| Corwin Corke |
Fort: 1d20 + 9 ⇒ (18) + 9 = 27
Corwin takes the red mist in stride, knocking a few heads together when people start shirking their duties because of hunger. "Happy to give you all the knuckle sandwiches you can eat," he growls as he pushes a few of the crew back to their jobs. It doesn't help that Thren and Lark join in, but he's not about to question them.
He does take an interest in the bounties, but only casual. We might not even get to stay here for very long, depending on how strict they are with that Chel thing. "They don't want any Chels in town, but they're happy to have a Chelish opera, huh? Sounds like someone has some issues."
| GMDQ |
Sorry, missed this from earlier: In talking to Huldren, you learn he was a pit fighter who was beaten by Lark and crew at the town of Lilywhite. He asserts he was just trying to get his groove back.. and he and his compatriots were doing very well... until they weren't. You can tell he is capable of fighting okay... but his pride is high, and you get the sense he is not the type to back down even when he ought.
He hates his government... but the Three Horned Hall is the only opera house in all the Shackles, and a famous venue at that. He must love at least this bit of Chelish culture to have made it so prominent here.
The ship is ready for mooring...
| Emberar "Sunstruck" Lealtus |
Emberar snaps his fingers. "That's right! Lord Endymion here is a Chelish expat himself. The man hates his former homeland...fled the Navy through the Eye of Abendego itself, or so the story goes. But I guess he must still have a fondness for some of the traditions of home, given that the Three-Horned Hall is the only opera house in the Shackles." He glances at the others. "Maybe if we keep our heads low, then, we'll be fine?"
| Threnody 'Thren' Nocturne |
Thren waits for someone-anyone-to make a comment about keeping her head low. Once the moment is done, she nods. "I'd love to try out for that opera. It's not something I'll get another chance at. So I want to try. I can tell you one thing: Chelish divas get a good deal of respect. They can be rather well-connected. If that still applies here too, even doing one opera would establish some credentials here. While I'm doing that, the rest of you can resupply us, not to mention find out what you can about our wonderful formerly-demon-infested island."
| Lark Greenwood |
Lark nods to Emberar. "That's some good background, thanks. It sounds like we can make it work here." He turns to Thren, "Ok, if you want to perform I'm for it. Will you at least take Corwin with you? I don't love the idea of you gadding about alone in this town."
| Threnody 'Thren' Nocturne |
"Nope. You're the captain. You take the intimidating bodyguard. You need to look official and serious. He's the best of us for the job. I will be fine." Thren replies firmly, arms crossed her chest. Her tail is starting to lash back and forth as she speaks.
| GMDQ |
Sandara looks up from a toke on her pipe. "I'll be with her, captain. As ship's doctor, she may need soothing tonics for her vocal chords." Quinn gives Threnody a firm look to suggest there is no room for discussion here. "And others could come along... a proper diva has her entourage after all."
| Lark Greenwood |
Lark gives a slight bow to Sandra. "The voice of wisdom, thank you. Thren, you make a point so I will take Corwin, but it did sound like Kahuranga was interested in the opera. I hope you'll let at least him tag along if he wants."
| Threnody 'Thren' Nocturne |
"Kahuranga is welcome to come along. Who am I to deny an enthusiast?" Thren shrugs. Then she looks at Sandara. "And thanks for coming along too Sandara. When I get this part, I'll need to be at my best. It's been a long time since I tried to sing an entire opera."
The bard grins. "If everything's settled, how about we deal with the harbormaster and get into town?"
| Emberar "Sunstruck" Lealtus |
Emberar grimaces. "I don't mind a good opera, but truth be told I'm going to come along with you just for safety's sake, Thren. Safety in numbers for both of us, I'd say." He nods to Lark and Threnody. "We may as well make our way in...as long as the rehearsal process for this opera isn't too long!"
| Threnody 'Thren' Nocturne |
"You all act like I'm going to do something rash and get myself killed. Not a word, Sandara!" Thren says before her friend can even try to make a cutting comment. "Everything that's tried to kill me and nearly done it has been a whole lot bigger than me. You'll notice I don't do anything stupid with Owlbear or Corwin." The bard adds with one eyebrow raised. "But suit yourself, Sunstruck. I'll give you my best." Then she grins, tail low and twitching. "I'll go with the classic form, it has some extra verses."
