Crouching Dragon, Smoking Barrel (Inactive)

Game Master Pixel Cube

A Western and Eastern flavored adventure, with gun wielding pistoleros, ninjas and samurais.


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Hangman's Noose

Hangman's Noose may be a small place, but it's full of people and events. Stuck in the desert and distant from pretty much everything, the town was originally called Seeker's Grace, and it was built on a trade road by the first miners who discovered the mines 5 miles away from it.

About 60 years ago, a disagreement over the mining claims between the mine owners and the Kingdom caused the largest shootout ever between the government authorities and the outlaws hired by the miners. The day after the battle, half of townspeople observed the other half get hanged by the authorities. A massive gallows made of 13 nooses was built for that occasion, and it's still in the main square, haunting with his very presence and giving the town his ghastly new name. Two months after the shootout, the mines were depleted. Despite this, the town managed to survive, since then slowly rebuilding what was destroyed.

It's ruled by a Constable appointed by the King's Government. Between houses, offices and shops, it's made of about 60 wooden and stone buildings. Formerly inhabited by roughly 120 people, the population almost tripled in size since the jade deposit was discovered, and with the recent arrival of bounty hunters due to the 60k bounty, the town now suffers from overcrowding. Entire families live in small houses or share them with other families. While there is a part of the town that is inhabited by the Easterns mostly, the original dwellers and the newcomers live side by side. Merchants and diplomats also built new houses and even large palaces.

Hangman's Noose has the typical appearance of a Western town: two rows of buildings built on the sides of a dusty road, a central square, and saloons and shops around. The town exists mainly for trade purposes, so there are quite a lot of shops for a place this small. Here is a list of the main locations in Hangman's Noose: since the town is small, it's assumed that anyone knows about these places after spending a couple days here. More in depth info may require a Knowledge or Diplomacy check.

Main Features:

Main Road - The original trade road, that goes from the centre of town to East, reaching the mountains and eventually the big ocean. The Easterns usually arrive in town through here.

13 Nooses Square - The central square, dusty and circular. Right in the middle of it there are the massive gallows. The occasional executions still take place here.

High Road - The continuation of the trade road, that goes to the West from the centre of the town through the jade Mines, the Whispering Canyons, and eventually reaching the Kingdom's Capital.

Railway - Still in construction, the new railway is a technological marvel, and will connect the town to the Kingdom much easily. There are as many people in town that want it to be completed soon as much as ones that want it to disappear altogether.

Offices and Authorities:

Constable Office - The Town Hall and municipality office, the place where many contracts and affairs take place. It's a recently restaured 3 story building with a clock tower, located in 13 Nooses Square. Here lives Sir Willis Castle, appointed Constable of the Kingdom. Castle is a noble from the big capital, and while he is almost beloved by most of the citizens and merchants (pretty much due to his liberal approach to commerce), there are many that believe that he's into some shady business. Due to the recent war, immigrant waves, and tax increase, he started running the office with a more restrictive approach.

Bank and Postal - Where the town's profits are stored before leaving for the Capital. It also acts a postal office and courier service. Well guarded and located in 13 Nooses Square.

Sheriff Office and Prison - Where the town Marshal lives and the Law is enforced. The current Marshal is a dwarf named Brunt Stonehammer, and he's famous for being one of the few incorruptible people in town. He's also famous for coming to get you in a full suit of armor and a tower shield, in addition to a big ass gun. His new Deputy is a redeemed Ronin called Heihachi, and they usually employ some volounteers or paid swords for guard duty. While the Marshal and his men are quite good at protecting the people of the town, they are not as good at chasing criminals: fleeing outlaws that live outside town usually aren't prosecuted at all. The office, located in 13 Noose Square, also has a few holding cells.

Jade Palace - A newly costructed 4-story pagoda palace, built and decorated in the style of the Easterns, this building acts as a luxury hotel for all the rich merchants, ambassadors and diplomats that arrive here. Many business and diplomatic meetings take place here. There are quite a few geishas and the palace is effectively used as an expensive brothel too. It's also very well guarded by many samurais and ninjas. Located on the edge of High Road.

