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Kyuss Spawnling

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240 posts. Alias of Ross Byers (Assistant Software Developer).

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The man in the doorway laughs as Karista screams. "Take that, you Shoanti b#&%!!"
Karista bolts foward, gnome takes a swipe at her knees, but she simply outruns his blade. The man in the doorway gets a sudden look of fear in his eyes, attempting to duck behind the half-open door for cover. Karista's blade, however, is too heavy, too sharp, and pushed by too much engaged muscle for this to be much help. Her swings take a large chunk out of the thin door, and cut the man to ribbons.
The dice are on your side. Two crits.
As the man slumps into the doorframe, he drops his lamp, which shatters against the floor, creating a pool of fire.

Taras chants briefly in an arcane tongue, a ray of freezing energy springing from his finger tips. The ray sails wide of the gnome, however, leaving a splotch of ice on the far wall.

We're on Verronax's initiative again.


Sorry, Taras. I thought you wanted to come through.

Everyone above board

Spoiler:
Karista drags the dog out of the path, while Verronax steps through the door, holding out a sunrod to Haedrik. Haedrik raps the end of the rod with his rapier hilt, causing the room to erupt with a sudden brightness. Like turning on the bathroom light in the middle of the night. He steps forward onto the catwalk.
As Karista moves toward the desk to fully barricade the western door, someone from the other side slams it open, with a shout of 'Go!'. A smaller humanoid, a gnome or halfling, wielding a large knife leaps through, but his blade goes wide of its intended target (Verronax). A very unhappy-looking man squeezes into the half-open doorway behind the knife-wielder, lifting a lit oil lamp in one hand, and a smooth wooden dowel in the other. He levels the stick at Karista, giving it a violent shake. A small orb of liquid materializes in midair, hurtling toward Karista, striking her along her neck and shoulder. It burns. Karista takes 2 points of acid damage.
It is Karista's turn again.

Haedrik(Assuming you turn around at the noise)
Spoiler:
You recognize the smaller humanoid as Hookshanks Gruller, one of Lamm's taskmasters. He liked terrorizing the orphans because they weren't twice his size. You don't have as good of a view of the other man, but his voice sounded familiar.

Both maps have been updated.

Taemin

Spoiler:
Your sword cuts the first skiff free, not so much cutting the rope as breaking the rotten hemp. The small boat begins to drift away ever-so slowly. You step over toward the other skiff, and look up through the trapdoor. As you look, the room above lights up, but all you can see from here is the room's high wooden ceiling, with a few shuttered skylights. The light emitting from the trapdoor makes it somewhat easier to see. You hear fairly little: mostly the burble of the slow current and that ever-circling shark. The larger boat is that big curved shape blocking your vision to the east.


Karista confirms that he dog is still alive, if solidly K.O.ed, while Taras steps over the dog and into the next room. The room is exceedingly dim, even to his keen elven eyes.

Taras

Spoiler:
This room is quite large, it's floor about five feet below the walkway on which you stand. Against the eastern wall, the walkway turns into stairs to meet the proper floor. Another walkway is opposite, also terminating in stairs.
The space is dominated by a massive vat, which is probably the source of the fishy reek. An open bay in the middle of the floor seems to drop directly into the water, and crates are stacked against the far wall.

We're just above Verronax in the initiative order. The map has been updated.


Karista pulls open the door to be greeted by a mangy cur, which lunges forward. Despite the darkness, her the flat of her blade finds the dog's neck, pounding the animal into the doorframe. The dog emits a loud yelp as it collapses unconscious.

Taras and Haedrik move into the space behind Karista, while Verronax calls for Abadar's protection and follows down the walkway.

Karista and Haedrik cannot see anything through the open door. It's simply too dark. Taras, however, can see a walkway connecting to the doorway. A heavily fishy smell wafts through the open doorway.

Taemin manages to shimmy down the piling and draws his sword, stepping toward the tied-up skiff.

Map has been updated.


Taras, do you intend to take any actions this round, or only speak to Haedrik? Haedrik, same question, names reversed.


The office sports a wooden desk positioned in the northern corner. It looks like it might block the western door from opening fully. The desk is covered with piles of slates. A battered cabinet rests against the eastern wall. The southern door rests in pieces on the floor. It appears to have been boarded shut from the inside.

That dog continues barking loudly.

