Phantom Limbs: Adrift on the Orphan Sea

Game Master TheLogicOfCrocodiles

After a trip through the guts of a bizarre pocket reality and a jaunt down into the realm of Old Arms, the famed arcane smith of the night market, the party find themselves facing down the angered cityfolk in a gathering at the local docks, the entire scene lit by the cold blue light of the ever-expanding gateway through which they entered this world.


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Status:
HP 20/20; Initi+2; Darkvision 60ft; Fort+2/ Re+3/ Will+5; AC 12/16/20 / T12/16/20 / FF 10/14/18; CMB +3; CMD 13; Speed 30ft; 25/25PP
Skills:
Acrobat+2, AutoH +8, Bluff +6, Kn(All) +8, Initm+6/+8, Percep +8, Sense Motive +6/+8, Stealth +2, Spell/Psionic craft+8 UMI +6
Psion Telepath L4 Female

fast one, fly in 5 hours, well this is what she dos, Sallrana's going to read the thoughts of the pear, power of then, more than once, use 3pp and will have empathy running. Just what are they really thinking

screw the words from Lorral and Hardy, Sallrana's an Intelligence officer she cheats, buy using a Power "read thoughts" to keep it simple I just added another +4 over the +2 for empathy power that's normal. So let's see what she finds running around their worried little heads. 1d20 + 4 + 4 ⇒ (18) + 4 + 4 = 26 well what do you know, the intelligence officer sussed them, no shocker there, any thing she finds hidden in their heads GM she will share with the party, once alone, yes I know it's bad for a spy to blab, but it's good for party bonding and makes it fun for the rest of the players.

@to john v mind link.

::"John I hope you believe me now John, this is not the plane I was born on, more to the point, it was not me that signed that contract of theirs, yes I have one but not on this plane. I would need you to tell me if under law I'm bound by this one of any thing they threatened applies to me. That aside I need you to trust me, so let me tell you what this pear are really thinking, it's with in my skills to know, and seeing how I don't trust them she is paranoid trait let me tell you, you can pass it on to the others as you see fit, what they are really saying is.....::

ill leave the rest up to the GM, they say snow in Tokyo today! just great.


Sheet HP 23/24 AC 11

int: 1d20 + 2 ⇒ (16) + 2 = 18

-Posted with Wayfinder


Female Human Ranger (Infiltrator) 4 [HP: 25/25 | AC: 18 | T:14 | FF:14 | Fort: +4 | Reflex: +7 | Will: +4 | Init: +4 | Perception: +10]

Wisdom: 1d20 + 3 ⇒ (13) + 3 = 16

Grand Lodge

status:
HP 26/26 AC22 touch 14 FF 20 initiative +7 Fort +3, Ref +2, Will +5, perception +10, intimidation+9
Spells Active:
shield of faith, weapon of awe, shield

wisdom: 1d20 + 3 ⇒ (19) + 3 = 22


Sallrana, you find something most surprising...

The head mage knows more than he's letting on - he was aware of the forested demiplane you got deposited in (though he didn't know you'd end up there), he's reasonably sure that they are misunderstanding the planar laws that govern the Schultenbrak's stomach but can't find any better explanation as to how it works without studying it (and he so wants to study it), but most importantly his own personal opinion is that Hawcroft are to blame for the current problem with the gateway because they decided that Vanchester was the party member who should be tagged for reclamation purposes, and he is still through the gateway in the demiplane - it may be their link to him that's keeping it open.

As for the large captain of industry, Sallrana... you get nothing. Absolutely nothing. No deep thoughts, no emotions, not even any surface thoughts. His mind is a complete blank, like an area of negative space to you. You quickly recognise that the man must have some sort of psionic training, and now that you're looking for it the elaborate jeweled tie-pin resting on his chest is a brilliant orange crystal - whoever this Hawcroft rep is, he has his own small psicrystal with him at all times.

He smiles at you, Sallrana, as you try to read his thoughts, but says nothing out loud.


Status:
HP 20/20; Initi+2; Darkvision 60ft; Fort+2/ Re+3/ Will+5; AC 12/16/20 / T12/16/20 / FF 10/14/18; CMB +3; CMD 13; Speed 30ft; 25/25PP
Skills:
Acrobat+2, AutoH +8, Bluff +6, Kn(All) +8, Initm+6/+8, Percep +8, Sense Motive +6/+8, Stealth +2, Spell/Psionic craft+8 UMI +6
Psion Telepath L4 Female

at air port! man it's cold, thanks GM

She brings up mind shield, and nods with a likewise smile her head at the agent, respect is shown, as good manners dictate, agent to agent. You may be trying to kill each other but there is no need to be rude about it.