Places of Interests:

Azure Crane Monastery - Also recently constructed, this stone made monastery was built by the monk of the ancient order of the Azure Crane, but is willing to play host to monks and travellers of every order. It has a training dojo, a meditation hall and large sleeping room. Located on the edge of Main Road.

Elven Mission - The place that hosts and tends to Elven travellers that come to the city. Run by a elf woman named Futoa, a crippled former hunter, this simple house is the place where you can get in touch with elven adventurers and culture. Located in the residential quarters.

Leadbell Church - Burnt up in smoke during the battle of 60 years ago, this church once hosted the religious mission of the Lord of Light. Rebuilt by a lone priest named Prester, the place now serves as an altar for whoever wants to give a prayer to the forces of good. But it's said the place it's still haunted by the ghosts of the people who died in the fire. Located in 13 Nooses Square.

Hearthstrike Mining Company - The ones who discovered that the mines everyone believed depleted had actually jade in it. The Company is run by two dwarf brothers, Maul and Gand, and mostly employs dwarven miners. Due to recent overworking conditions, a Miners Workers Syndacate just formed.

Bars and Public Places:

Clock and Gear Saloon - Run by a gnome engineer named Jimble Perkins, this Saloon is famous for having the first fully automated clockwork pianist, and perhaps more importantly, two automated clockwork bouncers. Other than that it's a fairly decent and quite peaceful saloon, completed with a few chambers upstairs. A lot of Easterns come here. Located in 13 Noose Square.

Red Mist Saloon - A more dangerous place than the Clock and Gear, this Saloon is run by a cunning and fast witted halfling woman named Alessa. While violence is not officially tolerated, a lot of duels and killing took place inside the Red Mist, and the outlaws prefer to come here. Not many Eastners like this place. This Saloon is also famous for the incredibly extensive list of strong spirits and exotic liquors served. Located on High Road.

Zen Garden - Mostly attended by monks and other Easterns, the Zen Garden is a place of meditation, but also a bar where you can chat (preferibly without raising your voice) with the locals and taste rice, dried fish and other spiced food. Run by a extremely old samurai that hasn't revealed to anyone his name, it's a square stone structure with an open roof and seats on the walls, and a counter where food and drinks are served. The samurai costantly draws shapes with a rake in the dust and sand right in the middle of the place. Located on High Road.

Gambler's Alley - The back alley of a series of house building, traditionally the place where you can play dice, cards, underground fight and all sorts of Eastern and Western gambling. Also the preferred hideout of many criminals, and the place where you can find lots of informations. Located in the residential quarters.

Shops:

Spice Market - A bazaar set right in the middle of the Eastern quarters, you can find useful goods and food imported from across the Ocean. Most of the stalls are not authorized and sell black market goods.

Goldsniffer Bill's Emporium - The oldest shop in town, run by former miner and elder townsperson Bill. While the man is not in his brightes years, he can still provide pretty much every common household item for a fair price. Located on High Road.

Merrywater and Sons Gun Shoppe - The best firearms shop in miles, run by Herrol Merrywater and his 4 sons. You can find both magical and nonmagical firearms and ammo, you can repair or modify your gun here. Located on Main Road.

Kitara's Den - While most people would prefer that this place wouldn't exist, they are too scared to harrass what it's after all an honest merchant trying to make a living. Kitara the Witch is a charming, dark haired lady that can provide you with obscure magic items, scrolls and wands. Located on the edge of Main Road.

Rickman Saddles and Mounts - If you are looking for a horse, don't look elsewhere. This large wharehouse shop is run by Thunderous Cloud Rickman, half elf ranger. He sells riding equipment as well as horses and even more exotic mounts. Located on the edge of High Road.

Geneve & Durran Smithery and Enchantry - This shop is the largest in town, and it's run both by one of the few blacksmiths around, the half orc Durran, and by his beautiful wife Geneve, a human tailoress. It sells armors and traditional weapons, magical or not, as well as dresses and woundrous items imported from the capital. Located on 13 Nooses Square.

Shoi Lin's Goods from the Dragon Nations - The affable Shoi runs this exotic shop where you can find eastern weapons and armors, fireworks, jewels exotic magical items and much more. Located on Main Road.