Karista

Spoiler:
You can hear claws scraping against the door just to the east. You're certain its the dog trying to get through.

Taras

Spoiler:
You still can't see in, but your keen elvish ears can make out someone inside the building swearing in common. "Giggles, 'shanks, get your lazy asses up. Bloo's got wound up about something."

Initiative order:
Karista 23
Taras 18
Verronax 13
Haedrik 8
Taemin 4

The lighting outside (from moonlight) is shadowy. The lighting inside the office (which consists of moonlight comin in the open door) is shadowy if you're generous. It's hard for a human to do much more than make out the shapes of walls and large pieces of furniture.


The Map has been updated. The initiative and description post will have to wait until tonight, though.


It occurs to me that Karista has a move action remaining after bashing in the door. Jack, would you like to enter the office before we move to the next round?


Since the walkway is slick and has already begun to fail once, are you sure you want to run on it?


Karista wrote:
If I read the map correctly I think I am more or less next to the office door, and there's a hole in the planking between me and most of the rest of the party, yes? Anyhow, yes. Office door. And requisite acrobatics check if I ended up on the wrong side of the hole.

Taemin was the one directly in front of the door, and there is no massive hole, just a few missing planks. A bit more treacherous than it was before, but still crossable. Simple enough for you to move the 10 feet over and batter at the door.

The door emits a resounding *CRACK* when kicked, but fails to go down. Inside the fishery, you hear a dog start barking.


The walkway groans alarmingly with Taemin and Karista standing together. Something pops, and the boards under their feet break loose. Both of them manage to scramble apart and onto more secure footing, and the lost planks splash into the water below.
Good reflex saves.


Taemin

Spoiler:


Taemin

Spoiler:
The thin piling is easy enough to climb for a Shingle-rat like yourself, but you find yourself quite thankful to not be one of those night-blind humans: you might gouge yourself on a slinter or barnacle.
The piling you are climbing goes straight into the water, with no lower level or anything of that sort, so you cling to it as you survey the fishery.
The front half of the building (the part facing the street) comes nearly down to the water line. The outer part comes down to perhaps within 5 feet of the water, but there is (some of) a wooden deck below it, creating something like a crawlspace. A handfull of small, half-rotten skiffs are moored to this decking, drifting back and forth in the weak current.
Through the gap created by the crawlspace, you can see the shape of a barge's hull, presumably moored up to the back of the building.
As you continue to scan the area, you spot a ripple on the water, then a sharp dorsal fin, sillouetted against the moon's reflection in the river. A shark is swimming back and forth outside the fishery.


The door refuses to open. It feels locked, not stuck.

I'll update the map shortly..
Edit: Map updated.


Taras

Spoiler:
The pilings under the building look sturdy enough. The ones holding up the catwalk, though, are much more worn down (and of course, were much less thick to begin with.) You can see that there is a lower level of the building that goes nearly to the high-water line near the shore, but you can't tell anything about the understructure from this angle.


Nice map, Majuba. It's actually quite accurate, but I'll do you one better: Map

The fishery reeks of brine, rotting fish, and vaguely of chemicals (Craft (Alchemy) checks if anyone would want to make one.) The signpost over the door remains, but the sign itself is absent, leaving two short lengths of chain hanging from the post.

The loading ramp to the north is surrounded with a low, heavy railing

Taemin, the walkway around the side of the building is quite slippery with sea-spray and algae. It seems safe enough to cross at a walking pace, but you wouldn't want to try to hurry. The pilings under the walkway are crusted with barnacles. There is a door along the southern edge of the building. A decaying sign on it reads 'Office'. I rolled Perception check for you to read the sign.


Zellara bids you each goodnight and good luck.

The moon is two nights past full, so there is ample light to navigate the streets.

The walk is a few minutes, so you folks can talk amongst yourselves if you wish. I'm going to presume that at least enough conversation occurs that everyone knows everyone else's name by the time you arrive at the fishery.

After a short walk, you arrive at the specified address. The building is built into the side of the short cliff that makes up the bank of the Jeggare river. The building itself extends out over the water, built up on pilings about 10 feet above the river. A loading ramp is attached to the north end of the building, connecting to a proper pier. A catwalk wraps around the south edge of the building. A set of double doors and several windows face the street.