::"john the Mage knows what that thing was, it's name alludes me but he wast to study it so bad, he's as mad as he'll they tagged Boldwin and now you are me, he's blaming Hawcraft for the mistakes so far, he dos not see any of this as his problems but there. Also he seems to think the link they have with Boldwin is keeping the gate open, they tagged him some way. Now here is the real problem, the company reps like me, he's an agent of some kind, that pin on his chest is like HexQin, yet I don't recognize him, that dos not mean he's not one of ours, there are other groups in the government and other groups that use Mind-forgers like me. John I do not lose my memory because of a mistaken port, I was mind wiped, I know this because so was HexQin, he's a construct it's as hard as hell to affect them. That means this rep or one over him is behind much more than they are letting on."::


Sheet HP 23/24 AC 11

"So it was another world? Like this one? A reflections? And the Hawcroft there had attacked the orcs? Seems to me that you have a problem. You claim we are under contract to you, and also some are from another world, where they signed a different contract with a different Hawcroft."

Jack wants to hit them, but knows enough of men to know that would be pointless. Undermining the contractual legal system however hits them where it hurts and is legal.


'Jack, is it?' The larger man turns to look at you, his gaze thoughtful. 'What an interesting idea. I'll be sure to look into it once we have found a way to determine whether 'you' are the same person who signed the contract with your name on it. In the meantime, I think it would be safe to assume 'yes'... especially seeing as it is with our help that your new limbs will continue to function. I trust they're serving you well, by the way?'

There's not a hint of malice in his voice - in fact, there's nothing in his tone save for cold, hard, business-like superiority.

Somehow, this makes his words seem even more threatening.

Grand Lodge

status:
HP 26/26 AC22 touch 14 FF 20 initiative +7 Fort +3, Ref +2, Will +5, perception +10, intimidation+9
Spells Active:
shield of faith, weapon of awe, shield

John smiles, with not one bit of it reaching his artic stare. legality. An interesting word to use. In my experience one used by those who have breached it, so as to cover involvement. You know I think that ripping apart a gate might be illegal, even if, especially if, it was done by negligence and incompetence. And as for contracts, well, a contract that espouses an illegal act or acts is never valid.
John settles back in his chair and regards the pair opposite. Not to mention the fact that you have yet to prove we have even signed these contracts. After all we don't remember, and as yet I have seen no documentation. There is even the possibilty we never sign a contract with you at all. And if you try to carry out the threat I have detected in your words there will be...consequences. the smile leaves johns face and his hand moves slightly.
intimidate: 1d20 + 9 ⇒ (2) + 9 = 11
John focuses on the larger of the two. So pilgrim, why don't we cut to the chase. You obviously need us or you wouldn't be acting like this. Say what you want, and what you are willing to give to get it.

you know that would be a much better speech if the gods of dice hadn't rained on my parade


John, a tightening in thre muscles of his jaw is the only sign your words have hit home.

'Fine. I'll lay it plain for you. We want a full survey of the Targeston Island, and in return we offer two things. A financial reward... and the continued use of the limbs that are currently on loan to the remaining four of you.'

Grand Lodge

status:
HP 26/26 AC22 touch 14 FF 20 initiative +7 Fort +3, Ref +2, Will +5, perception +10, intimidation+9
Spells Active:
shield of faith, weapon of awe, shield

Sounds simple enough. As soon as we see these contracts. We will also need our lost equipment replaced before this can happened.
John turns to the others. what do you think?


Status:
HP 20/20; Initi+2; Darkvision 60ft; Fort+2/ Re+3/ Will+5; AC 12/16/20 / T12/16/20 / FF 10/14/18; CMB +3; CMD 13; Speed 30ft; 25/25PP
Skills:
Acrobat+2, AutoH +8, Bluff +6, Kn(All) +8, Initm+6/+8, Percep +8, Sense Motive +6/+8, Stealth +2, Spell/Psionic craft+8 UMI +6
Psion Telepath L4 Female

@John
::If we we are to do a survey then we will need more than we started out with. Mapping tools, some medical supply's, survival tools, we should ask for that.::

petseption 1d20 + 8 ⇒ (8) + 8 = 16to see him react to johns words

Then to the two, The lady Sallrana Qillon Silvermoon says politely and with the manners of a lady, yet still looking out of the window.

"I agree with john about the items others have lost, they should be reimbursed, and would you not think. A small payment of coin as a sign of good, will would not also be fitting for them. That would show your intent. For me a privet room would be nice, I'm shore you can muster one up for a Lady. Been if not of this plane, Gentlemen I hope still are Gentlemen. "

She then turns to look at the pear, still polite she says.

