
Kaynen Catesby |

I'm humbled by the sheer length and dedication you put into the summary posts. Bravo!
Also humbled at how well you play Kaynen!
Snorting in disgust, the bard recalls his favorite scene from The Midnight Edge.
"You see my good man", Kaynen cheerfully interposes, sweeping the guards blade away with a deft parry.
"Terribly wrong pose. When you lunge it needs to be. like. this."
Kaynen mocks, diving in and placing the tip of his blade directly though the man's throat with poise.
I gave a little cheer, and wondered if I posted that, then realized it was an AoO!
/clapclap

Avatar of Mitra |

@Kaynen: You have given me a lot to work with and I am glad that you liked it. I am really enjoying how each of the characters personalities are starting to come out.
@Kergh: I agree french wolf. I heard somewhere that the top 25% of campaigns only make it above 1,000 posts. I hope we can go far more than that eventually.
@Barnabas: I know its not perfect, but based on the mechanics the only way to move out of melee range would be to leave the 1st floor zone and enter into the stairwell. With your acrobatics check that would suffice to let you leave without incurring an attack of opportunity.

Avatar of Mitra |

@Drisella: due to the heavy wind in the courtyard the flame from the Alch fire actual went out. So Brother Harvin is stable at -1
Strong Wind: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on Perception checks.

Avatar of Mitra |

@Everyone: I will post a descriptive scene of you searching the bodies and what you might find since it appears like thats what you are doing at the moment. Looking foward to watching the reactions to Drisella's outburst.
@Drisella: Well there goes the attempt of torturing the poor priest into healing you with his channel energy. It would have remained to be seen if Mitra would have granted him access to that ability, but it would have been interesting. Good thing the priest was carrying a partially charged wand of cure light wounds (6 charges remaining) (I'll post it in the next post.)

Avatar of Mitra |

Good evening all! I am back from my spring skiing trip and I will work up a post tomorrow during or after work. Some points I will address will include:
There was also some above average armor that was found incase you all want to scavenge it. (a set of scalemail and a set of chainmail. The scalemail is pretty torn up thanks to walker in darkness however.)

Avatar of Mitra |

Barnabas,
The map you found shows several paths between Branderscar Prison though a set of moors and toward the the Old Moor Road where you will find the manor house that you were told of. However the moors outside of Varyston are far from hospitable. The dark, brackish salt marshes team with mosquitos and other buzzing pests. The good news is that the ever present shallow brine pools and streams, combined with the heavy rainfall will make tracking you very difficult. The bad news is that these trackless moors are a great place to get lost.
Since you found the map in the Warden’s office you should be able to safely navigate the salt marsh easily but its still going to be slow moving due to the darkness, bogs and rain. The other option that map shows is a less direct path from Branderscar Prison to Varyston and then onward along the Old Moor Road towards the manor house. The route would be faster due the road being hard packed dirt, but the chance of stumbling across any patrols that might be out searching for you becomes much higher.
In the words of Olmec: The choices are yours, and yours alone!

Mikhail Halancoun |

So Mikhail's plan is to get a horse and chase down the messenger, hoping that the rain and darkness has slown him down enough (and that his darkvision gives him enough of an advantage) for Mikhail and Drisella (plus Walker) to catch and kill him. Maybe it'll work, and maybe it won't, but the rider should only have five or ten minutes head start.

Avatar of Mitra |

@Everyone: You know from interrogations that there were a total of 24 guards, 3 dogs, Warden Richter, Sergeant Blackerly and Brother Harvin. A running total for those who have been keeping track shows that 5 guards and 1 dog remain, and supposedly one of the guards was sent onto Varyston to warn the Knights of the Alerion chapter house. That means that there should only be four guards and a dog remaining to block your escape, but as the prisoner said, Blackerly ordered them to place the Gatehouse and Guardhouse on full lock down.
There is a second route along the road through Varyston and onto the Manor House that you can follow, but you are still going to have to make it through the Gate House, across the bridge and then past the Guard House before you can escape. You are all wise enough to know that this may take some time.
So long story short is that you may catch the messenger but you better hurry, and it can still potentially be close.

Drisella DiAmonicia |

Grumblejack and Drisella/Walker can take on five guards pretty easily. If someone with a sense of tactics proposes that, the others can use stolen horses to try and bypass the gatehouse entirely (provided the gates aren't shut, even then grumblejack could probably just take them right off their hinges with a charge.) Leave us to handle the mop-up and go run down the messenger?

Drisella DiAmonicia |

If grumblejack is a standard ogre with a 21 Strength he has a +9 bonus to break objects (+5 str +4 size) which means a good wooden door (break DC 25) he has to roll a 16 or higher. If we can give him guidance that drops to 15, mybe a full-run charge should improve that by +2? That would be a 13.
If we use him like a big, warty battering-ram I think we could just blast our way out ahead of horses, and leave grumblejack/dris/walker to mop up the rest and then catch up.