Doc Watson's Apothecary - Not a shop per se, the house of the good Doctor Watson is still a place where you can go to get yourself fixed for free. He also sells potions, herbs and alchemical items, provided he doesn't need to medicate someone at the moment. Located in the residential quarters.

Outside town:

Jade Mines - Once depleted, the Mines saw new light once jade was discovered in it. While most of the beasts that lurked inside where chased away, it's still a dangerous place, full of dark, steep tunnels. Located 5 miles west of the town.

Salt Flats - The Desert nearby, so dry the ground it's always cracked. Since it's very rich in salt, it shimmers during the day, making it difficult to see. Dangerous beasts live in it, like Phase Lions, Giant Scorpions and the loathed Undeath Vultures.

Whispering Canyons - Traditionally an hideout of criminals and runaways, the twisty Canyons are considered a very bad place to be alone. Located 12 miles west of the town.

Elven Camp - The nomad Elven tribe of Jola Gabahuema (Awakened Moon) lives in the general vicinity of the town. The elves are pacific and willing to accept visitors of every race and origin, but don't like to be provoked and harrassed, and have proved to be fearsome warriors. The camp costantly moves to stand close the few damp regions and patches of vegetations that bloom in the different seasons, so it's difficult to know where it at a given time. The Awakened Mooners are mystical people and their chief is a shaman called Talking Bones.


This is the Discussion Thread for Group 1 of the Crouching Dragon, Smoking Barrel campaign. In the OP you will find all the info on Hangman's Noose, while the general campaign outline is in the campaign description.

Here we can discuss the setting, what's going on in the adventure, answer questions, and make the final touches to your characters if necessary. Report here to tell us you're ready, the actual adventure starts next Monday.


M H Zen Gunslinger Monk 4

Howdy.


Male Desert Elf Ranger (Guide) IV

Cool


Male Half Elf Rogue - Knife Master - 1

Steel sharpened and ready to go.


M H Zen Gunslinger Monk 4

Added this to my character profile:

Before you stands a man dressed like he's from two worlds: Wearin a leather vest over a light shirt, dungarees, and soft leather boots...with leather bracers, a jade pendant necklace, and a wide brimmed straw hat. He has the look of a man who's seen too much in his 23 years, lines around what should be youthful almond shaped eyes and high cheeks of his pa, to the soft nose and chin of his ma. His hair looks short and cropped, pokin out under the hat, like it's only been growin' out from bald for a month or so...the icing on this odd cake is the pearl handled six-guns he wears in a black leather rig, one over each hip, with a broad buckle, with the kanji for 'justice' in contrast of black against the polished silver...he sees you and grasps the brim of his hat and tips it, and in a deep, seasoned voice also too old for this man, he simply says "Howdy..."


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Reporting in.

I should have my gear list done by this weekend.

Will any of our characters have already met in town before the game begins?


M H Zen Gunslinger Monk 4

Mordechai is from Hangman's noose...he was a deputy when he was 18, 5 years ago. He left for a while and has only now come back.


Male Half Elf Rogue - Knife Master - 1

@ Pixel Cube - wondering if my rogue talent Underhanded will affect the draw or any other phase of dueling?


@Embrianna: You have met each other, and maybe even worked together or played cards at Gambler's Alley or in a Saloon. People like you don't go unobserved. But you don't know each other well yet.

@Grymblade: I'd say yes.

I also would like everyone to write a short description of how you look like, like Mordechai did.


Male Half Elf Rogue - Knife Master - 1

Im guessing that I'll get the +1 to Draw only if they dont spot the concealed blades? I put the DC in my profile but will post it whenever its duel time. Added a physical description at the top of my background.


Male Human Samurai 1

Checking in. :)

I've got to add some gear and the physical description, but mostly there. :)


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Embrianna is a rather attractive, young human woman, looking to be in her early twenties. She has light green eyes and long, pale blond hair that reaches to mid-back and stands at about 5'4". She hardly looks the type to be walking around with a gun on one hip and a sword on the other, but her confidence suggests that she is well acquainted with the use of both weapons. When she considers herself "on the job" she wears a chain shirt over top of her usual loose fitting and comfortable linen tunic and pants with dark leather boots that lace up to her knees. Without her chain shirt on it's possible to see the tip of a deep scar on the left side of her chest.

