One Step Beyond

Game Master Lemmy Z

Welcome to Blue Shell Island - The Land of New Beginnings! Now try to make sure it doesn't bring your end as well... At least, not too soon.

Initiative for Current Combat:

Eitylen
Frederick
Dwarf Priest
Elf Archer
Stone Demon
Staff Orc
Jaazkara
Stone Warrior
Brother Cyrus
Scimitar Human

Round: 7
Current Turn: Eitylen & Frederick

Combat Rules:

Keep in mind that if you're next to each other in Initiative count, you can switch attack order if you want. If you post more or less simultaneously, I'll follow the "official" Initiative order and allow whoever goes second to change his action if something relevant happens (e.g.: the first guy kills the second guy's target).

Additionally, remember that you have 24h before I allow other players to control your character and 48h before I simply skip your turn. Similarly, if I don't post a creature's actions for 48h, you are allowed to consider I skipped its turn.

Last, but not least.. If I have to allow others to control your character or skip your turn twice in a row, I'll start allowing other players to decide your character's actions as soon as your turn comes up for the rest of the combat. I'll still wait 48h before skipping your turn, though.


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Game Master 20

Anyway...

"Well... If that's all, I'll take my leave." says the Duchess. "I believe Hermes will want to set up a few details before he leaves..."

The woman stands up calmly and struts away from the room.

"See you around."

Lorena sighs once again...

"Do you need anything for your journey back to Blue Shell?"


HP: 57/57| AC: 24 FF: 23 Touch: 12 CMD: 23 (28 vs Grapple and Trip)| Init: +5 |Fort +10, Ref +6, Will +11| Perception +10, Sense Motive +8; Darkvision, Uncanny Dodge

"Nothing that I can think of."


Game Master 20

"That's good... You should go and meet Pillowstone's caravan, then... That Hermes guy is proud and arrogant, as most rich folk are, but he isn't a bad fellow." Lorena seems considerably more relaxed now that Pillowstone and the Duchess left the room. "Anyway, it's good to see you're still in one piece. Farewell!"

She waves at you and leaves...

Ayren mumbles something to himself and then turns to you...

"Uh... I'll meet you guys at the caravan..." says Ayren. "I'll have to take care of some personal matters first. Now you know who the client is, so you should be fine on your own, anyway. See you later!"

These words said, the half-elf rushes through the door.

Well... That's about all there is to Stonybrook for now. Would you like to do anything, like getting more information from/about one of the NPCs, or would you rather simply leave and travel to Blue Shell at once?


What information is there to gather?


Game Master 20

Well, the Duchess is a pretty big name around here. And the Pillowstones are in town, so there's that... The city is also quite important for the local economy, so you could find out more about Blue Shell and the rest of the island. And you can always learn more about mining. :P

There's useful information to be found, but nothing essential. The point is that your mission is basically complete, so you have time to fool around if you want. Going back to Blue Shell is obvious choice, I just don't want to railroad you into doing it if you have a different idea.


Male Human 69/69 HP AC 22[24] (tch 14; ff 20); CMD 25; Fort +12, Ref +10, Will +12;Low-light Vision; Perception +7; Sense Motive +1; Init +8

Lets offload that weaponry and get a wand of Cure Light Wounds.


Female Lizardfolk 10/62|AC: 24[22] FF: 22[20] Touch: 14[12] CMD 24[26]|Fort: +9[12], Ref +5, Will +6 [8]; (+2 vs magic); Rage 10/14; Perception +7; Sense Motive +1; Init. +5

I concur; Jaazkara isn't looking to carry around a magic bag full of necromantic weapons any longer than necessary. And she looks into procuring more food for the chameleon as well.


Game Master 20

Ah... Just in time...

As soon as Jaazkara opens her magic bag to shift through your loot, she feels a sharp drop in temperature around her... Two daggers zip out of the bag and float on the air a few feet ahead of you... They are soon followed by a number of longswords that do the same.

An spectral humanoid figure appears out of thin air and grabs the daggers... You recognize the black eyed, half-frozen man as the specter you fought back at the half-buried temple. He looks just as angry and just as solid... And the swords floating around him are the same he used as projectiles last time you met.

"You WILL NOT steal the claws of The Manticore!"