"If that's all settled, let's deal with the harbormaster and get into town. Sooner we get in, sooner we can spread our reputation a bit and see if we can learn anything about that demon-damned island."
| GMDQ |
I'm just waiting on someone to say they're actually mooring and getting off the boat
| Threnody 'Thren' Nocturne |
Our tiefling, done with discussing bodyguards, gets the crew going and soon enough Besmara's Whim is moored in whatever spot is convenient. "Let's get this done and over with, Captain." The bard says with a stifled yawn for emphasis. "I'll need my sleep to sing my best." Then she leads the way off the ship towards the next challenge: the docking fee collection team.
| Kahuranga |
Kahuranga doesn't know that much about Opera, but he is passionate about passion.
Kahuranga falls in line behind Threnody as Taniwha attempts his own performance, singing and whistling distractedly.
T Sing check: 1d20 + 2 ⇒ (16) + 2 = 18
Wow, not too bad.
| Lark Greenwood |
Lark leads his diverse group up to the port officials. "Captain Lark Greenwood and company of the Besmara's Whim, lately out of Plumetown, Brightglass Isle and Arena. We need mooring space while we resupply and maybe take in the opera."
Lark strives for a friendly and interested tone while asking about conditions in the city. "Have y'all had some recent issue or is your high lord always so exercised about imps and Cheliaxans?"
Diplomacy,: 1d20 + 9 ⇒ (8) + 9 = 17
| GMDQ |
The official, a half-elven gentleman with short black hair and an immaculate uniform, eyes the group up and down carefully. Hanging off his belt on one side is a sheathed rapier, and on the other side, two special, narrow sheaths holding wands. The two guards, a female and male human, most of whose features are hidden by their helmets, stand blank-faced on either side. Their hands rest upon the pommels of matching scimitars in a relaxed manner--indicating readiness to defend themselves if need be, but no overt hostility--at least at first.
The official raises his eyebrow at Lark's question before his cool gray eyes settle upon Threnody. He turns to each of his guards and they mutter a bit to one another.
The female guard eyes flickers toward Threnody several times with a sneer; she does not like the looks of the tiefling. The male guard, though he works hard to conceal it, speaks tensely and spreads one of his hands in an appealing way, apparently wanting to give Thren the benefit of the doubt. The official takes in both their words but appears ambivalent--and a little nervous? Not for himself, but for making the right decision.
Finally, the official turns to you. "As most are aware," he begins with a sniff, "Lord Endymion is a hero who has defied the corrupt and greedy Chelaxian empire at every turn. Surely, you are aware of the battle with the Chelish Navy in Port Peril only a few months ago? The Empire has its eyes upon the Shackles for the taking and," his eyes settle on Threnody, "Its spies are everywhere."
"As are its victims," the male guard speaks up, his impassive face breaking into what almost looks like sympathy, until both the official and the woman glare at him and he looks down at the boardwalk.
The half-elf then continues, "Such as the imps, which our Lord sagely suspects may be feeding information to the Navy. Lesser devils have... always been here, that I am aware of, when this place was just ruins, and most have been driven away, but the imps in particular return to the ruins like rats to the harbor. Given the Empire's infernal exploits, it is not unreasonable to presume the Navy has added to the imps' regular population in hopes of figuring out how to capture Endymion. Such would be a great victory for the Empire and a great loss to the Shackles.
"While we welcome business in the port," here the half-elf offers a tremulous smile, "We must provide assurances to our lord that we allow no spies into our hard-won city. We need a signed disclosure that none of your crew are Cheliaxan citizens, and depending, may need you to answer just a few questions before entering the city. The docking fee is 30 gold, to be paid upon allowance through the gates."