@Pixel - There aren't really rules about phobias, but Embrianna will have an aversion to fires after barely escaping her burning home.


Masao Takeru wrote:

Checking in. :)

I've got to add some gear and the physical description, but mostly there. :)

I'm still undecided wheter to put you in this group or the other one, it depends on how many players are there. Other than that the sheet is ok.


M H Zen Gunslinger Monk 4

Works for me!
Things Embrianna would know about Mordechai:
Keeps to himself, but not an introvert. He does like comapny and hangs out in the zen garden or the saloon. He doesn't play cards often, but he will hang out and watch...
His allows his friends call him Mord, and insists on it.
He has a hurt about him, things that can't be undone or fixed kind of hurt, but he doesn't wear it on his sleeve.
He's a good listener, and gives wise advice when asked.


Would the Evil Eye hex and the Glitterdust spell count for the Gaze phase of a duel?

Lantern Lodge

Male Elf Inquisitor(Exorcist) 4

Fixed my duel stats, I removed the redundant dex from the equation and the total. It seems likely that Sanzu would be staying in the Elven Mission in town. When not seeking work as an exorcist or searching for bounties I could assist in the Mission's efforts.


M H Zen Gunslinger Monk 4

Erm, well I guess everybody would know that stuff...reading comprehension, I need some.


Noa Emekai wrote:
Would the Evil Eye hex and the Glitterdust spell count for the Gaze phase of a duel?

Yes for both, but you'll have to lose your spell slot or a daily use of an ability to get the bonuses in a duel.


Masao you stay in this group, the other one is filling up.


Male Desert Elf Ranger (Guide) IV

Thelnyss is willowy built, standing impressively well over six feet tall with thin and sinewy limbs. As a member of the elven race he has pointy ears and a serene grace. He has white hair, cut short. His hair along with his weary grey eyes and a few thin lines in his face are the only thing that hint his age.
He is typically wearing loose sand coloured clothing to blend in, with a matching embroidered hooded cloak. Underneath the cloak he wears a thin but durable chainmail shirt of elven design, to protect him from wild beasts and human thugs alike.


male Half elf Samurai 4

Jin is a heavy set Half elf with features leaning more human than elf. Standing around 6'6 his demeaner is calm and emotionless. His face shows maybe 30 years of age and his skin is a darkend yellow with straight jetblack hair. He will normally wear his cloak over the elaborit armor of his Lord and smokes an unusually long stemmed pipe with an odd smelling tobacco. He makes no effort to hid the katana at his side. He keeps his gaze unfixed and will not look directly into anothers eyes unless in battle. If approached and spoken to his replies are always brief but courteous in manner.

also the group 2 ooc link is not leading to a seperate page but to group 1 ooc instead


My bad, I keep messing with the url. It's here


A Fistful of Koban wrote:
My bad, I keep messing with the url. It's here

Don't know why it keeps messing with the link. Let's try again: http://paizo.com/campaigns/PouncingTigerFlyingBullet


Male Desert Elf Ranger (Guide) IV

I suspect it has something to do with the message boards inbuilt system for on-line campaigns (this was the first discussion you made related to the recruitment, so now it links here automatically)


Alright, I hope everyone is ready, gameplay thread is up.
Final group is the following:
Embrianna, human Holy Gun
Grymblade, half elf Knife Fighter
Masao Takeru, human Samurai
Mordechai, human Zen Gunslinger
Noa Emekai, human Witch
Sanzu, elf Black Powder Inquisitor
Thelnyss, elf Guide


Male Half Elf Rogue - Knife Master - 1

Sweet! checking in with the game now...


Male Desert Elf Ranger (Guide) IV

That piano part is way too happy : P Nice intro btw


Male Desert Elf Ranger (Guide) IV

Just wonderin' if you guys are okay with that I use italics for my speech, or should I switch to bold ?

@Koban - What would be the approximate distance between the party and the crook ?