Initiative Rolls:

Brother Cyrus: 1d20 + 2 ⇒ (3) + 2 = 5
Eitylen: 1d20 + 6 ⇒ (1) + 6 = 7
Frederick: 1d20 + 5 ⇒ (15) + 5 = 20
Jaazkara: 1d20 + 4 ⇒ (7) + 4 = 11

Specter: 1d20 + 5 ⇒ (15) + 5 = 20

Final Initiative:

Specter
Frederick
Jaazkara
Eitylen
Brother Cyrus

The creature floats away from Jaazkara's reach and rains steel on the reptilian warrior!

flying swords: 4d20 ⇒ (14, 13, 11, 10) = 48

Still surprised by the ghostly appearance, Jaazkara is only able to deflect a single sword.

damage: 3d6 + 12 ⇒ (2, 4, 1) + 12 = 19

- - -
The enemy is floating 10 ft from each of you (horizontally) and 15 ft above the ground.

Jaazkara, take 19 damage.

Round 1
Frederick's turn.

PS: This wasn't a surprise round, BTW... He just won Initiative.


HP: 57/57| AC: 24 FF: 23 Touch: 12 CMD: 23 (28 vs Grapple and Trip)| Init: +5 |Fort +10, Ref +6, Will +11| Perception +10, Sense Motive +8; Darkvision, Uncanny Dodge

"Well, this is unexpected." Frederick says, and moves in to attack.

WHABAM: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 1d8 + 14 ⇒ (3) + 14 = 17


Game Master 20

The specter floats away from Frederick's blade, evading the attack.

Frederick feels a familiar cold creeping up his spine.

Frederick, take 1d6 ⇒ 2 cold damage.

Round 1
Jaazkara's turn.


Female Lizardfolk 10/62|AC: 24[22] FF: 22[20] Touch: 14[12] CMD 24[26]|Fort: +9[12], Ref +5, Will +6 [8]; (+2 vs magic); Rage 10/14; Perception +7; Sense Motive +1; Init. +5

Surprised beyond words, Jaazkara reflexively and wordlessly taps her inner fury and brings to bear her fauchard, then hops into range to strike the spectre.

Attack: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 1d10 + 17 ⇒ (3) + 17 = 20

I'm sorry! I caused this!


Game Master 20
Jaazkara wrote:
I'm sorry! I caused this!

You did? Does Jaazkara have necromantic powers I don't know about?

Jaazkara's fauchard takes a bite of substance from the creature, but not enough to defeat it... Although ti does look angrier.

Eitylen decides to use one of his bombs.

Bomb: 1d20 + 11 ⇒ (2) + 11 = 13 damage: 2d6 + 4 ⇒ (6, 5) + 4 = 15

The flames hurt the creature, but not enough to destroy it.

Round 1
Brother Cyrus' turn.


Male Human 69/69 HP AC 22[24] (tch 14; ff 20); CMD 25; Fort +12, Ref +10, Will +12;Low-light Vision; Perception +7; Sense Motive +1; Init +8

Should've known this would happen...

Cyrus presents his holy symbol upwards and a burst of positive energy ushers forth to wipe away the specter.

Channel Energy: 3d12 + 6 ⇒ (4, 2, 6) + 6 = 18

"Light banish thee foul specter!"

DC23 Will for half


Game Master 20

1d20 ⇒ 11

The creature absorbs the blunt of Brother Cyrus's wave of healing energy... But is not destroyed.

It floats a little bit further away and once again rains metal over Jaazkara.

"This steel belongs to the Manticore! You filthy thieves will pay for your crime!" it shouts angrily.

flying swords: 4d20 ⇒ (15, 18, 11, 16) = 60

damage: 4d6 + 16 ⇒ (6, 6, 2, 6) + 16 = 36

This time, his attack is even more precise! And Jaazkara can't evade the blades.

- - -

Yikes! Sorry, Jaazkara... That's +36 damage.

The specter is now 20ft from the ground... Which means Jaazkara is the only one with enough reach to hit him without jumping.

Round 2
Frederick's turn.


