his hooves anxiously. "While I was captured and dragged into the war, the naval officer that snagged me sailed out to sea and took my ship and my crew hostage. The sod is usin' 'em to do his dirty work now. I need a ship and crew if I'm gunna track the bastard down and settle the score."


Heff leans against one of the ancient pillars, chuckling at Toramin. "'The ocean has too much water'. Oh what a quote from a dwarf." His face straitens as he turns to Bjorkus. "Our resources are not for you to use for personal vendettas."


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

"Not even if it got you more resources in the end?" the minotaur counters.

"The sea is a big place. Whatever the Aestherics' reach is, it could stand to be bigger. Wouldn't it be good to have someone running the trade routes with your interests in mind?"


Male Human

"We are not mercenaries nor lords. We do not want for money or power, neither is our purpose." He tosses one of his many daggers up into the air, catching it. "The pirates are not the most noble bunch, but neither do they cause needless destruction. To move against a captain of the sea would provoke the anger of the Pirate Lords, people who I do not care to be on the bad side of. You would need better reason than 'I want my ship back' to gain our aid."


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

The guy that took Bjorkus's ship wasn't a pirate lord. He's a navy captain that's overstepped his bounds. If anything Bjorkus represents the pirate lords.


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 has feasted his eyes enough, and his ears pick up the vocal fight between the cow and the leader. "I am sure we will have enough time for arguments after our examination before this group. Shall we, Heff?"


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

Looking at The Aurix, Rilka smiles in wonder. The shade of light is concurrently calming and energizing. Part of her is glad nobody has been able to cut the massive crystal.

The halfling says, ”I wish we had time to freshen our clothes after the fight,” as she straightens her belt and tucks some loose hair under her beret. ”It will have to do.”


Male Drow Inquisitor (Infiltrator) 5 Init +3, Hp: 37/37, AC: 14(16)/Touch: 11/ Flatfooted: 14(16), Fort: 5/Ref: 3/ Will: 6, CMD: 17; Initiative +3; Perception +12; Sense Motive +10

"I will aid you in recovering your vessel, Aestherics or no. The sea sounds like a dangerous place I would like to learn about. Count me in." Lindale speaks to Bjorkus.


Male Human

Heff glances over you all, then waves a hand and your clothes become clean and dry. "There, a little more presentable. Yes let's get on with it, all of them are reasonable but only half of them are patient." And with that you head up the ancient stone steps into the elven building.

~~~~~

Inside the ruins is a circular stone table with five stone chairs around it, one of them padded. The glow from the Aurix gleams through gently, but there are several more magical light sources around the room that give it a warming glow. And sitting in each seat save Heff's unoccupied one are the members of the Hand's Council.

The first member that catches your attention is the large half-orc, Krokar. He wears armor that's a dull, deep gray with a red cape attached. He looks very civilized for a half-orc with his clean shaven face and slicked back hair. But around his right eye is a double set of wide scars that looks as if some huge creature attempted to eat his eye out. Resting casually in his hand is a magnificently made orc double-axe that appears to reflect a pale red light.

Sitting to his left is the fetchling Drosil dressed in black leather and a cloak that obscures most of his person. He is unnaturally lithe with near-colorless skin. His eyes are pupil-less as is the fashion of fetchlings, but the have a slight blue-green hue to them. He has perfectly strait, black hair that falls like rain onto his shoulders. There is a single, elegantly curved dagger with a bone handle at his waist.

At the right side of the table sits Jasper the dhampir who looks as if he could be Drosil's brother. He is also clad in black leather and a cloak, although his looks decidedly thicker and heavier. He has a curved smile on that raises one corner of his lips, and you see slightly elongated incisors sticking out. He bears a pale scar across the bridge of his nose that almost stretches up to his left eye. You don't see a weapon on him.

The last member, the one sitting in the padded seat, is Älia the Wise. She leans heavily with both hands on a well knotted quarterstaff that's laced with almost-glowing runes. Her dark elven features subtly show her age, meaning she is easily over three hundred years old. Nevertheless she is a beauty with her strait white hair and sharp brows. But her eyes are piercing, unnervingly so. As they slowly shift between each of the new recruits, you feel as if your very being is being taken apart and examined for her convenience. Even the assassin's gaze of amusement was not so chilling.

~~~~~

Heff enters with a whisk and takes off his hat, twirling it to the other four. "Fellow council members, these are the members I have spoke of." He points to each of you in turn and introduces you, most of the council members nodding as if this is old information. Drosil has an emotionless gaze as he nods to each name, Krokar appears to mouth each of your names after they are said with an affirmative nod, Jasper continues with his amused smirk, and Älia could very well be a statue.

"Well, I must go get some papers, I leave you to become better acquainted until my return." Heff exits into a back room.


Male Half-Orc

Krokar mouths the last name, then stands and crosses to you with a smile. "I heard of that work in Xilres, gut that freaking usurper. Well done!" His voice is free of the odd accents of half-orcs, speaking in a fluent tongue. He offers a hand to each member, and in his grip you feel an immense strength hidden behind his firm handshake, although he only deigns to use the strength of a common man.


Male Dhampir

Jasper barks a quick laugh, speaking with a mocking edge. "Yes, just your style. Kicking in the door and turning the entire area into a pool of blood. Oh you would have been right at home." Krokar frowns, but holds his tongue.

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