Zellara smiles as she gathers up the spread, shuffling it back into the deck. Her hands work the deck as she speaks. "The role card distinguishes your relationship to the spread. The crows mark a thief, a theft, or someone who has had something taken from him. I believe something you love was taken from you, good priest? The crows mark that you are here because of that loss.
"The locksmith represents the keys to destiny. He can indicate an artifact or treasure, or occasionally an obstacle to overcome. Lady Shoanti, you bear an ancient sword, the mark of your ancestors. The locksmith marks that you are here to restore your honor.
"The cockatrice indicates sudden change and the paralysis it can bring. In the past, mister Swallowtail, you failed to adapt to a sudden change in your life. The peacock, then, indicates that you wish to change your own life, and to throw off the obsession that has haunted you since you failed to heed its warning."
Zellara stops shuffling, laying out another three-by-three grid of face-down cards.
"The dancer, if you'll stop leering at the poor girl, represents harmony and the perils of breaking it. In your case, Haedrik, I think it indicates a hidden desire to play within the rules, or perhaps to force Lamm to do the same. Though, having met you, it may merely mean that pretty girls are the driving force in your life.
"The juggler embodies fate, the gods, or anyone who meddles with either. Taras, you are connected to Lamm only indirectly, while the others here were all harmed directly. The juggler shows that you are here to participate in the fates of others."

She takes a deep breath, pausing for a moment to consider the grid of cards she laid out, and pour herself a tin cup of wine. She takes a sip, then continues. "The first column represents the past." She turns over the three cards to the left of the spread (her right). From top to bottom, they show an Azer smoking from a hookah, marked with a shield to the left, a dirty man wearing broken shackles, under a brilliant sky, with a hammer toward the top right, and a large cricket reclining with an accordion, with a key at the top of the card. "The grig is a symbol of the journey and the reward at its end. However, its presence in the bottom row shows ill fate, meaning that the journey went poorly and the treasure cost more than it was worth. The brass dwarf, however, is a symbol of invulnerability, and its placement indicates it as a boon." She considers. "These cards indicate the ordeal that Lamm has put each of you through, but that each of you was capable of surviving and coming out stronger."

"The next set will speak to the present and current event." She flips over the next column of cards. She reveals, from top to bottom, the dancer, the peacock, and the crows. Her eyes go wide. "The cards mark that this is truly a momentous time. Haedrik, you will be able to keep harmony for the good of all. The peacock shows that all of your lives will change soon, or have already started changing. Mister Swallowtail, I hope that this time you will be adapt and survive the change. The crows in the final space show a grave risk of tremendous loss. Young priest, this is your role, so I advise you to be careful in the presence of thieves.

"The last cards are the most insightful, but the least certain, for they examine the potential of the future." She reveals the locksmith, a card showing a unicorn with a pear on its horn, with a crown to the upper right, and a card showing a dwarf beating on an anvil, a mephit breathing fire on his work, a hammer marking the left edge. Zellara examines the cards. "The unicorn indicates that you will find what you seek, but his position at the middle of the spread suggests that the fruit he bears will be bittersweet. The locksmith appears as well. This indicates that you will unlock a new destiny, and its position at the top of the spread suggests that the destiny will be favorable. Lady Shoanti, as this is your role, it means that your fate will be greatest of all, or that you are the reason destiny will be favorable."

Okay, that took way longer than I thought to write. Everybody also recieves six Harrow points, to be spent as they choose during this adventure. You may spend one point to:
Reroll any d20 roll to which your dexterity score is added. You may reroll any number of times, as long as you have more points to spend.
Gain a +1 dodge bonus to AC for one round. You may spend up to three points per encounter this way.
Increase your speed by 10 feet for one round. You may use this ability once per encounter.


The card Taras turns over is The Juggler.


You may roll diplomacy if you like. Of course, PCs aren't necessarily bound by the results.

Zellara is beginning to open her mouth to answer Karista, when the newcomer does it for her. She seems about to interrupt him, then let's him answer when she notes the glass butterfly hanging around his neck.

Taras Morwain wrote:
"Enough. That's how many. She called enough."

"Exactly. The Theater has departed for reasons of his own, but the cards bring us one to fill his vacant seat." She waves he hand to indicate the six chairs, five of which are full.