F. Castor |

Unless someone else volunteers, Ethaniel would probably come along. Not that he is invested in hunting down the guard. But Kaynen, Barnabas and Drisella seem to not really want to go and Grumblejack is... well, a bit too big to ride a puny horse. Oswald is somewhat insane and Kergh will be killing some poor people.
Besides, if he is not in the prison, he will not be finding out about Mikhail's order to kill the prisoners after all.

Avatar of Mitra |

Drisella,
When the other party members found Grumblejack he had mentioned feeling weak. What has actually been happening is that the guards have been keeping him on a diet of Belladonna and bread and water. (The Belladonna is from the same bush that Oswald found). Because of that his strength is a paltry 17 instead of 21 and when he was found he only had 13 of his 30 hit points. You might want to take that into consideration.

Drisella DiAmonicia |

Aaahhh. Interesting. So that's a -2 to his total check, still doable I think. Is his max HP at 13 or is that just what he is at out of his total? I think if we're going to smash the guards we should probably get him a little more full.
As for the horses, I suppose we could double up riders if there aren't enough... hmm.

Kergh the Dwarf |

Kergh can go to the gatehouse and deal with the guards with Grumblejack et al. If we lose both our "leaders", is Barnabas in charge. I don't care but Asmodeus and Kergh are all about the hierarchy.

Barnabas Wright |

i think we only have one potion of CLW left, so we may want to be frugal with it.
Also, these 5 remaining guards will probably be the toughest fight so far. THey know we're coming, so we wont be taking advantage of surprise attacks and they have more HP and better AC than pretty much all of us. If we don't use the sleep scroll and/or colour spray, we're gonna have a bad time.

F. Castor |

Kergh can go to the gatehouse and deal with the guards with Grumblejack et al. If we lose both our "leaders", is Barnabas in charge. I don't care but Asmodeus and Kergh are all about the hierarchy.
Hmm... I had not thought of Ethaniel as a "leader" really. I should think of Mikhail as the one in charge sooner or later, with Barnabas and/or maybe Kaynen as the second(s)-in-command, so to speak.

Drisella DiAmonicia |

Forgot we had the scroll of sleep. That should be handy.
...
What is the gatehouse made out of? Stone or wood?
I mean we could always have grumblejack lob a barrel of oil into a parapet or something, turn the whole thing into a reason to not be there anymore.

Kergh the Dwarf |

At the moment Barnabas may have the edge on Ethaniel. Its good to know what others feel too.
Didn't Brother Harvin have a wand of cure light wounds on him?
I can boost Grumblejack's Ac for a fight too.
Cheers

Barnabas Wright |

Good call on the wand of clw, we should definitely top grumblejack a bit.
As for plan of attack, we could use the window patch on one of the gatehouse walls and sneak in and overwhelm them.

Drisella DiAmonicia |

What patches are left/what do they do? I know Dris' doesn't know about it in character but I'm curious what resources we have from that remaining.
Also may I say that Barnabas making himself irreplacable by keeping some info on that to himself is fantastic roleplaying. :)