HP: 57/57| AC: 24 FF: 23 Touch: 12 CMD: 23 (28 vs Grapple and Trip)| Init: +5 |Fort +10, Ref +6, Will +11| Perception +10, Sense Motive +8; Darkvision, Uncanny Dodge

Frederick tries to slap it again. Twice!

Forgot my BaB increase.

1d20 + 12 ⇒ (18) + 12 = 30
Damage: 1d8 + 15 ⇒ (4) + 15 = 19

1d20 + 7 ⇒ (2) + 7 = 9


Game Master 20

Unless you have Lunge or a reach weapon, you can only make one 1 attack, since the specter is 20 ft from the ground and you can't 5 ft step up... Not that it made any difference on a roll of 2. :P

Frederick's blade takes a sizable chunk of the creature's substance... It still persists, but is visibly weakned.

Round 2
Jaazkara's turn.


So I can't hit it at all? Since it's 20 feet up.


Game Master 20
Sundakan wrote:
So I can't hit it at all? Since it's 20 feet up.

You can hit anything up to 15 ft without moving, since your character occupies 2 squares (vertically). You can also jump 5 ft and attack something 20 ft from the ground... Which is what I'm assuming Frederick did.


Female Lizardfolk 10/62|AC: 24[22] FF: 22[20] Touch: 14[12] CMD 24[26]|Fort: +9[12], Ref +5, Will +6 [8]; (+2 vs magic); Rage 10/14; Perception +7; Sense Motive +1; Init. +5

Jaazkara fights on despite her wounds, striking upwards in a brutal flurry of spinning cuts.

1st Attack: 1d20 + 12 ⇒ (12) + 12 = 24
Damage: 1d10 + 17 ⇒ (9) + 17 = 26

2nd Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d10 + 17 ⇒ (6) + 17 = 23

I too forgot the lvl up


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]

The elf keep throwing things at the spectre
Feint: 1d20 + 13 ⇒ (19) + 13 = 32
Holy water: 1d20 + 11 ⇒ (12) + 11 = 232d4 + 4 ⇒ (4, 2) + 4 = 10
sneak damage: 3d4 ⇒ (4, 4, 2) = 10


Game Master 20

The specter is almost completely destroyed by Jaazkara and whatever little strength it had is then finished off by Eitylen's vials...

The creature vanishes from sight and his daggers fall harmlessly on the ground... And are soon followed by the floating swords.

The daggers still feel cold to the touch, though...


Female Lizardfolk 10/62|AC: 24[22] FF: 22[20] Touch: 14[12] CMD 24[26]|Fort: +9[12], Ref +5, Will +6 [8]; (+2 vs magic); Rage 10/14; Perception +7; Sense Motive +1; Init. +5

Jaazkara points to the pile of sinister blades and says, "We must find a way to end 'dis spectre, for good."


Male Human 69/69 HP AC 22[24] (tch 14; ff 20); CMD 25; Fort +12, Ref +10, Will +12;Low-light Vision; Perception +7; Sense Motive +1; Init +8

Brother Cyrus rubs his chin and thinks on it for a moment.

"Before everything happened so fast now that I see it again perhaps...?"

Lore Master Take 20 on Kn.Religion? For a total of 29.


Game Master 20

The specter is a ghost... Although of a somewhat rare variety.

While most people know that resentful souls may fail to move on at the time of their death and therefore become ghosts... Some of these restless spirits can create a strong bond with a solid object (or two), sometimes even gaining some of its properties, thus creating a creature that is similar to a ghost, but with physical substance. This gives the creature more control over matter than your usual specter, but in turn, makes the creature more vulnerable as well.

Despite this vulnerability, putting a definitive end to these spirits may prove just as difficult as their incorporeal peers... This can only be done by setting right whatever unfinished business keep it from moving on to the afterlife. Destroying the object that holds the soul will only anger the spirit and turn it into a ghost of the incorporeal variety... Where and when it'll reform is based on the time and place of its death.

There are some powerful magicks that can force a spirit into the next life, but they are rare, difficult and costly.

Basically it's a corporeal ghost.


HP: 57/57| AC: 24 FF: 23 Touch: 12 CMD: 23 (28 vs Grapple and Trip)| Init: +5 |Fort +10, Ref +6, Will +11| Perception +10, Sense Motive +8; Darkvision, Uncanny Dodge

"Let's just fill a barrel full of holy water, toss the weapons in there, and bury it somewhere."