"And gentlemen you need to know clearly my intent. I intend to head back into that gateway as soon as I can, to investigate, to save my other self or Boldwin if I can and to close it, or find a way to control and use it. Now taking that into account, you can see how your contract now means little or nothing to me, if you reconise this uniform I have on then you know, arguing such a point with me or my supirerers on this plane or any other on this matter would be interesting it hear....shot but interesting."

Intimidation 1d20 + 6 ⇒ (14) + 6 = 20 +2 on all but the company man

Her voice is also devoid of over tone, it's as if she is stating clear logical and terminal fact.

Then in a softer tone she says

"Now ad it stands you have me in your power. You know this, I know this and I wish to make it clear, if your actions and deeds are for the advancement of the realm, on this plane or other. Then that dos not matter, I am bound to do what is needed to support you. But before I do I need you to make clear to me and with out hiding anything, that what you are undertaking Hovercraft Co and the Mage council in regarded is for the benefit of the real. That is my request"

Then she go's back to looking out the window.


Sheet HP 23/24 AC 11

Jack cocks his head sideways when Sallrana talks

"Fire" States Jack clearly, restating his plan. Concerned that perhaps he has not been clear enough he then adds a clarification

"Lots of Fire"


HP: 8 | AC: 11/14 | Saves: Str: +3; Dex: +1; Con: +2; Int: +3; Wis: -1; Cha: -1 Current Damage: -0 | Inspiration [ ] |
Spell Slots:
2 (2)

looking at the man pacing back and forth, Roger's eyes narrow as the man makes the implied threat of taking back his regained mobility. If this nob thinks he's just gonna waltz in here and undo what they done to me, he's got a nuther thing comin.


The Hawcroft representative and the head mage make their final apologies to each of you (some more sincere than others) and leave the room. The captain, for her part, tells you that her crew have readied a small boat to take you into one of the lesser-frequented ports, so as to let you get on with whatever you choose to without being tainted by an association to the recently-opened gate, which she believes will cause quite a lot of consternation and possibly threats of violence.

She also recommends that you take Miria with you, pointing to the woman at the back of the room, explaining that she knows the area well and hinting that she probably has more in common with you than you think.

Any last actions on the Beguiling Wolf before you head into port?


HP: 8 | AC: 11/14 | Saves: Str: +3; Dex: +1; Con: +2; Int: +3; Wis: -1; Cha: -1 Current Damage: -0 | Inspiration [ ] |
Spell Slots:
2 (2)

nah, I'm ready to hit the city.


Sheet HP 23/24 AC 11

would like to have a discussion with the orcs to pass on what we've learned - happy for that to happen behind the scenes or in the city of they come with us

Grand Lodge

status:
HP 26/26 AC22 touch 14 FF 20 initiative +7 Fort +3, Ref +2, Will +5, perception +10, intimidation+9
Spells Active:
shield of faith, weapon of awe, shield

how much money do we get?


Okay, Jack - PM me on that one, behind the scenes would be better. Roger - good! So am I! And Judge John...

One of the HL assistants bustles into the room, moving to each of you in turn with a small leather wallet. Inside are folded paper bills of a design you don't recognise - some sort of local currency, most likely.

You each get 2000 gold as a reward / pay-off/ bribe. Have fun shopping once you get to port.


1 person marked this as a favorite.
HP: 8 | AC: 11/14 | Saves: Str: +3; Dex: +1; Con: +2; Int: +3; Wis: -1; Cha: -1 Current Damage: -0 | Inspiration [ ] |
Spell Slots:
2 (2)

man, that'll by a lot of wenches whores women of loose morals; Either that, or a crapton of tacos.


Status:
HP 20/20; Initi+2; Darkvision 60ft; Fort+2/ Re+3/ Will+5; AC 12/16/20 / T12/16/20 / FF 10/14/18; CMB +3; CMD 13; Speed 30ft; 25/25PP
Skills:
Acrobat+2, AutoH +8, Bluff +6, Kn(All) +8, Initm+6/+8, Percep +8, Sense Motive +6/+8, Stealth +2, Spell/Psionic craft+8 UMI +6
Psion Telepath L4 Female

Just got up, sun is out and the weather cold, snowed here yesterday, wile I was at Disneyland, just my luck hehe. So have time to post over breakfast! shows how much I love this game, it's the only one I'm posting on wile I'm away

The lady Sallrana looks at the note,

"Fiat currency, intaresting. In most cases where such as been tried the base price of gold and other such is higher than the Fiat, don't be surprised if you gold coins can be sold for a higher rate of exchange here, my fellows."