He pauses, giving you time to think and/or respond.
| Threnody 'Thren' Nocturne |
Thren nods in understanding. "Believe it or not, they're being reasonable," the bard admits with a hint of surprise. "That battle months ago put us on the path here when Harrigan sank Aurora's Kiss. The Chells have wanted control over this region forever. I can't blame a city of expatriates for being suspicious of everyone who comes through. And I definitely look like a Chellish citizen. With tail. Horns. And red cat's eyes." Then she shrugs. "Sign the paperwork and I'll answer whatever questions they require. I want to get that audition done for the opera, that's what it'll take."
| Lark Greenwood |
Sense Motive, DC 20: 1d20 + 10 ⇒ (11) + 10 = 21
Lark listens to Threnody with raised brows, but then nods and turns a smile on the official. "I will certainly vouch for my crew and we'll answer your questions. I think we'll be able to set your mind at ease."
| GMDQ |
Lark, Thren, and whatever senior officers wish to accompany them (I assume you all do, plus Quinn, unless stated otherwise) nearby to a semi-enclosed guard station. While it is bright daylight, they keep a candle burning at the station.
You are offered a statement and a simple questionnaire that asks fairly straightforward questions--ship, captain, home port; if you are a recognized Free Captain (you are not required to be, but the notation on the form indicates you'll be expected to show off your letter of marque if you are); if you have any goods to offload (with a note about filling out additional customs forms).
The statement of no Cheliaxan crew makes you disclose anyone with current Chelish citizenship on your ship, who are required to stay at the docks and prohibited from entry to the city. As none of your crew are currently citizens of the Empire, you can honestly sign the disclosure--and indeed, you get a strong feeling you would be unable to sign it if you couldn't.
You are nonetheless also asked verbally if you have any crew at any time associated with the Chells, and you can answer that question as you like.
The female guard meanwhile asks Threnody questions specifically about her origins and intent to visit. She speaks condescendingly skeptical that you are truly here to audition for the opera.
However unfairly, they do not pick up on Sunstruck's origin unless he chooses to offer it.
Insert here any Diplomacy, Bluff, Intimidate Perform, Sense Motive, and other checks as you'd like. Also, please attempt a Will Save DC 13 if you try to directly lie about anything. Careful evasions with technical truths will need an adequate Bluff check (of at least DC 15).
| Threnody 'Thren' Nocturne |
Thren replies to each question truthfully and carefully, noting to herself just how much like Cheliax the port truly is. Unless required to do so, she won't mention her family at all.
"Origins: the Shackles. Residence: Brightglass Isle. Formerly of Kintargo. No national affiliation with Cheliax. Intent to visit: information-gathering for piracy. The opera audition has caught my eye. I'll give you a demonstration if you like."
Perform: 1d20 + 13 ⇒ (13) + 13 = 26
Thren sings a few lines from another traditional opera for the officials.
I'm the darkness, you're the starlight
shining brightly from afar
through hours of despair
I offer this prayer to you, my evening star
Thren pauses, letting the last note linger. "It's not Andaro's Conquest, I know. But it's the classical piece Maria and Draco, about a Hellknight and a noblewoman in the days after the Thrune ascendancy. Do you know it?"
| Corwin Corke |
It's pretty hard for Corwin to keep a smirk off his face the whole time. He appreciates security, but officious twits kinda get to him. Though he's pretty sure each of them are capable, given their job, the only one who impresses him by his attitude is the male guard, whom he gives a nod to. He answers their questions because that's what is required.
When Threnody sings, he laughs a little at the lady questioning her. "She's got a sweet set of pipes, don't she?" He smiles adding, "I bet it's cause of them horns," and steps back laughing.
| Lark Greenwood |
"Let's see..." Lark mutters to himself as he completes the form. "Besmara's Whim, Brightglass Isle, I'm Captain... Prosperity Greenwood." He looks up with a slight frown, "But you can call me Lark.
"Have we ever associated with the Chells? Does tangling with one of their marauding ships count? Now wish I'd kept their colors for a trophy, but they're at the bottom of the sea with the rest of 'em, some ways off Plumetown."