She smiles at Taemin. "I see you have been Harrowed before. But worry not. This is merely the choosing. Position is relatively unimportant, affected as it is by the choice of card." Looking up at the newcomer, she bids him to sit, and to choose his role card. She takes the Joke card and cuts it into the remainder of the deck.


Jam, who has been standing in the doorway, stares at his empty hand, blinks once or thrice, then back slowly into the street. Once well clear of the building, those of you with keen ears can hear the patter of his feet running across the cobbles.


Verronax turns over a card bearing the image of several black birds gathered around a table playing cards. Its lower edge is marked with a key. "The crows," says Zellara.
Karista taps her card, and Zellara turns it over. It bears an image identical to the card Taemin had displayed earlier. "The locksmith."
Taemin, in his turn, flips over the left-hand card, revealing an image of a cockatrice overpainted with a key. "The peacock."
Haedrik turns over the bottom-right card. It shows a Varisian woman dancing behind several scarves. Its key is toward the upper left of the card. "The dancer."

I realized I never answered Taemin's inquiry into the incense. The sticks were burned to just about halfway down their length when you examined them.


"I little enough about Lamm's safehouse. I know that he runs some semblance of a legitimate business there, as a fishmonger: deliveries come and go. I also know he has some number of thugs and liutenants there, but that is the limit of my knowledge." She turns to face Karista. "Gaedren Lamm returned my son's head in a box. Should I have kept it as proof to you, instead of offering him a proper burial on the road?"
Her idle manipulation of the deck ceases for a moment. "I know. I shall perform a Harrowing for you - all of you. Perhaps it will reveal the things that you need to know."
She sifts nine cards from the deck, laying them face down on the table in three rows and three columns. "The chosing begins. Please choose a card and turn it over, for it will mark your role in events to come."

When you choose a card, please tell me which card in the grid you would like to take. For instance, card 1-1 would be the upper-left card, while 3-1 would be the upper-right one.


Zellara takes Karista's card off the table. "The bear." Her hands shuffle the cards with blinding speed, the deck dancing in her hands. She looks over at Jam, standing in the doorway. "The theater is being less than cooperative. No matter." She cuts the deck, revealing a card bearing the image of a man on stage, wielding a wooden sword.

“Thank you for coming, my friends, and for putting up with my unconventional method of contacting you. I have reason to remain hidden, you see—a terrible man would see great harm done to me if he knew I was reaching out for help. This is a man you know, for he has done something terrible to each of you as well. I speak, of course, of Gaedren Lamm, a man whose cruelty and capacity to destroy the lives of those he touches are matched only by his gift for avoiding reprisal. You see, a year ago, his thieves stole this, my Harrow deck, from me. It is important to me, an heirloom passed down through a dozen generations, and also my sole means of support. When pickpockets stole it, my son, Eran,tracked them down. The thieves were in the employ of Gaedren Lamm, and in reward for finding them, Gaedren murdered my son.
"I sought help from the Guard, but they turned me away. And so I asked around. I paid bribes. I consulted my Harrow deck for advice. And recently, I was rewarded—I found out where Gaedren dwells. He can be found in an old fishery north of here at Westpier 17, where he trains his abducted children to be pickpockets and counts his stolen treasures.
“And now, I need your help. I cannot hope to face this man on my own, and the Guard moves so slowly that if I were to go to them, Gaedren would certainly know of their coming well in advance. Even if they did arrest him—what guarantee would I have he would be punished? This criminal has evaded the law for decades. But you know of these frustrations as well, for word on the street has it that Gaedren has wronged each of you, too. So there we are. It is time for him to pay.”


Zellara smiles at Verronax. "The queen." She says as she takes the card, shuffling it into the deck.


"I am Zellara, and this is my home." She produces a deck of cards from her pocket, and begins to shuffle the cards with great skill. The card backs match the cards you each received. "Before I say anything more, I would like to make sure that you are who I seek." Zellara takes Haedrik and Taemin's cards off the table where they had been left. "The Rabbit Prince and the Locksmith. Excellent." The cards are shuffled back into the deck. She pauses a moment to beckon for the return of the other cards.


The woman enters, neatly sidestepping Jam in the doorway. "Greetings," she says, walking over to the table. She scowls at Haedrik, with his feet up on the chair at the head the table. It must be her chair. "I hope you all found the place without too much trouble."