Male Human 69/69 HP AC 22[24] (tch 14; ff 20); CMD 25; Fort +12, Ref +10, Will +12;Low-light Vision; Perception +7; Sense Motive +1; Init +8

Maybe "The Manticore" is relevant to History somehow?

Kn.History: 1d20 + 7 ⇒ (17) + 7 = 24

"Certainly it has some duty that binds it to our world. Visiting a library and looking for references to this "Manticore" may prove fruitful."

"Though failing that, we could seek a ritual to banish it from our world. It might prove an interesting distraction while we await the Purple Moon."

Frederick Forrsythe wrote:
"Let's just fill a barrel full of holy water, toss the weapons in there, and bury it somewhere."

"A somewhat barbaric solution Frederick. Matters such as these tend to be a bit more complicated than that."


Game Master 20

The Kn(History) check itself doesn't help you... But thinking about "The Manticore" and rummaging through your belongings does!

Brother Cyrus remembers the corpse-infested area where you found the giant chameleon accompanying Jaazkara... He remembers finding weapons and armors and identification tags displaying a variety of symbols... Some of them had the Pillowstone crest... Some had the emblem of the Red Eagle company... Others had the picture of grey dog... And a few of them depicted a black manticore.


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]

Kn history: 1d20 + 14 ⇒ (8) + 14 = 22


Game Master 20

Oh, right... Eitylen exists. I'll take that as a Kn(Local) check

Eitylen doesn't remember any historical facts about a "black manticore"... But he does remember hearing about a mercenary company named "Shadows of the Manticore" back in Blue Shell.


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]

For kn local the final roll would have been 24, in case it matters


Game Master 20

It doesn't... I considered it a "Take 10", now that you have something to know about.

BTW, add your "Passive Skill Check" (Perception, Sense Motive, Knowledge skills, Survival and Spellcraft) bonuses somewhere easily visible in your character profile. Something like this.

I also recommend adding the bonuses of the skill you use more often, but that's up to you.


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]

What's the difference?, I mean, will you always take 10 in those skills or what?


Game Master 20

Generally, yes... Unless taking 10 is not possible for whatever reason.


Male Human 69/69 HP AC 22[24] (tch 14; ff 20); CMD 25; Fort +12, Ref +10, Will +12;Low-light Vision; Perception +7; Sense Motive +1; Init +8

Brother Cyrus tries to recall if the specter manifested wearing anything similar to a black manticore emblem or crest.


Game Master 20

Both times you saw the specter, he was wearing piecemeal armor and plenty of bloodied bandages. He also had frostbite marks on his exposed skin.

Because of the nature of piecemeal armor, the specter didn't really have any imagery on his plate... Manticore or anything else.


Male Human 69/69 HP AC 22[24] (tch 14; ff 20); CMD 25; Fort +12, Ref +10, Will +12;Low-light Vision; Perception +7; Sense Motive +1; Init +8

"It may be a bit of a stretch, but there is a mercenary group that is identified by a black manticore. Perhaps we could look into it when we get back to Blue Shell."


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]

Are we going to blue shell?


Game Master 20

Sure... I just didn't have the chance to post a GM post today.


Game Master 20

After enough hours are past, you move the limit of the city, where you find Hermes Pillowstone and his caravan. As you approach, one of his followers throws a heavy, fancy bag at your feet.

"I'll take you to your horses..." he says leading you to a group of five mounts... Four of which are saddled, while the last one carries a number of heavy bags. "These are yours. We leave in 10 minutes." Pillowstone observes the conversation from afar.

Inside the bags, you find a collection of gems and gold bars worth quite a fortune. You get on your horses and join the ranks of the caravan.

Precisely 10 minutes later, you depart. As expected, Pillowstones makes no stops and you continue travelling long after the sunset. The man does seem to be in a hurry...

It's past midnight when you finally arrive at Blue Shell. After the long trip, it's quite the relief to see the familiar white walls and blue gates. A short interaction between the city's watchmen and the Pillowstone riders later, the gates are open and you're inside the city.

Still on his horse, Hermes Pillowstones approaches you.