Lark doffs his tricorne while Threnody sings, then addresses the officials, "Well, there's your free preview. You want my advice go get your opera tickets now."
| Kahuranga |
"Besmara's Whim, Brightglass Isle, now, I suppose, though my home is more rightly whichever way the wind is blowing. I am the arcane consultant and a hand-of-all-work when those skills are unnecessary."
Kahuranga applauds wildly, with a variety of hoots and whoops, when Threnody completes her performance.
| Threnody 'Thren' Nocturne |
Thren takes an extravagant bow to help cover her flushes of pleasure, black hair sweeping down to conceal her face for a few moments before waiting for the response of the harbormaster's team.
| GMDQ |
The female guard is literally struck dumb after Threnody's performance.
"Well, I don't think she's bluffing about her intent to audition," the male guard mutters to her. The woman just purses her lips and stamps Threnody's application with a vengeance... but is is a stamp of acceptance.
The half-elven official--you see a sign nailed to one of the posts holding up the tent-roof of the "station" that his name is probably Delryn--hands all of you stamped paperwork.
"This is valid for seven days. You are to keep it safely on your person and show it to any guard who requests it. 'Ware pickpockets. You will need your application for entry renewed should you wish to extend your stay." While his expression changes little, still speaking in a bored, officious tone, but he adds, "I know the opera hopes to get the show on in three days, but as far as I know they are indeed looking to fill several parts, so you'd best make haste.
"If you wish to turn in any bounties, you may do so in the Bounty Master's office in the One Eyed District on the west side of town."
With that you are free to go and allowed to enter the gates (though of course you may attempt to ask the Delryn or the guards any other questions you like).
Ursa takes care of giving the soldiers' leave. With the food supplies perilously low, she reserves herself the funds needed to restock it, letting you know.
Once through the gates you find yourselves in a thriving shopping district. A giant fortress looms up beyond the city walls to the east--some kind of massive prison. Buildings grow roughly speaking nicer to the west, and less nice toward the east. To the southwest, you can see a massive building with three spires dominating the architecture nearby--a fair guess that is the Thrice Horned Hall.
The town's populace is an odd mix of well appointed guards, bustling merchants and crafters and laborers, and pirates and mariners in from port. Beautiful buildings are built from pieces of ruins. The city seems all at once rough and tumble and extremely well ordered.
Any number of shopping, leisure, lodging, or other items of interest await you.
Just declare what you want to do and what to look for from there. Remember this is an opportunity to work on building infamy in addition to information gathering... and perform if you want.
| Threnody 'Thren' Nocturne |
"Time to go then." Thren tucks her entry pass into her shirt and heads off to the opera house with her entourage. She does pause to take in the architecture when she gets there. "So far from the mainland it still looks like it belongs in Corentyn or Kintargo," the bard muses. Once she's had a look, Thren uses her cantrips and sleeves of many garments to alter her clothing to something cleaner and more reputable before she heads in. Once inside, she looks for someone who seems to be in charge.
"Pardon me. I'm here to audition." The tiefling says politely.
| Corwin Corke |
so it's a DC19 check to increase infamy, is that right?
intimidate: 1d20 + 13 ⇒ (13) + 13 = 26
Wherever they head off to, Corwin makes sure to clear the way. "Shove over! Captain Greenwood coming through, not one of yer pansy captains. Besmara's Whim's the real deal."
| GMDQ |
Yes, it's currently DC 29. But there's no limit on how many can aid another. You can use that as a start, or that is still an effective roll to gain some "street respect" (not infamy, but I can work it toward getting you some information). I'm seeing what the others are up to.
| Lark Greenwood |
How about we use Corwin's excellent start to put on our own show? Let's find a big tavern and scope out some prime seating (bar or table) where we can scare away the current occupants in some showy fashion.
As Corwin clears a path Lark steers the group to the largest tavern he can see in the shopping district. After bulling their way in Lark sweeps the crowd with his one-eyed gaze. He picks target, strides over and announces, "I appreciate y'all holding out spot, but Besmara's Whim is in port now, so you'd best weigh anchor and clear on out."