Just outside, a middle-aged Varisian woman comes around the bend, and begins walking toward the house. She spots Jam standing in the doorway and smiles. "The theater, yes. Are the others inside?"


The bread is tasty and filling, if a bit stale. The clay jug contains inexpensive wine.


The small home is filled with a fragrant haze of flowers and strong spice. The haze comes from several sticks of incense smouldering in wall-mounted burners that look like butterfly-winged elves. The smoke itself seems to soften edges and gives the room a dream-like feel.
The walls are draped with brocaded tapestries, one showing a black-skulled beast juggling men’s hearts, another showing a pair of angels dancing atop a snow-blasted mountain. A third tapestry on the far wall depicts a tall hooded figure shrouded in mist, a flaming sword held in a skeletal hand. Several brightly-colored rugs cover the floor, but the room’s only furnishings are a wooden table covered by a bright red throwcloth and six elegant tall-backed chairs. A basket covered by blue cloth sits under the table.

A note sits atop the table, held down by a fist-sized stone. It says "Thank you for coming. I had to step out for bit, but shall return shortly. Please, have a seat while you wait. The basket under the table contains bread and drink for you."

The basket contains several loaves of bread and a clay jug.


Karista wrote:
**EDIT** wrote this before I read Haedrik's post, we'll assume she's at the right house. Post to follow.

Fair enough.

No one answers as you knock, but the heavy pounding nudges the door ajar. It would appear that it was not latched.


Given that there are houses on either side of the street, was it your intent to knock at the wrong house?


Verronax

Spoiler:
The Watch Sargent lets you take your leave. You arrive at Lancet Street hours before sundown. If you stake it out for the entire time, you will have the opportunity to see Jam and Taemin also arrive a half hour early, or so. Of course, there is normal street traffic as well.

Alright, everyone should be more or less on the same page, so let's fast-forward everyone up to just a few minutes before sunset.

Lancet street is part of a dockside neighborhood, with a higher than average Varisian population. Number 3 Lancet Street (given its low number) is a tiny house very near the dock end of the street. A small sign near the door marks it as 'Zellara's Parlor' and advertises Harrow readings and other fortune telling services at modest prices. The sign repeats itself in Varisian.


Karista

Spoiler:
"Would I lie to you?" Bly asks, pausing. "Actually don't answer that. But that is what is says. "Lancet street is east of Warehouse Way...Not to far from here, actually. I think."
Is there anything else you'd like to do today?

Verronax
Spoiler:
"Old Korvosa? Yes, once in a while. Try to avoid it if I can. Too many people seeking to make trouble. Too hard to figure out who paid thair Vice Taxes or not. Not sure if I'd be much help. What are you looking for?"
You realize that you've devoured your whole plate of food: you much have been hungry. The long nights must be taking it out of you. The barmaid, noticing the empty plates returns to collect the tab: 3 silver pieces each for youself, the watch sargent, and the two guardsmen you've been walking with. The sargent places a gold sail on the table for himself and the guards, bidding the barmaid to keep the change. He also gets her to endose a reciept for the city.
I'm presuming that you pay your portion of the tab: the barmaid will make change if necessary.
As your leave, you reclaim your gear from the rack near the door (the large man is still standing there, keeping an eye on everything). You open your bolt case to reload your crossbow, and find a card inside. You didn't leave the case on the rack, and the card certainly wasn't there when you unloaded the bow when you entered. The card bears the image of some large insect reclining on a throne wearing a crown. A star graces the left edge of the card. The reverse is a normal kaledoscoptic card back, but it has a note scrawled over it in black ink. It reads:
"I know what Gaedren has done to you. He has wronged me as well. I know where he dwells, yet I cannot strike at him. Come to my home at 3 Lancet Street at sunset. Others like you will be there. Gaedren must face his fate, and justice must be done."

Tigger
Spoiler:
This game is full up: I even already have a short list of alternates. However, new PbPs pop up in the 'Gamer Connection' board quite often.


Haedrik

Spoiler:
Jazbarl sighs. "One of these days, Haedrik, I'm going to get an honest day's labor out of you. Enjoy your game." He pauses a second, thinking about the implications of needing to bring a sword to a card game. "Just don't lead the Guard back here. I'm trying to run a reputable business."