She places the paper money away, then now resigned to the fact, her mission to the gate it at the whim of captin and the company rep, she excepts that a trip to the town for ships repears has to be undertaken.

This is still not her world, and right now the other her could be dying in that hell whole of the gate, but needs must. She was after a pragmatist.

Getting up she walks over to there guide/ minder, and offers her hand in freand ship.

"The Lady Sallrana Qillon Silvermoon my dear, a pleasure to make you aquatince, Miria, and pleased to have you as our guide. The pear hinted that you make have something in common with us, I could not but observe your vail, have you undertaken a medical prosidure as well, or is that the local custom for women. I ask because I would like it so very much if we could be friends."

Before they head into town, Sallrana will look over the shops stores, seeking things or items that will help her. Food, clothing, weapons, black powder and shot.


Female Human Ranger (Infiltrator) 4 [HP: 25/25 | AC: 18 | T:14 | FF:14 | Fort: +4 | Reflex: +7 | Will: +4 | Init: +4 | Perception: +10]

Miria takes Sallrana's hand, shaking it courteously before removing her hand from Sallrana's to sign at her.

Hunter's Cant:

"Ah, I was a part in a very unfortunate accident a few years ago and Hawcroft logging has been very good to me, giving me a replacement jaw and tongue. It doesn't work just like real ones, but it does well enough. I wear this to keep from scaring the locals."

After she signs all of this, she looks closely at Sallrana to see if she's understood.


Sheet HP 23/24 AC 11

Hunter's Cant:
"Fascinating. May I ask whether you are just a patient, or whether possibly you are a physician as well?
Forgive me - I should have introduced myself. I hope you won't think me rude, but I have been preoccipied with the briefing we have recieved. My name is "

Hunter's cant has a limited vocabulary, I figure the way we talk probably represents our fluency, and Jack is very fluent ;p
Jack's hands flutter and he points to himself
"Jack. Mister."
Hunter's Cant:

"May I ask what your speciality is? I'm an Alchemist by training, and was the leader of my group - so I fear this disaster is upon my head."


Status:
HP 10/10; Initi+2; Darkvision 60ft; Fort+2/ Re+3/ Will+5; AC 16/20/24 / T14/18/22 / FF 12/16/20; CMB +4; CMD 14; Speed 30ft
Skills:
Acrobat+9, AutoH +9, Bluff +6, Kn(All) +8, Initm+6/+8, Percep +8, Sense Motive +6/+8, Stealth +2, Spell/Psionic craft+8
Psicrystal L4

::"If you don't mind my Misstrass did not understand what you just sighed, so if you don't mind she asked me to talk to you by means of your mind. I am HexQin, the small scrub like device on her shoulder, a device used by my owner Lady Silvermoon in situations like this. Please could you say that again but just think it this time, and I will pass it along to her. Do not worry I am not readying your mind, just talking to you this way, Miria, think-say and tell you her reply."""

if you do he says

::"Lady Silvermoon says , how very sad to hear, and she is happy to meet you as well, do we need to be mindful not to scare the locals, tips on dress and local culture she says will help."::


Status:
HP 20/20; Initi+2; Darkvision 60ft; Fort+2/ Re+3/ Will+5; AC 12/16/20 / T12/16/20 / FF 10/14/18; CMB +3; CMD 13; Speed 30ft; 25/25PP
Skills:
Acrobat+2, AutoH +8, Bluff +6, Kn(All) +8, Initm+6/+8, Percep +8, Sense Motive +6/+8, Stealth +2, Spell/Psionic craft+8 UMI +6
Psion Telepath L4 Female

Has an item she is seeking, once the city info is up she will seek a seller of such items.


Okay then...

The small longboat-style transport that carries you to shore has to be rowed by you, but you manage to slip into a dock without much effort and the port authorities are all too distracted by the giant glowing gateway in the distance to pay too much attention to a small group of people with the correct passage papers (produced by Miria).

You stand on the easternmost dock of the city, the throng of boats around you in the water and the gates to the city proper a few hundred feet away. The warehouses around you are mostly packed with crates and fishnets, and although your clothing is not of the local style this is a port city - they see oddities all the time, the Orphan Sea connecting three distinct areas of cultural dominance as it does.