I'm aiming for this to be an aid another roll, if we can chain all this together.
Intimidate: 1d20 + 10 ⇒ (8) + 10 = 18
| Kahuranga |
Intimidate is not my forte, but trying to aid: 1d20 + 3 ⇒ (16) + 3 = 19
Kahuranga's hair swirls in a powerful wind that no one else feels. On his shoulder, Taniwha flares his wings, making himself look larger and spinier. He releases a low thrum from from his belly.
| GMDQ |
Threnody is greeted backstage by a young human female. She stares at her a good moment before she squeaks an "excuse me" and runs to get someone. She returns with an older human woman, with a scarred cheek and heavily tattooed arms. She looks like a pirate--but holds a musical score in her hand. Without any introduction, she gives Thren a once over and says, "Okay, then audition. "
Roll away!!
Meanwhile, Corwin, Lark, and Kahuranga strut their stuff, sticking to the area closest to the docks, where the most pirates and sailors can be found. Their bravado goes a long way and others give room as they pass. A few rougher sorts snarl, but don't provoke anything. A few invite you for drinks into various drinking establishments. Their motives for doing so may vary, but no mater what, you've made an impression.
What next?
| Threnody 'Thren' Nocturne |
Perform: 1d20 + 13 ⇒ (18) + 13 = 31
Thren smirks at the older woman and bows respectfully. "That's what I'm here for."
The tiefling woman then begins singing one of the female leads' lines. She takes her singing seriously, moving about as if acting out the part on stage. Her voice soars, it sinks, it trembles with emotion and power. Thren ignores anything and anyone until she reaches the end of a stanza and finally goes silent.
She lets the silence go for a few moments, waiting for a response.
| Lark Greenwood |
I bet most of these invites are at least a little shady ;) Let's get the lay of the land.
Lark doesn't accept the first offer they get, but after that he'll size them up, looking for someone that seems ready to swap stories.
Sense Motive: 1d20 + 10 ⇒ (14) + 10 = 24
After exchanging introductions and pleasantries (and buying rounds) Lark will lead the conversation to "haunted island" tales. Between stories of Warvil's Folly, Kelizar and the Ghol-gani the young captain will try to elicit as many versions of Yoha's fate as he can get. Along the way he'll ask about anyone else in Hell Harbor that collects these stories.
With Yoha's Graveyard so close surely someone has made a study of the place, or even mounted an expedition?
Diplomacy: 1d20 + 9 ⇒ (16) + 9 = 25
| GMDQ |
==At the opera house==
Which I believe is Thren, Emberar, and Quinn
The younger female wipes away a tear as Threnody finishes singing. The older one simply nods. "You look pretty fit... do your own stunts?"
You are aware Andaro's Conquest does have some rather stimulating action scenes.
Quinn raises an eyebrow at the question but says nothing.
She also tilts her head toward Emberar and Quinn. "You her assistants or auditioning as well?"
Quinn shakes her head vigorously. "Assistant."
I know the Norv is still unburying from his move. If he doesn't answer soon I'll just assume 'no, he is not auditioning' and move on.
==On the town==
Lark, Corwin, Kahuranga
Lark senses some of the offers are more challenges and you're pretty sure there was even someone who was trying to draw you into an alley to get you to fight. However, you also catch the eye of someone who appears less the brigand and, based on their clothing and bearing, more of a merchant or scholarly sort, a dark-haired, brown-skinned human who introduces himself as Kazeed. He invites you to a tavern toward the center of town called the Broken Cask, and indeed has stories to share and wants to hear yours. He is definitely non threatening or hostile; you do note a blade he carries and some pouches akin to the component pouches carried by many spellcasters that he is not without the ability to defend himself.
The Broken Cask, marked indeed by a cracked gallon barrel hanging over the doorway, is a sturdy stone structure. Its upper story windows are filled with ancient stained glass much like those in the lighthouse at Ghoral-Rey. It does not offer rooms for the night, but has a robust selection of beverages and meals for all hours of the day. Specials include a spicy shrimp and fish stew, roast duck, and braised mutton. Kazeed greets a half-elven woman with creases of age around her eyes as "Mana," who appears to be the owner of the establishment.