Karista
Spoiler:
Bly shrugs, dropping the card back to the counter and popping another dumpling in his mouth. "I'm not being funny. It says what it says." He chews thoughtfully for a moment. "You did see Gerrick, right? You didn't just find that thing and turn around, I hope."

Verronax
Spoiler:
Verronax wrote:
"Has any news come of what ails the king?" Verronax asks the sergeant. "I believe some priests from the temple are in attendance, but I'm not privy to their counsel, of course."
The Sargent shakes his head. "I'm afraid I don't know any more than you do."
Verronax wrote:
"The queen, you say? I must admit I haven't paid much attention to politics of late. What is it people are saying about her?"

"Oh, just the same things they always have. That she's a gold digger. That she has no love for the city. The people have never liked her much, but most of them assumed that King Eodred would finally produce an heir now that he was married proper, and she'd never rule. Now they're anxious. My opinion, though? I think they're all just worried about their King, and they're taking it out on her. He'll get better, and everything will go back to normal."


Karista

Spoiler:
The inside of the dumpling is filled with a greasy brown mixture of fish and vegetables. You are likely right that it is meant for eating, not contemplation. (Like sausage!)

The Bly tosses a dumpling in his mouth, asking "Writing?" He reaches out to pick up the card, squinting at the writing on the back. "Ha! Something about our friend Lamm." He swallows his mouthful of dumpling and clears his throat. "Ahem. 'I know what Gaedren has done to you. He has wronged me as well. I know where he dwells, yet I cannot strike at him. Come to my home at 3 Lancet Street at sunset. Others like you will be there. Gaedren must face his fate, and justice must be done.' Very interesting."


Jam

Spoiler:
The book appears to be a series of research notes, trying to find the common thread between all the schools of magic. Nothing else in it seems to relate to the card. The handwriting is completely different, too.
You and Taemin get to wait just a bit to let the other characters catch up.

Taemin
Spoiler:
You and Jam get to wait a just a bit to let the other characters catch up.

Haedrik
Spoiler:
When you return, Jaz is just pouring himself a cup of tea. "That was quick. Forget something?"

Karista
Spoiler:
"'ave a pleasant day.", Gerrick bids you. After a momentary stop to retrieve the dumplings from a vendor, you return to Bly's shop. The dumplings smell of fish and onions. You make a profit of 6 silver pieces off the two orders of dumplings.
When prompted with the card, Bly replies, "It looks like a harrow card, like those Varisian vagrants use. Where's my lunch?"

Verronax
Spoiler:
The Sargent and the other men do indeed place their weapons in the rack. After all, weapons and drink rarely mix, and tavern owners know this. When you order, the barmaid asks, "The red is all we have. Would you prefer ale? After a few moments, the barmaid brings you and the guardsmen their lunch. The pork is in a light stew made with green vegetables, and the dumplings are filled with a rich, nutty cheese. Your drink, however, is clearly watered.
The Watch Sargent answers, "People are getting antsy about the King. What with all the clerics coming and going from the castle, most everyone expects that he'll be fine, but lots of people are...less than fond of our lovely Queen."


Haedrik

Spoiler:
Jazbarl gives you a look. "You didn't really think that would work, did you? I've known you for too long. Just put the bottles behind the bar."
He climbs up onto one of the stools at the bar, putting the key to the locked cabinets on the bartop, so that you can the food away. "The butcher's boy should be around shortly with tonight's cuts. While we wait, I suggest we have a bit to eat. Did you finish cleaning the windows?"

Karista
Spoiler:
You spot Gerrik on a wharf, supervising some dockhands unloading goods from a ship. He recognizes you as you approach: you've run messages to him before. He's a decent enough man, if a bit simple. He's a dock foreman for house Arkoma, from whom Bly purchases much of his goods. "Ahoy! What 'as Murdoc sent me 'dis time?", Gerrick calls.
As you reach into your pouch for the envelope, you notice something that wasn't there before, tucked in beside the envelope: a stiff card, decorated with a dancing bear and a hammer on its face. The reverse side is covered in a kaledoscopic design, but there is something marked over it in ink. You recognize it as writing.