From what you can see the local dress code leans toward flowing, airy clothing - as Miria explains (I assume, to save a little time) the mornings in this part of the world are warm, and although the evenings draw in fast due to the mountains in the west the climate ensures that the days are generally warm and comfortable. Weapons worn in th streets are permitted, but drawing one is a offence punishable by an on-the-spot fine - resistance or violence of any kind is met with swift justice at the hands of the city watch, and time in the local prison at the very least (although they are a little more lenient when it comes to fisticuffs and private property). From the looks of things there is a market district reasonably close by, with brightly coloured awnings and a lot of bustle - even the magical display from out in the water hasn't stopped the ever-moving bustle of commerce.

Miria, you have rooms at an inn near the Clockspear Tower (a museum of outdated technologies and a building so tall it can be easily seen from most parts of the city), and it would be wise to make that a party meeting point later in the evening. In the meantime, you all have several hours to do as you please.

Jack, PM me about your boat interactions - Everybody, I don't mind the party splitting to achieve different goals and shop, and assume you can find most mundane items here. Local clothes will set you back 3gp and carry no bonuses other than a circumstance to disguise depending on situation and wearer, and if you're looking for any specific magic items there is a bazaar that boasts 'unique equipment' brought from far off lands.

If you would like magic items, don't quote me a name - quote me an effect in OOC text (such as 'I'd like a weapon that can deal more damage / I'd like clothing that would let me sneak better / etc) and I'll populate the bazaar with unique items for you when I have some free time tomorrow. Like I said - low magic, but high GM attention! :) Have fun. Gatsby


Sheet HP 23/24 AC 11

Jack sighs, and takes a big breath as if getting a run up on something
"We have a problem if we get hurt. We need a way to heal. I know how to make a... heal cream. It will be hard to buy bits, and take a long time to make but I can make some for you if you want it."

Grand Lodge

status:
HP 26/26 AC22 touch 14 FF 20 initiative +7 Fort +3, Ref +2, Will +5, perception +10, intimidation+9
Spells Active:
shield of faith, weapon of awe, shield

firstly I would like to replace my missing gear. then I think I would like to flesh out on some minor items. I'll think about it and get back to you


No problem, John.


Status:
HP 20/20; Initi+2; Darkvision 60ft; Fort+2/ Re+3/ Will+5; AC 12/16/20 / T12/16/20 / FF 10/14/18; CMB +3; CMD 13; Speed 30ft; 25/25PP
Skills:
Acrobat+2, AutoH +8, Bluff +6, Kn(All) +8, Initm+6/+8, Percep +8, Sense Motive +6/+8, Stealth +2, Spell/Psionic craft+8 UMI +6
Psion Telepath L4 Female

Sallrana, walks into her room and comes out moments later, with local clothing and dos not seem to be carrying any for, of weapon. She looks quit plain.

"I will be going to the magic bazaar to see what's there, I'll be back at dusk."


HP: 8 | AC: 11/14 | Saves: Str: +3; Dex: +1; Con: +2; Int: +3; Wis: -1; Cha: -1 Current Damage: -0 | Inspiration [ ] |
Spell Slots:
2 (2)

Roger will look around to see if he can find someone who can explain what has happened to him. I'm gonna see if there's a scholar or university of some sort that I can go to and get answers from (basically, I need an IC reason to know about my class features).


Noted for tomorrow, Roger


Female Human Ranger (Infiltrator) 4 [HP: 25/25 | AC: 18 | T:14 | FF:14 | Fort: +4 | Reflex: +7 | Will: +4 | Init: +4 | Perception: +10]

Miria starts when she hears Hexqin's voice in her head, but decides that communicating this way will be less of a hassle (and decidedly less embarrassing) than trying to speak or use hunter's cant with Sallrana.

::"Ah, I was a part in a very unfortunate accident a few years ago and Hawcroft logging has been very good to me, giving me a replacement jaw and tongue. It doesn't work just like real ones, but it does well enough. I wear this to keep from scaring the locals.":: At her question she shakes her head, ::"This is a port town, they get plenty of oddities, just don't pull your weapons out on anyone."::

After Sallrana moves on, she signs to Jack:

Hunter's Cant:
"Miria Campbell. Actually, I'm just a first-round guinea pig, so to speak. They've tested out the jaw and tongue prosthetics on me, upgrading me when they feel like they have something better. I'm a ranger by trade, I don't know the first thing about healing. Sorry about that. And there were some...unforeseen circumstances that occurred, so it's not entirely your fault. I have my own theories, but I don't want to get into that."

After she finished signing to Jack she pulled down the mask on the bottom half of her face. Her ceramic jaw was rather frightening to see, making the bottom half of her face look like something from an android. 'I need to let them know to meet me at the Clockspear Tower. Might as well get this over with.'
"Puleez meet meh at theh Culock-shpear Towah at duthsk."