After some introductory conversation, Kazeed explains he is a relic hunter, particular specializing in Gholgani artifacts and history--hence indeed why Hell Harbor serves as a base of operations, given the island it sits on is covered with such ruins. He is intrigued to hear that you have secured an ancient fortress for such a base--and even puts two and two together that you have rediscovered Jemma Redclaw's legendary hideaway. He gives the general gist that he spotted you as the type to uncover unusual artifacts rather than deal in "dirtier businesses" like slavery, and was hoping to arrange for some trade should you come across something interesting...
But his eyes grow serious and grim when you mention Yoha's Graveyard. "In truth, I hired a team of what I thought were seasoned adventurers to check the place out. They never returned. I have met only three others who have returned from the place. Two of them were two maddened to get any useful information from them, speaking only of endless hunger. The last saw her crew try to devour one another alive. She thought some had been bitten by ghouls they'd spotted on the island--but some of the crew had never left the ship and still were overcome with madness. She--she was a dwarf--escaped in her ship's launch and came here. She has since left Hell Harbor for other opportunities--wanting to be far from here. She spoke of a blood-red mist that comes and goes, and the night it thickened was the night the whole crew went mad. She had also mentioned some sort of 'zombie rats' she found horrifying. She nor I do not know why she escaped, but she attributed her survival to her dwarven hardiness. But dwarves always say things like that. She did note that her ship's doctor's antitoxins did nothing. But if the cause were ghast bites... that is disease, is it not?
"I decided the Graveyard's mysteries were not worth pursuing. A shame, for were it not for the mist, it looks like a lush island ripe for development. I do know--from sailing as close as I dared, and viewing with a spyglass, that there is a great ziggurat on the island, with a broken statue on top. Local lore says it was a statue to a demon. But--as wrong as even demons may look--it looks even more... wrong. Maybe it's just because the statue is broken, but it doesn't look like any demon I've seen--not even on other Gholgan ruins or artifacts. Many of them had temples to Dagon. This looks nothing like any aspect of Dagon, broken or no.
"I will not be responsible for any expeditions there... but if you decide against all wisdom to go and manage to return... I will pay double anyone else will for any ancient artifacts you find."
| Threnody 'Thren' Nocturne |
Thren once more knows Sandara could say something and manages not to make any remarks to her friend that the Besmaran could quip against her later.
"I'll do my own stunts." Thren replies readily. "Need to see that too?"
Acrobatics: 1d20 + 13 ⇒ (12) + 13 = 25
Thren looks around for a little clear space and goes into a quick impromptu routine of handstands, cartwheels, forward rolls, backward rolls, and a flip or two. When she's done, she again bows to the older woman.
| Lark Greenwood |
Lark sits back, glancing at Corwin and Kahuranga while he gives Kazeed's final warning and offer a moment to breath.
"Well, that's certainly the kind of story I wanted to hear, I just hoped it would be more... hopeful. You were close enough to spy the temple with a 'glass, did you watch for long? Was there any pattern to the mist? It sounds like that dwarf and her crew were managing until something changed."
Lark taps the table thoughtfully then gestures for another round. "I'd ask for more details, if you're willing, Kazeed. The mission you funded, what sort of folks did you send? What kind of defenses did they take, magical or mundane? I'm dismayed to hear the anti-toxin failed. I wonder if that means the anti-plague we have won't work either."
| GMDQ |
Opera House
The older woman nods. Again, she gets to the point. "Okay, good. You know Andaro's Conquest?" When Threnody indicates the positive, she continues. "I'm Marizee, the director of this production. Which is set to open in three days, one performance opening night and then two performances the following day. This is Endymion's favorite opera and if we have to delay opening, we're screwed. We lost several cast members to 'spy inquisitions...' well, and one case of stomach flu. You look iron-stomached, and, to be blunt, if you got through the dock guards looking like you do, then there's going to be no further spy inquiries here. If you're in, I want to cast you as Bellafree, Lady Saroya's bodyguard."