Taemin
Spoiler:
Theandra will take a silver off your hands for the coffee and pastry.
You do feel much refreshed after drinking the thick, hot klar (and cleansing its bitter from your tongue with fruit), but it cannot do much to calm the troubled images behind your eyelids.
As you return to the Bank, you pull your cap back on, only to find a card tucked inside. Its face displays a hooded man with a large iron ring bearing many keys. A larger, stylized key is drawn to the left of the card. The reverse bears a kaledoscopic card back, but has a note written over it in ink. You have to squint slightly to pick out the lettering above the pattern. It reads:
"I know what Gaedren has done to you. He has wronged me as well. I know where he dwells, yet I cannot strike at him. Come to my home at 3 Lancet Street at sunset. Others like you will be there. Gaedren must face his fate, and justice must be done."

Jam
Spoiler:
Just as you are wrappin up the transcription, Baker, grinning, brings in lunch: A small basket a fruit, a plate covered with fried vegetables, and one of those massive sweet pastries called Oliphant ears (folded in half so that he could carry it.) "Mealbreak, everyone.", he announces. All the scribes converge on the food.

Verronax
Spoiler:
You are walking through Eodred's Walk, near Gold Market. The Watch Sargent suggests, "We're near Aram's Crown." He waves his hand in the direction of the end of the Walk. "They water the ale, I think, but the food is alright."


Jam

Spoiler:
Old Man Baker, surely enough, gives you grief for coming in late, swearing that if you're late any more this week he will make you work all day Sunday, without pay. He hurried you to your drafting table (with it's extra-high stool), where your work is waiting. You notice that the desks have been rearranged to free up space in the corner for that new printing machine.
Your assignment this morning is transcribing some receipts from slate to parchment. It looks supply records for a nearby restaurant. With any luck, you think, you should be able to complete the clerical work by midday. Of course, you're sure that Baker will have something else for you do do this afternoon. He always does.

Karista
Spoiler:
Bly welcomes you in the same unwelcoming manner he always has. Like usual, you spend the first few hours of the day looking tough and keeping an eye out for people who don't belong there. You get a bit of excitment in the form of a Halfling with sticky fingers, who you get to throw out. Just before midday, Bly calls you over. He needs you to run an errand for him. He hands you a folded vellum envelope, sealed with wax. It feels like it has several sheets of paper inside. "Run this to Gerrick at the docks." He pauses, thinks for a moment, then reaches into his pouch for a gold sail, which he also hands to you. "And bring me back some of those dock dumplings. Keep the change."

Haedrik
Spoiler:
Your morning passes uneventfully, if with a bit of elbow grease, as you dutifully sweep and scrub the floors, and polish the windows. At midday (which comes sooner than you think, since you slept late), Jazbarl returns from his morning out. He's pulling a small cart loaded with some provisions for the tavern. Some fresh bread, a large wheel of cheese, and some cured sausages sit next to an open box of fresh produce, and another sealed box. "Good. About time you're awake. Help me bring this stuff in! Did you finish cleaning?" As you approach the cart, he warns, "And be careful with that crate! It's moonwine from Celwynian. Don't ask me how I got it."

Taemin
Spoiler:
Ah, the exciting life of a bank guard. You stand with your longsword at your side for hours. Members of the Guard and the priests of the temple come and go (including Verronax), as do a few citizens seeking counsel, and a greater number of nobles and merchants with business with the Vault. The most interesting thing that happens to you all morning is a pair of young noblewomen giggling at your ears tucked into your cap. You try not to notice. Shortly after midday, you are relieved by another guard so that you might have an opportunity to eat. You are glad for the brief respite, but you know that you will have merely have to resume your vigil standing at a slightly different spot after eating.

Verronax
Spoiler:
Your morning rounds are uneventful. It seems that people behave more properly in the presence of a priest of Abadar. Perhaps they feel like avoiding a god would be more difficult than simply evading the Guard. No matter. You would hardly have the energy if anything did happen, after your series of late nights. As the sun crests highly in the sky, the Watch Sargent you are walking with suggests that a midday meal would be in order.


Wealday, Erastus 5, 4708 A.R.

The sun rises over Korvosa as it has for three centuries. Today is a day much like any other in Korvosa. The King has fallen ill, but most people are more worried about their daily lives (and perhaps looking forward to the upcoming Founding Festival) than the goings-on of in Castle Korvosa. The men and women of the city wake and go about their work, struggling to get ahead.

This is your opportunity to give a feeling of your day-to-day life, contacts, and living situation in Korvosa.

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