Avatar of Mitra |

@Everyone: I am hearing some good ideas being thrown about. There are still the two barrels of lantern oil and the wand of cure light wounds. with five charges remaining. The idea for using the window patch is also being thrown out to access the second floor of the gatehouse is a good idea. Drisella I think I answered your question already but the gatehouse is made of stone with heavy wood doors. If its anything like the towers it may have ladders that can be pulled up to prevent someone from climbing floors internally. As for the window patches I think I posted the actual item once or twice as a spoiler on the discussion thread, but it hasn't been revealed in game due to failure on spellcraft rolls. The remaining items consist of a patch of "bricks" a patch that looks like a vial or potion, a vial that looks like a coiled rope and a patch that looks like a window.
As a warning, Grumblejack is not the stealthiest of characters and he is large so he might have a hard time fitting through the window patch or sneaking up on alerted guards.
Go ahead and finalized your plans and I will make a descriptive post based your plan tomorrow night.
In other news, I am considering starting another campaign and I wanted to get your thoughts on if I started one what you guys might like to play in. I would be doing open recruiting but If I have played with someone before that would weigh towards a decision. Here's my ideas.
“I’ve been to better places in this world, safer places. I’ve been to places with prettier people, more civilized people, to cities that astound you. But you know? I’ve never been to a place that is so harsh and unforgiving; wastelands filled with colossal peaks; primordial forests that have presence; treacherous seas of quicksand; the damp and fog draped moors where the quiet itself seems alive.
Yet there is history here, and opportunity too, for the land is dotted with strange, mystical sites and great monuments from empires before the Age of Darkness. Few alive today can guess at what untold treasures lie fallow. What ancient ruins lie devoured by the deep forest? What lies buried in the fetid swamps? What created the vast stretch of barren lands dotted with hundreds of thousands of broken statues?
Beyond this, the land itself is a treasure, the gigantic Darkwood beckoning those of an opportunistic ilk, not to mention the unique flora and fauna, both dangerous and profitable; where the worst predators and foulest threats are the human tribes, savages, who live there—and those who, in many cases, pass themselves off as humans. This vastness and the sense of isolation have earned the region its name; this is the Razor Coast."
-Dario Argent, Explorer and Silver Agent of the Aspis Consortium, addressing the Absalom Mercantile League, before his disappearance along Arcadia's Razor Coast in 4706 AR
Timeline of the Razor Coast:
4546 AR Lord Captain Markus Razor, explorer, navigator, cartographer and captain of the Royal Cheliaxian Navy discovers and charts the “Razor Coast” a series of jagged islands, hidden reefs and verdant jungle coves along the southern edge of Arcadia. He makes first contact with the Tulita people and would later report his findings to the crown.
4606 AR Aroden dies, leaving the Empire of Cheliax without a divine mandate. Cheliax gradually slides toward civil war. Quell, the so called “fisherman saint” of Aroden absorbs a sliver of Arodens divinity and is reborn in to god of Fisherman and Seas.
4608 AR Fort Stormshield is built atop a plateau overlooking Kai Bay along Arcadia’s Razor Coast by the Aspis Consortium in order to capitalize on the abundance of Tulita slaves and rare hardwoods found along the jungle coast.
4676 AR Port Shaw is founded by the notorious Free Captain Aldrin Shaw following a failed bid for the Hurricane Crown. The secluded waters of Kai Bay proved the ideal location for the renegade privateer to build his growing fleet of freebooters. Upon his initial landing, Aldrin launched several violent and brutal campaigns against the native Tulita, and in the wake of his butchery, he claimed the bay as his own. Captain Shaw and his men build the port town by hacking plank and board from the surrounding forest and constructing dozens of long piers. Shaw’s men raise houses, chandlers, inns, warehouses, taverns, and brothels to lure trade and accommodate the host of explorers and treasure hunters who descended like locusts upon the ripe, virgin Arcadia coast.
4678 AR Tulita, the original inhabitants of the Razor Coast, fragmented in their leadership and outnumbered by ever-arriving waves of foreign ships, tear apart from within. Some Tulita swear allegiance to the newcomers in exchange for powerful, easy to-use weapons – and then turn to settling past feuds.
4695 AR Fort Stormshield is sold to Port Shaw by the Aspis Consortium when the consortium decides to abandon the area due to an upswell in sea raider’s predations between the Razor Sea and the Arcadia Ocean.
4699 AR War between Port Shaw and the Pirate King Garr Bloodbane breaks out following Garr’s increased raiding on merchant ships.
4701 AR Captain Jacob Razor whose kin discovered the Coast in 4546 AR, defects from Garr Bloodbane’s crew to serve Port Shaw after falling in love with the elven freebooter Bethany Moonsliver.
4708 AR The Wave Riders, led by the renowned paladin of Quell, Solomon Trafalgar are attacked while onboard their ship the Trident by a monstrous Kraken. During the ambush the Kraken drags Trafalgar’s body to his deep demesne as a grisly trophy. The surviving heroes, viewing the defeat of their steadfast leader, fled in disgrace.
4709 AR The war between Port Shaw and Garr Bloodbane ends. Garr Bloodbane beleaguered and hard pressed after a series of defeats retained only his command ship, the Dark Lady, and one more seaworthy frigate, Devil’s Grasp. Garr was holed up near an atoll not far from Beacon Island to lay low and rebuild his fleet. Acting on a scout report Captain Jacob Razor’s fast running man-o-war, Razor’s Edge, teamed up with Gregory Bonedeuce, Captain of the Pride. During the ensuring battle Jacob Razor falls to Garr’s battleaxe, second before Boneduce is able to slay the pirate king. A few moments later the powder main on the Razor’s Edge explodes and the Razor’s Edge sinks with no survivors. Wounded from the battle Boneduce manages to beach the Pride and is rescued several days later.