This is the second most important female part in the opera, with a prominent solo in the third act, as well as a lot of fighting scenes. "We're going to have to bust our humps to get ready in three days. Of course we've been rehearsing, but I'm going to need you here all day, everyday, for the next three days, ready to work to catch up and to work with the cast and crew. Keep your priests here with you to keep you healthy. Pay is 25 gold every day plus free room and board at the Ruin; the room and board offer extends to your two assistants here. If the show does well, you'll get a substantial bonus."
"We also still need a tenor to play the part of Balfan the Brave; if you know anyone who'll fit the part send-em this way; otherwise we're down to using the lighting page as a fill-in."
She finishes. "Say yes, then I'll give you your tokens for your room at the ruin; you'll have two hours to settle in and then get back here to get started. If you have any questions or need anything, ask Sirinda here," she points to the breathless blonde behind her.
"So, what do you say?"
=======
Kazeed answers Lark, "The usual adventurer types. Well, one of them was an Iomedaean Monk from the monastery just outside town. Thought she'd have the resilience to manage but no. A skilled tomb raider who I'd had a long relationship with in artifact acquisition. A wizard capable of considerable destructive spells--sank a ship by himself, once. A buccaneer seasoned with sword and bow, saw him take down several of the imps in town singlehandedly without breaking a sweat. As for the movements of the mist--I can tell you it gets thicker and thinner, but I didn't pick up on any patterns. Maybe you can find a weather witch if you want a second opinion. There's usually some for hire at the Mariners' Hall to the west."
"As for the anti-toxin--antiplague's a whole different thing. I wouldn't jump to any conclusions either way. I can tell if it's really the mist that does anything at all, or the undead that one adventurer described on the island."
| Threnody 'Thren' Nocturne |
"It's a deal. My captain will need a few days in town regardless for resupply." Thren agrees readily with an eager smile. "As for the part of Balfan, well, no one comes to mind that might be interested."
Once the tokens are given out, Thren turns to Sunstruck and Sandara. "Once we're checked in, let's get back here quick. I need to start rehearsing as soon as possible."
| Corwin Corke |
I'm still here, tho it has been a busy week
"That mist sounds pretty dangerous, if it's actually the cause. Might be it just conceals whatever's inside it. Wonder if one of them plague-doctor's masks might help? Or if you," he says addressing Kahuranga "could sustain blowing it away from a group?"
| Kahuranga |
"The winds that surround me offered no protection when we encountered the Mist before. And I have been unable to find other air magics that might provide protection. Perhaps there is someone here who might know more. We should ask around."
| Threnody 'Thren' Nocturne |
Fortitude save: 1d20 + 5 ⇒ (7) + 5 = 12
Perform (singing): 1d20 + 13 ⇒ (5) + 13 = 18
Fortitude save: 1d20 + 5 ⇒ (4) + 5 = 9
Perform (singing): 1d20 + 13 ⇒ (16) + 13 = 29
Fortitude save: 1d20 + 5 ⇒ (13) + 5 = 18
Perform (singing): 1d20 + 13 ⇒ (11) + 13 = 24
| Threnody 'Thren' Nocturne |
As soon as the bard and her entourage are situated, she turns to them. "Can one of you go find Conchobar? Now that I think about it, he might be interested in putting his talents to use on the stage. He can audition for that other role."
| Lark Greenwood |
Lark thanks Kazeed for his stories and bids him a good day. "We're in town for a few days. If you remember anything else I'd take it kindly if you left word at the Besmara's Whim."