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

I'm used to people reserving Italics for thoughts and using bold for speech. So I was a bit confused at first if you were actually speaking or not. If you don't mind, I'd prefer you use bold. It'll save my confusion. :)


Thelnyss wrote:

Just wonderin' if you guys are okay with that I use italics for my speech, or should I switch to bold ?

@Koban - What would be the approximate distance between the party and the crook ?

-I'd like bold for speech, italics for thoughts/inner monologues.

-20 ft.


Male Desert Elf Ranger (Guide) IV

Okay then I will try to keep this in mind for future posting :P

Mkay, thanks for the distance info


M H Zen Gunslinger Monk 4

I'll change my posting format as well, then...


Male Desert Elf Ranger (Guide) IV

Shall we try and wait for the rest of the group before we resolve this little situation ? So they don't feel like they are missing out ... Oh, and could I reuse my skill rolls for my stability checks after the crook shoot me :P?


Male Half Elf Rogue - Knife Master - 1

We can wait Thel. Hope they hurry up though.

Awesome intro Pixel Cube. The game already has a very cool feel to it. glad to be a part of it.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Yes, good intro Pixel. :)

I'm sure no one thought that the female Paladin wasn't going to say something to the guy.


Yep, we can definitely wait for a little while for the other players to show up. I'm off too bed now (lol, Italian timezones), see you tomorrows.
Glad you like the game so far.


Male Human (Tian Xia) Ninja 4

So how is team 2 doing now?


Shosuro wrote:
So how is team 2 doing now?

it has already started, go here: paizo.com/campaigns/PouncingTigerFlyingBullet/gameplay


Sorry it took me so long to post. :(

Still sitting down and there is a pretty good distraction, so hopefully no one noticed the spellcasting.


M H Zen Gunslinger Monk 4

....slacker ;)


Do you have any idea how long it takes to fold all the paper needed for my Origami Swarm spell? :P


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

I can do a decent origami rock....


Male Desert Elf Ranger (Guide) IV

Anyone else gets the mental picture of the sheriff = Kore the "paladin" from the Goblin comic (hopefully less evil ... )? Have you read that comic Koban ?


25
Thelnyss wrote:

Anyone else gets the mental picture of the sheriff = Kore the "paladin" from the Goblin comic (hopefully less evil ... )? Have you read that comic Koban ?

I started, but stopped long ago. Never got to the part where this fellow shows up.


Male Desert Elf Ranger (Guide) IV

Okay (pew :P)

I assume that you are okay with retrying survival checks for finding tracks every hour? Because I get the feeling a 4 is kind of sketchy, and I'm sure I would do a second lap around the town in case I didn't find anything on the first ... =)


Male Half Elf Rogue - Knife Master - 1

@ Pixel - dude, the soundtracks are a great touch and really add to the atmosphere. Excellent way to add depth to what are typically very 2 dimensional PBP. My tabletop DM uses them at times as well.

Group 1 players - are we gonna just be friends or do we want to come up with a party name? Maybe the hunt for Slate would be a good reason to actually form up so to speak. Im thinking something with 'Posse' in it of course.


25
Thelnyss wrote:

Okay (pew :P)

I assume that you are okay with retrying survival checks for finding tracks every hour? Because I get the feeling a 4 is kind of sketchy, and I'm sure I would do a second lap around the town in case I didn't find anything on the first ... =)

You can retry as you like, but the penalities add upp, and if the condition worsen (more wind, for example) it will be pretty difficult to find tracks.


Male Human Samurai 1

All....

As much as I love the entire concept of this game, my mindset is just not where it needs to be to be a creative addition to the group. :( I'm afraid I have to withdraw.

I definitely will be lurking around and watching, and if in the future a position opens back up I hope I am in a position to reapply then. :)


Male Desert Elf Ranger (Guide) IV

@Pixel Okay sweet, was just worried about not finding anything at all :)

@Masaso Aww too bad. I hope whatever is on your mind clears up, and that we can put up an entertaining show meanwhile :D

@Grym I think that a party name would be excellent, its both fun and it fosters good teamspirit!

My suggestion is that we brainstorm a little in this thread, and then RP out the "formation" of the team/party in the gamethread. Posse do have a nice western feel to it..

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