4711 AR Following the death of her husband Bethany Razor shies away from direct involvement in the affairs of Port Shaw. She fills the void in her heart with an extremely successful career as the region’s only privateer. Under legal writ of the Elders, Bethany Razor preys on pirates and other dangerous outlaws of the Razor Coast, captaining her impressive ship Quell’s Whore.
4713 AR Current Year, campaign begins.
PORT SHAW: AN OVERVIEW
Port Shaw
CN large city
Corruption +4; Crime +6; Economy +6; Law -5; Lore +4; Society +1
Qualities notorious, prosperous, racially intolerant (Tulita), rumor mongering, strategic location
Danger 20
DEMOGRAPHICS
Government council (The Lodge)
Population 21,432 (16,931 humans; 1,286 elves; 857 halflings; 640 dwarves; 628 gnomes; 427 half-elves; 407 half-orcs; 387 other)
Notable NPCs
Barrison Hargrove, Council of Elders (male human)
Alastair Crimmeran, Council of Elders (male elf )
Nakuakaua, Council of Elders (male human [Tulita])
Gregory Bonedeuce, Commandant of Municipal Dragoons, Commander of Fort Stormshield, Captain of Bonedeuce’s Pride (male human)
Milliauka, spiritual leader of the Tulita (male human [Tulita])
Mokoli Ali’i, rumored leader of the independent Tulita tribes (male human [Tulita])
MARKETPLACE
Base Value 13,600; Purchase Limit 100,000 gp ; Spellcasting 7th level divine, 7th level arcane
Minor Items 4d4; Medium Items 3d4; Major Items 1d4
Port Shaw stands as the largest and most infamous of the Razor Coast’s boom ports. It sits upon the most strategic point along the coast, near dead center, overlooking Kai Bay at the headwaters of the sacred River of the People. This location made Port Shaw a bustling hub for all sea trade as well as the center of trade and foreign culture. Not surprisingly, Port Shaw is not the first settlement built on this prized location. The surrounding region once marked the heart of ancient Tulita culture. Upon the crucible where Pele’s fires smoldered in the sea and birthed land, Port Shaw now squats, dumping its muddy waste into the once blessed waters.
History
Founded by the notorious Free Captain Aldrin Shaw following a failed bid for the Hurricane Crown, the secluded waters of Kai Bay proved the ideal location for the renegade privateer to build his growing fleet of freebooters. Upon his initial landing, Aldrin launched several violent and brutal campaigns against the native Tulita, and in the wake of his butchery, he claimed the bay as his own. Captain Shaw and his men built the port town by hacking plank and board from the surrounding forest and constructing dozens of long piers that pierce the sanctity of the bay like so many knives. They raised houses, chandlers, inns, warehouses, taverns, and brothels to lure trade and accommodate the host of explorers and treasure hunters who descended like locusts upon the ripe, virgin Arcadia coast.
Port Shaw attracted a dangerous breed of brigand and cutthroat, and the bayside settlement quickly grew perilous for any traveler off his guard. Smugglers, pirates, outlaws, and outcasts filled out the population. In Port Shaw, the streets are unruly, the docks deadly after dark, and the only law in town remains the crushing iron fist of the Municipal Dragoons.
Port Shaw Today
Port Shaw is divided into loose districts. Like many a boomtown, there are no legal boundaries of any kind, and the districts themselves grow and shrink with each passing year. The Dragoons patrol each, though anarchy reigns in Tide and Bawd districts after dark. They blithely ignore most murders, assaults, and robberies unless a powerful member of the Lodge takes an interest or a violent act disrupts a wealthy merchant’s lucrative business endeavors.
People of Port Shaw
There are honest, hardworking people in Port Shaw right alongside those who would turn a quick coin by exploiting someone else’s labor. Among hopeful colonists, subjugated and oppressed Tulita, swaggering pirates, and exotic sailors, life ekes by on the coast, and one never knows whom one might meet around the corner.
The Lodge
After the war against the Tulita ended, the victorious colonists determined to police both themselves and the conquered Tulita natives, and so co-opted the Tulitas’ political organization, renaming their own ruling body the Lodge after it.
Once revered for their experience and spiritual wisdom, Lodge members no longer number among the most sage of the Tulita. Since the conflict, most who sit the Lodge are merely wealthy foreigners or Tulita puppets who dance to their tune. Today’s Lodge “Elders” are mere merchants with their hands on the gold, pearls, and sunken treasure beneath the Razor’s waves, as they busily rape the bounty of the coast’s natural treasures. Other Elders are displaced or disgraced aristocrats who fled their own lands and now play god in Port Shaw. Most of these bought their titles with gold and mercenary blades and now take obscene liberties, indulging their every debauched whim. Port Shaw’s ruling body does little good for its citizens, while parasites suck as many riches from the region as possible – then retire in luxury.
Citizens of Note
Elder Barrison Hargrove: Considered the most influential member of the Lodge, the Hargrove family has been a staple on the Port Shaw community since its early days. Barrison Hargrove makes no effort to hide his dislike of all Tulita.
Elder Alastair Crimmeran: A member of the Lodge since shortly after its founding, this aged, blue-blooded elf simply purchased the title Elder. Crimmeran represents the elven interests in Port Shaw and often accompanies the Elven Ambassador, Viscount Senegar Deepwarder.
Elder Nakuakaua: This Tulita still holds the title Elder due to skilled manipulations rather than being some colonist’s puppet. He is not fast to act, fearing a misstep could cost him all, but holds steady on his commitment to find ways to gain greater power for himself and his people.