Lark's next stop is the Opera House to check in with Threnody. He confirms the date of the show and secures tickets. Taking in the posh style of the building and the people that work the front of the house he says, "We need a bit o' polish if we're going to properly represent ourselves with this crowd. Report to the market tomorrow morning and we'll find a tailor that can work on short notice."
| GMDQ |
Conchobhar Perform: 1d20 + 8 ⇒ (4) + 8 = 12
Acrobatics: 1d20 + 7 ⇒ (6) + 7 = 13
Thren invites Conchobar somewhat belatedly to audition. He is thrilled to be asked, having felt unusually hesitant because of the few numbers of non-humans in town. Marizee indeed looks askance as they don't have many gnome performers, but is certainly open to his auditioning. Perhaps because Conchobar was gambling and drinking the night before he does not give his best audition--but it is certainly competent. Marizee decides ultimately to promote a chorus member to the role of Balfan, and puts Conchobar in the chorus--but, she notes, he will be in prominent staging. "I can tell you're a performer, may as well be sure you can be seen."
Conchobar is a tad disappointed, but still thrilled to try something new and devotes himself wholeheartedly to learning his part.
Thren is definitely worked hard; she spends much of the time with the house's diva, Serenity Windel, who is extraordinarily talented and plays the lead female part, Lady Saroya. She is not full of herself the way stereotypical divas are, but definitely is focused entirely on preparing for her performance and little else. Some of the cast and crew are clearly uncomfortable playing alongside a tiefling (although Marizee quells any hateful behavior with firm glares that instantly silence everyone), but Saroya treats Thren as an equal member of the cast and only discusses with her their work together on stage.
The work is hard, and the second day Threnody twists something and spends any time not rehearsing resting. Fortunately Quinn has remained with her to keep her in good health. Quinn has also scouted out the theater and gotten to know some of the cast and crew on her own time--she has never in her life experienced anything like this and is generally fascinated.
Thren your hard work is quite good, but at the end of this cycle you (so far) will be fatigued for 1 day)
The city is large and prosperous--if a bit stifled by the constant presence of guards and bounty hunters chasing imps. There are bustling market districts closer to the docks as well as surrounding the opera house district; there's a few tailor shops to choose from, although the lower end ones (which also advertise sail and flagmaking) are probably not the most likely to obtain the classiest gear. (you can use the Ultimate Equipment guide's list of clothing costs for an idea of cost).
However, if you do look into some of the more practical worn gear and uniform shops, you do find the sort of plague masks that Corwin mentions if you are interested. Some of these shops also sell clothing suitable for jungle travel, complete with mosquito-netted hoods.
Opera tickets go everywhere from 5 gp for a standing room area seat to 10 gp for the cheap seats, and those ranging from 20-75 gp for nicer seats, all the way up to 150 gp for a box seating six people. It seems expensive, although in Cheliax the costs might even be double.
The city is large and prosperous enough that you can probably explore any number of shops or other sorts of businesses. There are a few temples--to Abadar, to Pharasma, to Erastil; and as mentioned there is a monastery of Iomedae outside the city walls. Very likely there is worship of Cayden and Besmara, but they are going to be in the rougher eastern edge of town toward the docks, and a bit less official looking.
The most powerful priests and mages seem to be capable of spells like sending, ice storm, and (a local favorite) discern lies, but not much more powerful than that. The paranoia versus Cheliax seems to put a damper on at least overtly advertised powerful spellcasting. 4th level spells highest service you can (easily or legally) obtain
| Lark Greenwood |
If the "The Ruin" isn't too pricey and has vacancies then Lark will grab a room or two as a home base while they're in town.
Lark reviews ticket prices and addresses the group, "What do y'all say, shall we splurge on a box for the lot of us? It's not that much more than a handful of decent seats."
After tickets it time for shopping! "Let's start at the cheaper places near the market. We can look plague masks." He tips his tricorne toward Crowin, "Good thought, by the way. Then we'll work our way up town if we want something fancier than they've got."
| Threnody 'Thren' Nocturne |
When she gets a chance and energy, Thren catches up to Conchobar. "I should've thought to ask you to audition sooner," she admits readily. "I figured you'd find someplace to go gamble and enjoy yourself. My mistake." She tells him earnestly.
Thren will also spend time pointing out things to Sandara, educating her on what's going on. She knows Sandara doesn't share her own interests, but will answer any questions the Besmaran pirate has. When she isn't doing that, she's talking with Lady Saroya about the performance, keeping things moving on a professional level.