"We'll see if your promises hold true... You shall receive the appropriate compensation. Good night." he says, still maintaining his stoic tone...

He and his men ride away into the night, towards the western side of the city... Leaving only your group and your horses around.

Ayren is visibly exhausted, but doesn't let this stop him... "Thank the gods!" he shouts, filled with joy. "I'm home!"

He grabs one of the bags and returns to his horse.

"I'll put this somewhere safe! See you guys later!" while riding away, he turns and shouts.... "Are you still staying in the Mad Shark? I'll meet you there as soon as possible to discuss the rest of our payment!"

He turns away and shouts one last "Good night, fellas!" before he starts humming a joyful song and riding away...

- - -

Discounting what Ayren took, you find on the pack horse the equivalent to 24000 gp. Mostly in gems and platinum coins.


Female Lizardfolk 10/62|AC: 24[22] FF: 22[20] Touch: 14[12] CMD 24[26]|Fort: +9[12], Ref +5, Will +6 [8]; (+2 vs magic); Rage 10/14; Perception +7; Sense Motive +1; Init. +5

sweet! What is in the fancy heavy bag?


Male Human 69/69 HP AC 22[24] (tch 14; ff 20); CMD 25; Fort +12, Ref +10, Will +12;Low-light Vision; Perception +7; Sense Motive +1; Init +8

Brother Cyrus whistles at the mass of fortune.

"More riches than most will see in a lifetime." The Priest says slightly in awe.

"Aye Ayren, we can meet there later." He says after collecting himself and his share of the reward.

6000 gp for each of us! Pillowstone has some deep pockets!

"If you need a place to stay Jaazkara, the Mad Shark Tavern is a friendly enough place...and their Shark-Bait soup is pretty famous." With that, the Priest departs in the direction of the tavern.

Did Lord Pillowstone take the recipe for the medicine with him or were we supposed to drop that off later?


Female Lizardfolk 10/62|AC: 24[22] FF: 22[20] Touch: 14[12] CMD 24[26]|Fort: +9[12], Ref +5, Will +6 [8]; (+2 vs magic); Rage 10/14; Perception +7; Sense Motive +1; Init. +5

Jaazkara looks at the gathered wealth with joy, and decides to find out what she can about the city. She nods at Cyrus' words and says "My 'tanks. I will meet you dere shortly."


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]

If nothing happens that night, then next day Eitylen will look for someone to sell him some eyes of the eagle and a smith to further enchant his chainshirt.


Game Master 20
Jaazkara wrote:
sweet! What is in the fancy heavy bag?

Part of your payment... Originally I had him throw the bag with your reward, but then I realized it'd be a bit difficult to fit that many gems and gold bars in a bag that can easily be thrown, so I added the pack horse... I just forgot to remove the bit about him throwing the bag. :P

Brother Cyrus wrote:
Did Lord Pillowstone take the recipe for the medicine with him or were we supposed to drop that off later?

Ah... I forgot to specify that... He took the recipe, yes.

- - -
You reach the Mad Shark inn, where you're greeted by Marcie, the dark brown-haired, honey-eyed girl to leads the staff (and takes care of most of the tavern's paperwork).

"Ah, you're back! It's good to see we haven't lost such great patrons!" she says, incredibly welcoming as always... As just as devoted to marketing. "Get a table! Have some ale! tonight we have Goat meat! Fresh from the mountains! You'll love it! Ale is 20% off today!"

The tavern is lively as always... A great number of patrons drink and eat and talk and brawl quite energetically, though fights never leave the "empty" corner of the tavern. A group of musicians from out-of-town play a spirited song about a sassy mermaid.

Sweet little Liz gracefully dances to the music while delivering food and drinks to the tables, charming patrons with her green eyes and red hair. Her older sister, Brenda, is wearing her shinning full plate, as usual... She is talking amicably with Jenny, oldest of the tavern's maids (although still in her late twenties), but is then apparently made embarrassed and uncomfortable by one of Jenny's jokes and leaves with a flushed face while Jenny laughs loudly. Karina, still clumsy, trips and stumbles in her order-delivering efforts, but she seems to have made some progress! This time only two glasses and one plate fall and break on the floor. Somehow she manages to keep her dress, shoes and golden hair impeccable. Whatever she drops, it seems to never spill on her.