Municipal Dragoons
The Lodge created the Municipal Dragoons to ensure order in Port Shaw, their capital city – for themselves, not their citizens. When drunken whalers wreak mayhem in the streets and pirates prey on fat cargo freighters with abandon, the Elders’ precious profits stand in jeopardy. They formed the Dragoons, a force of sellswords and militiamen, most of whom were pirates or smugglers before signing up for a regular salary, to keep the streets safe at night and the waters pirate-free. Though they bedeck themselves in royal blue uniforms with tasseled shoulders and carry shining sabers, in practice the Dragoons bear more resemblance to a gang of pirate marauders than civic peacekeepers – only these cutthroats are on the Lodge’s leash.
Gregory Bonedeuce, the current leader of the Dragoons, commands Fort Stormshield and captains Bonedeuce’s Pride, the most impressive man-o-war ever to slice the waves of the Razor Sea.
The Districts
The following are the major districts of Port Shaw, but many smaller neighborhoods cling to the cracks between them or nestle within their larger fellows.
Silk District
Home to Port Shaw’s artisans and artists, where many of the town’s tailors, coopers, dressmakers, apothecaries, and other artisans ply their trades and keep their quarters. More than a few artists exiled from their homelands maintain exhibition halls and meager residences in Silk. The avant-garde of Port Shaw are a mishmash of artists from diverse cultures, hailing from all across the world. Tulita traditional arts and performance (most notably their dance and musical traditions) add to the mix, making Silk District a melodious and entertaining quarter to visit both day and night. Many of the Tulita arts practiced and taught here cater distinctly to tourists and are highly demystified – watered down and oversimplified to cater to the lowest cultural denominator. The lure of Silk District’s coin and pleasures commercializes the natives’ culture; an aspect of Port Shaw constantly criticized by the remaining traditionalist Tulita tribes along the Razor.
Dontorian’s House of Haberdashery
This famous hat and fashion shop, located in Silk District, produces the most capital hats on the coast. Everyone on the docks or among the rich and famous of the city’s Jade District wears a Dontorian design. Each hat is perfectly tailored to the customer’s brow to provide either a piratical or noble flair as requested. A quite fetching standard hat costs 10 gp. Finely made top hats – dashing! – cost 25 gp, and a Dontorian special design – there are no words – costs 100 gp.
Sagacious Samuel’s Magic Emporium
Adventurers seeking potions, lotions and other magical accouterments can track down this stately shop, on the edge of Silk and Tide, garishly decorated with arcane symbols and the shimmering illusion of an elven maiden enticing passers-by. Owner Sagacious Samuel offers most potion and scrolls for a “reasonable” price.
Native’s Delight
The Tulita have long tradition of tattooing their own in a style that much of the rest of the world considers exotic. The Native’s Delight in Silk District keeps a staff of several native craftsmen skilled in this Tulita style of tattooing, and many seek out their mastery of ink, some regulars even frequenting almost daily.
The Razor Lodge
This former plantation offers members of the Pathfinder Society a safe and respectable place to stay at the edge of Silk District. Overseen by Venture Captain Roarag One-Eye, The society has converted several of the outer buildings to new purposes, including communal housing for visiting junior members and a guesthouse for important persons.
Jade District
The lair of Port Shaw’s wealthiest upper crust – or at least where most aristocrats of the Coast maintain their “city residences.” Many of the richest citizens of Port Shaw also own plantations on the outskirts of the city, or spend some of the year aboard luxurious pleasure barges, intermittently restocking at Jade.
Shops and upscale markets cater to these displaced aristocrats, offering the latest fashions from far-off ports-of-call and every decadent tea, spice, textile or other amenity the rich simply cannot live without. The personal bodyguards of these pampered debutants prowl the streets here. Many of these warriors fashion themselves after the knights of distant Lastwall across the ocean and swear oaths of allegiance to the loathsome aristocrats they serve, displaying whatever ridiculous crest or insignia their employer takes for a coat-of-arms. The oaths of these ruthless mercenaries are only as binding as the weight of their masters’ gold; still, anyone who looks like they do not belong in Jade gets tossed.
The Kraken’s Gullet
Located right inside Jade District on Hargrove Boulevard, a red roof caps this impressive three-story, allkoa- wood inn. Sculpted in the shape of its namesake, a large tentacled kraken, the roof glowers down on all who enter. Here those with the gold can hobnob with Port Shaw’s upper crust, while noteworthy local nobles and merchants rub elbows with respected officers and sea captains. The Gullet maintains a strict dress code for its common room, and they allow no riffraff in smelly armor past the door. A patrol of Dragoons is always present outside the Gullet to see that the code is enforced. At the Gullet, rooms are spacious, secure, clean and beautifully decorated, and its third level suites supply a breathtaking view of either the mountains or the sea, depending on the room’s facing.
The Invisible Hand Society Parlor
This parlor is the meeting place of members of the Razor Coast Trading Company and maintains a well-disciplined security force on hand. As befitting of its status, members and guests must follow the dress code, but it allows former military members to wear parade armors. Most of the successful merchants and several business owners within Port Shaw have membership here.
Coppers from the Heavens