Status:
HP 20/20; Initi+2; Darkvision 60ft; Fort+2/ Re+3/ Will+5; AC 12/16/20 / T12/16/20 / FF 10/14/18; CMB +3; CMD 13; Speed 30ft; 25/25PP
Skills:
Acrobat+2, AutoH +8, Bluff +6, Kn(All) +8, Initm+6/+8, Percep +8, Sense Motive +6/+8, Stealth +2, Spell/Psionic craft+8 UMI +6
Psion Telepath L4 Female

::Miss Miria, her ladyship asks, would you mind accompanying her into the Bizzar area, she's looking for a mystic item vender, a good gun shop, then do they have such a thing as a academy of science here, would you know where such shops and such are?.::

if yes they head off into the markets if not she go's alone
heading off into the city, She has a lot to do and little time, the 1st thing is picking up the local culture, she says little but lissons to what's being said, clothing ways of moving and interacting, then she heads into the bazaar true, seeking out what she's looking for and a few other things, it's all going to have to be off the shelf, no time to get things made. But looking for a good gun shop is a priority.

Grand Lodge

status:
HP 26/26 AC22 touch 14 FF 20 initiative +7 Fort +3, Ref +2, Will +5, perception +10, intimidation+9
Spells Active:
shield of faith, weapon of awe, shield

I'm looking to replce my lost gear, find a travelers any tool and a first level pearl of power. Once I have regained my gear I want to make replacement ammo. Oh and have a nice hot meal.


There are three main districts that are local to you and of interest - Clock-Spear (a pace of inns, museums and guild-houses), the Bazaar (a thronging marketplace with people and stalls from all over the territories linked by the orphan sea) and the Docks (where people are gathered and speculating about the impressive light-show going on out at sea).

Over the next few hours I'll update the thread with descriptions of each place, a few personal things for the characters and then finally the bazaar equipment list.


Status:
HP 20/20; Initi+2; Darkvision 60ft; Fort+2/ Re+3/ Will+5; AC 12/16/20 / T12/16/20 / FF 10/14/18; CMB +3; CMD 13; Speed 30ft; 25/25PP
Skills:
Acrobat+2, AutoH +8, Bluff +6, Kn(All) +8, Initm+6/+8, Percep +8, Sense Motive +6/+8, Stealth +2, Spell/Psionic craft+8 UMI +6
Psion Telepath L4 Female

cool back at hotel! flying out tomorrow, skytree was fun, john Silvermoon is looking for a gun shop! you going with here


Miria:
You know this place like the back of your hand. People greet you as they move through the streets, some by name, and several stop to converse with you. If you pump them for information, you find that many of them are woried about whatever is happening out at sea - and that Arnaud, the resident 'magical expert' of the city, is out of town on business for the next two days.

Sallrana:
If this is a new world, it bears remarkable similarities to your own. You have never visited this place before, but you see nothing that outlandish save for the absence of crystal-based goods. There doesn't seem to be much of a royal presence in the city either - being this far away from the 'cradle' of influence clustered around the southern slopes of the Katterfein, you see none of the signs that would indicate an approachable branch of your own organization.

Roger:
You've just walked out into what seems to be a little slice of heaven. You see markings on the walls, graffiti that would pass unnoticed by anybody that hadn't grown up in the presence of thieves - safehouses, rooftop routes and information on black market tradeposts are out on the streets in plain sight, for those that have the eyes to see them. Gone are the haughty nobles and scholars of Barrjka, replaced with rough-around-the-edges oceanside folk, fishermen and hunters and factory-workers that shout and laugh and haggle like maniacs over the smallest purchase.

John:
You've seen frontier towns before, and this city has something of the feel of one- people are loud, the common decencies of personal space are nothing more than guidelines and the area doesn't have the same human-dominated atmosphere of Barrjka. However, despite the oddities you almost feel at home here - when people see the way you walk, or notice the pistol at your hip, they tip their hats and give you a little more space than they afford their fellows. It would seem that roving lawmen like yourself are recognized here, perhaps even appreciated a little more than usual.

Jack:
It takes you a few minutes to realise it, that strange feeling all around you, but when you cotton on it's hard to keep the grin off of your face.

Nobody is looking at you.

Sure, they see you - and you're a big guy, they give you a wide berth as you walk don tighter streets - but when children notice your size, they don't balk of point. There's no fear in their eyes as they meet your gaze, and when you see others of your kind they nod at you, not a shred of curiosity showing regarding your increased bulk.

And when you search for armour that will fit you, you find more than you bargained for. Wait for bazaar post for more on that front.