Joel Ironblood, the burly tavern owner jokingly comments about his employees and "these ruffians of customers" taking all the dark brown from his head and making it silver! He opens a few barrows of ale and serves customers by the balcony. His wife, Marina, shouts from the kitchen that he should be grateful he even has hair at all. Both staff and customers laugh at her remark. Joel groans, rolls his eyes and carries a different barrel to the kitchen.

Other than that, you recognize a few faces in the crowd... Some returning customers, off-duty city guards, a few "courtesans", a drunk bard and a couple sailors...

A bad night to have money... Or a good one, depending on how you see it.

I don't know why... But I always have fun describing taverns.

- - -

Jaazkara wrote:
Jaazkara looks at the gathered wealth with joy, and decides to find out what she can about the city.

Does Jaazkara has any preference as how to go about this?


Female Lizardfolk 10/62|AC: 24[22] FF: 22[20] Touch: 14[12] CMD 24[26]|Fort: +9[12], Ref +5, Will +6 [8]; (+2 vs magic); Rage 10/14; Perception +7; Sense Motive +1; Init. +5

I suppose she listens for criers and looks for notice boards while she walks a couple random streets nearby to the Mad Shark, as indicated by Cyrus. If she sees an on-duty guardsman she'll ask him for a moment of his time to ask him about the city. She also asks anyone she sees along the way what they can tell her. Finally, after an hour or so she'll head to the tavern and ask a few of its patrons. Once there, she takes advantage of those sweet sweet discount ales, and eats a great deal of goat.


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]

Would it not be suspicious to have a lizardwoman walking in a city?


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]

Eitylen just drinks a bit of Ale and just sit there for the night enjoying the night and if noting else happens he goes to sleep.


Game Master 20

It's unusual... Mostly due to the giant chameleon following her. Lizardfolk aren't common here, but they aren't unheard of either.

Jaazkara wanders through the streets for a while. She and her chameleon companion invariably attract the attention of all those with whom she cross paths. Everyone stares for a while, but move on without bothering her or running... There are weirder things in this city, after all...

She hears much from conversations around her and eventually finds two guards, who are initially quite startled by her but soon calm down and talk to her surprisingly politely. She gets a quick rundown of the history of the city and the location of the most important buildings (important in their mind, of course... They give full directions to a number of taverns, brothels and city guard buildings, but curiously forget to mention the grand library, alihanna's garden or any temple other than the ones dedicated to Abadar, Calistria, Cayden Cailean and Desna).

Once she feels like she learned enough for a night, Jaazkara heads to the Mad Shark tavern, where she's merrily welcomed by a young girl with dark brown hair and a wide smile. Jaazkara is momentarily impressed by how naturally this girl greets her, and can't help but wonder if this reaction is genuine or very, very well practiced... The girl even lets the chameleon go in, once Jaazkara assures her the animal won't try to eat anyone.

As she enters the tavern, her senses are overwhelmed by a maelstrom of images, colors, sounds and smells... Mostly of beer and meat. She quickly notices the great number of shark jaws hanging all around on the walls, including an impressively large one, hanging on the wall behind the counter, where a burly man with mark of shark teeth on his shoulder serves ales to some of the tavern's patrons.

She then quickly finds the rest of her party and rejoins the group.

You can assume Jaazkara knows most of the stuff written down in the "Notable NPCs and Locations" doc. You can choose to make her forget or not know something for characterization, if you want, but you don't have to if you don't. The information is there for the players' benefit, after all.


Male Human 69/69 HP AC 22[24] (tch 14; ff 20); CMD 25; Fort +12, Ref +10, Will +12;Low-light Vision; Perception +7; Sense Motive +1; Init +8

In between placing his order of shark-bait soup with a slice of roast pig on the side, Cyrus tries to get Brenda's attention and waves her over.


Game Master 20

Brenda is getting another tankard of ale when she sees Brother Cyrus calling her. Despite the songs, beer and overall irreverent atmosphere, when Brenda approaches, she still moves in her typical overly disciplined pace.

"Hail, Priest Cyrus" she says, cordially. "It's good to see you back in Blue Shell. How do you do?"

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