Even within Jade District money can be hard to come by, but for those who are willing to deal with the devil, riches are within reach at Coppers from the Heavens. This small sandstone building hosts one of the most successful moneylenders in the city, LaBuel Rouge, who charges usury rates from those desperate enough to agree to his terms. LaBuel keeps two minotaurs on staff to protect him and keep his building secure.
Fort Stormshield
Fort Stormshield is over 100 years old, built even before the founding of Port Shaw. Built atop a plateau overlooking Kai Bay along Arcadia’s Razor Coast by the Aspis Consortium in order to capitalize on the abundance of Tulita slaves and rare hardwoods found along the jungle coast the abandoned the Fort when the consortium – overwhelmed by sea raider’s predations – fled the area. Elder Hargrove, rumored to be the architect of the pirates’ full-blown war on the Aspis shipping fleet, purchased the fort for a pittance. Now the Municipal Dragoons of Port Shaw use the fort as their base of operations. Stormshield’s name stems from its design, with fortress wall constructed from thick stone blocks and mortar, strong enough to resist the Razor’s punishing tropical storms.
Bawd District
The low-burning, smoky tar lanterns of Bawd call sailors and other visitors to her dark twisting alleys and dock-ways, luring them to experiment with exotic and far-ranging narcotics, to lose their shirts (and occasionally their teeth) at gambling dens, to enjoy Port Shaw’s infamous houses of ill-repute, and to attend her myriad entertainments: performances from the Speckled Eyes snake charmer’s guild, baboon fights, gourd-gazing seers, legendary scorpion baths, noose races, and other wild spectacles. Bawd district is also home to The Broken Skull tavern, a well-known pugilists’ den, where nightly matches of grit, stamina, and blood on sawdust entertain the drinking crowd. Gangs and guilds of beggars and thieves are a constant nuisance in this quarter, most of who kick up “tribute” to the Municipal Dragoons in exchange for freedom to pursue their business interests. Gang wars occasionally break out resulting in bloody mayhem that can go on for weeks at a time. Eventually the Dragoons step in and quell these conflicts, usually by taking the highest offer from one warring faction and wiping out their adversaries.
The Broken Skull
Located in the heart of Bawd District, where both tightfisted women of loose morals and slow-swaggering rogues with quick blades prowl, the Broken Skull shines like a beacon to the downtrodden. Because of the noise and general bedlam, few rent rooms at the Skull. Most occupants of the dingy quarters below street level are contenders waiting for a shot at one of the Skull’s esteemed prizefighters. The rooms are damp and dirty. They reek of sweat, blood, and urine. Pit fights are the tavern’s true draw. No-holds-barred bare-knuckle contests rage from sundown to sunrise. The pit’s five current favorites bash newcomers pulpy to the crowd’s delight. Betting is forbidden by official order of the commandant, Gregory Bonedeuce, but most of the patrons gamble to their hearts content anyway. Dragoons do not come here, and it is commonplace for pit fights to spill over into full-fledged tavern brawls.
The Sailors’ Kiss
Within the Bawd District, this unassuming tattoo parlor services the sailors and other residents that make their home within Port Shaw. The artists working at the Sailors Kiss often only tattoo from the preconceived and well-practiced designs that cover the interior walls here like artwork displays. The Sailors Kiss specializes in green ink tattoos.
Miss Molly’s Bathhouse and Laundry
This large, three-story building has a large water tank atop it painted with a buxom lass, elbows deep in soap suds. A sailor looking to wash the stink of the sea off his skin and clothing would find no better place to do so. A steaming hot bath runs a silver piece every half hour. Clothes are cleaned and mended for 2 cp for each article. The famous Miss Molly posed for that water tank painting well over a dozen years ago, but it has weathered well as she pays good coin for skilled artists to touch it up whenever necessary.
Captain’s Wheel
This small inn has a good reputation of comfort for those who can afford it. The Captain’s Wheel is popular with senior officers on leave from their ship, as well as with older sailors who have done well for themselves.
Spyglass and Hook
This spacious inn with its interior courtyard is notorious for the rowdy behavior of its guests. The inn’s sign has an old brass spyglass and hook hand mounted to it and contains no writing. It is run by an old peg-legged sea cook by the name of Torch, and his wife, and they cater to a rambunctious crowd. Rooms can be pricey, but those who are light of coin can make do with camping in the courtyard for a more modest weekly fee.
The Pig’s Whistle
The sign above this tavern displays a pig-headed man in an andoran naval uniform blowing a boatswain’s whistle. This hospitable eatery serves hot pork dishes and rum. On any given night, the Pig’s Whistle is a packed location, with many of the seats and booths filled and a fiddler or two playing a lively tune.
Tide District
The docks of Tide District are the epicenter of the town, where the constant comings and goings of merchant, fishing, and whaling vessels create permanent bedlam on the boardwalks. For the right price, few goods or services in the world cannot be procured in Tide. In this bustling district ships restock their holds, off-load their cargo, and trade their goods from distant shores in exchange for local commodities, angling to fetch a handsome price in a far-off port.
The Run Aground Tavern
This ramshackle little cabin of a tavern in the Docks District is a haven for the many destitute, good-hearted folk of Port Shaw. The owner, Falgor Finney, a kindly old dwarf, allows the homeless and penniless a seat at his bar, a free tankard of ale, and a bowl of stew whenever he can spare it. Other innkeepers in Port Shaw call the poor souls who make up Finney’s clientele “driftwood” and never allow them past their thresholds.