Grand Lodge

status:
HP 26/26 AC22 touch 14 FF 20 initiative +7 Fort +3, Ref +2, Will +5, perception +10, intimidation+9
Spells Active:
shield of faith, weapon of awe, shield

gatsby:
Tip my hat in return as I move around on my errands


At the docks work goes on still - trade stops for nothing here - but all of the workers who can afford to are taking one long extended smoke break, crowding the edges of the port or climbing the rigging of nearby ships to get a decent view of the unstable gateway as it spits and crackles in the distance. Even now, hours after you inadvertently created it (or those around you did, anyway...), it sends arcs of energy out that light up the sea for hundreds of feet. Some people are whispering or openly speculating as to who might be responsible, whereas others mumble that it might be some kind of natural event... though the second group have a little less conviction than the first.

Perception DC 21:
There is a what looks to be a thin layer of newly-formed ice around the area of sea above which the portal hangs that wasn't there when you fled it aboard the Beguiling Wolf.


The Clock-Spear Tower stands at the centre of a district of high-roofed houses, most of them seeming to be museums and meeting-places rather than actual homes. There are various inns around, several of them with doors little larger than normal.

Jack:
it is here that you something that stops you short - an orc, or something like one, who towers head and shoulders above the humans around him. Although not as tall as you his proportions are certainly different to any other of your kin you've ever seen. If he's not a statistical anomaly, and in fact represents a larger social group, you would suppose it is the presence of his kind that have let you escape the stares you normally get when amongst folk smaller than you - which is to say, just about everybody.

The district also contains a guild of alchemists and chirurgeons, a museum of outdated technologies and techniques, and a large amount of street vendors offering maps and local trinkets, barely any of them worth more than a few silver.


The bazaar is a riot of colour and noise, hemmed in by high walls and full of the scents of exotic perfumes and spices, unfamiliar and heady. If news of the disturbance in the sea to the north has reached the people here they show no worry about the fact, shouting and haggling with reckless abandon.

Of the stalls several catch your eye...

+ A shaded store run by a pale-skinned man offers exotic weapons and training sessions for those interested - the range of blades and hammers behind him is impressive, including some that you've genuinely never even seen before. You can ask him for more information if you wish.

+ A store run by a trio of female pirate-types sells all manner of exotic poisons and a few armaments made of coral, bleached wood, and the spines and teeth of deep-sea creatures. Any weapons purchased from this store cost triple the normal masterwork price, have their damage dice reduced by one step but also have their critical modifier raised by one step (from x2 to x3, for example).

+ A local healer offers poultices and herbs gathered from the surrounding forests, at what he describes as 'special local prices'. Healing items, such a potions, bought from this store cost half as much as normal but have additional random effects when consumed.

+ One of the stalls is incredibly popular, offering 'genuine magical accoutrements and sundry goods'. The owner is a mustachioed elf in rather tattered finery. He sells a variety of weak magic items, cobbled together and apparently reasonably unreliable (according to some very dissatisfied customers nearby). It seems that many of the items he sells have inconvenient curses associated with them, although they do still function (after a fashion), and the majority of the populace are still pretty impressed at the very existence of more than three items of arcane potential in a single place. However...

Knowledge Local DC 12 / Diplomacy, Bluff or Intimidate DC 15:
... you manage to find out that he is a shoddy front for a black-market trading ring that meet in the small hours of the morning in a particular warehouse at the docks. Anybody searching for magic items (John, Sallrana...) can visit there later in the evening after you've found rooms at an inn and eaten - if you do, there will be a list of magical items available for purchase tailored to your specific needs.

(Jack, any alchemical supplies you're after would be found through interacting with the guild in the Clock-Spear district, and the same goes for your unusually-shaped armour.)


HP: 8 | AC: 11/14 | Saves: Str: +3; Dex: +1; Con: +2; Int: +3; Wis: -1; Cha: -1 Current Damage: -0 | Inspiration [ ] |
Spell Slots:
2 (2)

Perception: 1d20 + 2 ⇒ (11) + 2 = 13

Intimidate: 1d20 + 6 ⇒ (14) + 6 = 20

any info on where I can go to find scholarly types that could answer my questions? It sounds like I would be directed/should head to the clock-spear tower district, but I wanted to be sure; and yes, it's good to be in a city again where I know the predators.


Female Human Ranger (Infiltrator) 4 [HP: 25/25 | AC: 18 | T:14 | FF:14 | Fort: +4 | Reflex: +7 | Will: +4 | Init: +4 | Perception: +10]

Miria wanders around the town, letting the party get whatever they need. She inclines her head at those who greet her, signing at the ones who understand Hunter's Cant.