Chapterhouse of the Church of Quell
Located at the edge of Tide and Silk, the Chapterhouse once served as the heart and soul of Port Shaw. People citywide made the journey each day to worship at Quell’s altar. Fishermen prayed for the bounty of the sea, captains for a peaceful voyage, and simple folk for Quell to keep the great waves and monsoons from their shores. A young priest from Garund recently reopened the Chapterhouse and is often found caring for Port Shaw’s poor and holding regular services.
Old Fish’s Supplies
From the outside, this ramshackle building seems nothing more than a small warehouse converted into a bait and tackle shop. Its grimy windows, well-worn exterior, and none too clearly marked sign drooping by a single rusty chain above the doorframe do not speak highly of the quality of products peddled inside. However, for those in need of hard to find bait, tackle, or other fishing gear, or fishing gear and fish trap repair – this is the place to find it.
Absalom Mercantile League Warehouse and Inn
A squat, sprawling warehouse connected a small townhouse, this building flies the Absalom Mercantile League flag above it. Any members of the League can stay within the townhouse for a minimal fee, as well as quartering any shipments within the warehouse.
Nets and Knots
The Tulita frequent this small, dingy shop famed for its sturdy, well-crafted fishing nets and fiber ropes. The proprietor, a retired skipper named Hale, is always willing to buy the native’s nets and resell them to many of the port’s fishing and whaling ships.
The Eight Pence
This old tavern sits within a stone’s throw of the docks. Once an old meat pie building, it has since expanded, now catering to those sailors with too much coin and not enough sense to spend it wisely. Certain other comforts besides a hot meal of chowder or water ale are available here for the right price as well.
Outskirts, Plantations, and Beyond
Beyond the outer periphery of Port Shaw, the endless jungle interior of the island presses against the colonists’ attempt to tame the land. Only the most adventurous mainlanders try to brave the interior, and only the desperate or bereft live in the Outskirts.
Plantations
Fields of pineapple, taro patches, sugar cane, mango trees and other delicacies worth a king’s ransom ring the interior-facing side of Port Shaw. These sprawling estates look like paradise from a distance, their colorful treasures undulating in the cool breeze. Closer inspection reveals the perspiry sheen of indentured Tulita workers and the hash beatings of their overseers.
The plantations are a place of misery. Their verdant lands no longer belong to the native peoples who now work them, slaving away for barely enough food to feed their families. The conditions at different plantations vary. Some owners treat their indentured workers as valued employees, others like rented mules.
The Sewers
The citizens of Port Shaw avoid the sewers at all costs, and all manner of horrible tales tell of the unnatural inhabitants within. Work on the sewers halted after over 100 Tulita workers lost their lives. While the newly placed foreign members of the Council of Elders cared nothing for the senseless deaths of the natives, they eventually decided further attempts to expand the sewers would waste time, not to mention good slave labor.
As a result, the small sewer system of Port Shaw remains woefully inadequate. While the brilliant design of its seawater intake system far outstrips most other cities’ sanitation solutions, the insufficient size of the sewers causes numerous problems. Pockets of explosive sewer gas accumulate in tunnels, and drainage conduits often flood during high tide, blocking sewage from depositing into the once pristine, now cesspool-like Kai Bay. Pollution of the seawater in the harbor is only one of many concerns, although it is likely responsible for the deadly sewage tainted water elementals that prowl the harbor and the tunnels below the city.
The Dragoons bar anyone from entering the sewers without their Writ of Official Business. This does not keep interested parties of adventurers from probing the murky depths below Port Shaw without such sanction, chasing hastily discarded valuables or rumors of lost treasures left behind by either the prior settlers or former occupants of the catacombs. Those brave and desperate enough to face such dangers for a chance at profit are known as “sewer pirates”, the most noted of whom is Lester Farrows.
The Outskirts
Life on the Razor forces many of the unfortunate and impoverished to eke out meager existences beyond Fort Stormshield on the outskirts of Port Shaw, subsisting as outcasts at the edge of a harsh wilderness teeming with monsters. Most of the local Tulita linger in the Outskirts, as do those who need to hide from the rulers of Port Shaw without leaving the city’s shadow.
In the Outskirts, struggling against disease, famine, and aggressive predators, some proud Tulita cling to life with the strength of their ancestors, even as their gods turn away from them. Others have lost hope. More than half the Tulita population living here toils under the backbreaking yoke of the plantation owners. Many of the rest – brothers, fathers and sons – take berths on whaling ships, leaving their loved ones to struggle in their wake.
Those left behind hope their loved ones on the waves will return with enough gold to buy their freedom and perhaps some land. However, those who depart rarely return, as slavers often raid the whaling fleets and make a beeline for Carcass with their human cargo. These unfortunates’ orphaned families persist in the Outskirts, filled with hope, anger, and despair in equal measure.
This would be a very sandbox style Age of Sail type game. Guns would be commonplace and there would be quite a bit of underwater combat, some ship based combat and some land exploration. Expect pirates, dragoons, heroic redemption, extremely interactive storylines and more. As you can see I have already done a lot of work. Starting level would be 5.
So what do you guys think?

Barnabas Wright |

Well, considering how awesome a DM you are, I would be hard pressed not to apply to whatever game you decide to run.
That being said, I'm very impressed so far with what Firemountain games has done with WotW and would be most interested in seeing what they put together for their next AP, though I would probably want to see the player's guide before I made any decision.

Avatar of Mitra |

@Everyone: I haven't gotten much feedback about Barnabas's plan to use the window to access the second floor of the Gatehouse. I need some specifics.
1. Who wants to try to enter from the second floor? Is it the whole group or just some of you. Please post if you want to try to go in the first floor and if so through what door? The large double doors or the small single door on the west side of the gatehouse.
2. Are you healing Grumblejack and if so how many charges from the wand? What role do you want him to play.
3. Do you want to try to use the oil and if so how?
I don't want to force you guys into a particular tactic so please let me know so that I can place you where you wish when combat starts.
@Oswald: Still with us? I haven't seen a post from you in a while.

Oswald Turrill |

Yeah, sorry. Been a busy week. I've had the thread up for a bit, staring blankly at me while I figure out what to write for Oswald.

Avatar of Mitra |

@Oswald: Thats ok, just let me know if you agree with the plan and if you want to be with the people going in the second floor, or trying to go in the first.
@Drisella: Where did you want Walker to try to go? With his climb skill its possible he could scale the walls of the gatehouse via one of the two prison walls while the others go in the second floor.

Barnabas Wright |

I say we use at least 2 charges on Grumblejack. He's the tankiest thing we have going at moment.
If we're going through a door, let's do the small single door.

Oswald Turrill |

I'm cool with the second window job. Hopefully, the wind from the storm will help vs any rooftop archers and to mask our approach.

Drisella DiAmonicia |

Dris' will do whatever is asked at present. Walker will likely go with whomever is sneaking since that's his best ability at present. Drisella will stay within appropriate range so as to not cause him HP damage (so within 100').
Is the structure we're going to open on the top? I'm picturing wall with crenelated battlements along the top featuring archers, but I'm not sure if that's right. If so, Walker could (probably) climb up there stealthily and take out the archers before they're prepared for melee. If that is feasible I think I will consider that to be his course of action...

Avatar of Mitra |

@Drisella: Yes that's fair description. The Gatehouse is blocky with three floors. The third floor is open on top with crenellated battlements that allow archers to have cover. There are also arrow slits facing the courtyard on the second floor of the gatehouse.
I am currently at work, but I have an idea for an interlude scene that I will be typing up shortly. Then when I get home I will type up the opening combat scene. Right now this is the plan as I have it.
Sounds good? If there's any last min changes you have a few hours before I lay out the described scene. This is going to be fun... every single remaining guard is attempting to hold the wall.

Kaynen Catesby |

Kaynen will gladly roll the giant flaming barrel with Grumblejack toward the gate.
I assume he is confident that the downpour will not extinguish it, and it has good odds of being a successful distraction?

F. Castor |

Huh... I do not remember noticing that last post in the IC thread before. Odd. Anyway...
Ethaniel would probably go with whoever is expected to do most of the fighting, which would seem to be the group entering the 2nd floor via the window patch. Unless of course it would be prudent to have someone with at least a modicum of martial skill in the 1st floor group (Oswald, Drisella, Ariana).
Edit: Also, what happened to Mikhail's plan/suggestion/idea to go after the fleeing guard? As I said, Ethaniel would go along with him if nobody else volunteered.