Hunter's Cant:

"How are you today? ... I'm well, thank you for asking. You seem rather worried, is everything alright?"

After she finishes her conversation with some of the locals, she looks out to the sea.

Perception: 1d20 + 10 ⇒ (6) + 10 = 16

'Well, that isn't good.'

She wanders about some more, looking at all of the items, including the 'magical' ones.

Intimidate: 1d20 + 8 ⇒ (19) + 8 = 27

She scoffs at the folly of these items, and walks away, not doing anything to the seller or his goods. She still has plenty of time to kill before meeting up with everyone at the Clock-spear Tower. She spots an eating establishment and makes her way inside to people watch.


Status:
HP 20/20; Initi+2; Darkvision 60ft; Fort+2/ Re+3/ Will+5; AC 12/16/20 / T12/16/20 / FF 10/14/18; CMB +3; CMD 13; Speed 30ft; 25/25PP
Skills:
Acrobat+2, AutoH +8, Bluff +6, Kn(All) +8, Initm+6/+8, Percep +8, Sense Motive +6/+8, Stealth +2, Spell/Psionic craft+8 UMI +6
Psion Telepath L4 Female

Sallrana go's around the bazaar taking her time at each stall, she is dressed as a courtesan.

pale-skinned man:

GM wrote:


offers exotic weapons and training sessions for those interested- the range of blades and hammers behind him is impressive, including some that you've genuinely never even seen before. You can ask him for more information if you wish.

Sallrana walks up looking like a typical sailer. She looks over the blades, seeking any elven blades, then asks the stall holder,

appraisal 1d20 + 8 ⇒ (20) + 8 = 28
"Any Adamantine rope darts? And I want to pay ammunition price, no saying it's a full weapon if you please, also is there a academy of science here in the city, or library young man.?"

If he has the dart at ammunition price she will buy it 65 if not she will bid him good day.

a trio of female pirate-types :

GM wrote:


sells all manner of exotic poisons and a few armaments made of coral, bleached wood, and the spines and teeth of deep-sea creatures. Any weapons purchased from this store cost triple the normal masterwork price, have their damage dice reduced by one step but also have their critical modifier raised by one step (from x2 to x3, for example).

appraisal 1d20 + 8 ⇒ (12) + 8 = 20

Looks over there goods, looking for a rapier
"Do you have any shells for a pistol?

A local healer :

GM wrote:


offers poultices and herbs gathered from the surrounding forests, at what he describes as 'special local prices'. Healing items, such a potions, bought from this store cost half as much as normal but have additional random effects when consumed.

Looks over his items, seeking any thing that stands out as good for the price

appraisal 1d20 + 8 ⇒ (5) + 8 = 13
Looks for 2 QLWs
"Your items look fine, I would like 2 small healing potions please, let us talk price to see if I shall by them"

mustachioed elf :

GM wrote:


One of the stalls is incredibly popular, offering 'genuine magical accoutrements and sundry goods'. The owner is a mustachioed elf in rather tattered finery. He sells a variety of weak magic items, cobbled together and apparently reasonably unreliable (according to some very dissatisfied customers nearby). It seems that many of the items he sells have inconvenient curses associated with them, although they do still function (after a fashion), and the majority of the populace are still pretty impressed at the very existence of more than three items of arcane potential in a single place. However...

appraisal 1d20 + 8 ⇒ (4) + 8 = 12

perception 1d20 + 8 ⇒ (5) + 8 = 13
perception HexQin 1d20 + 7 ⇒ (2) + 7 = 9

Sallrana go's to the last shop keep dress as a courtesan she has her dagger out on her belt.

diplomacy 1d20 + 8 ⇒ (11) + 8 = 19
said in elven

"Well good day sir, some fines items, and some fine jests, nuts wile away the hours, seeing locals turned blue like that poor fellow, or grow a pigs tail. I myself am looking for a coursed item that changes ones gender, My idea is to play a trick on an ex lover of mine, but you know I was looking to find something more, reliable, you would not happen to know where I could get such items most of all I have been looking of late looking for an item to alter once look as needed, again fun with lovers comes to mind."

after she is told,

"I see, I do so hope this is not a simple boorish bait and trap for the local rogues guild, you know the old gag, "come to the old where house later, meet the real fence. " kind of thing. It can be so dull, to find said fence needs new stoke and is looking at your items for the task. It would be such a shame if that was to happen, I suspect the fence and his fellows may end up very ill after such an attempt. That's with out even talking of the consequences for the poor shop keep who sent a wise and quite ruthless buyer into such a fences hands. Don't you know. "
intimidate1d20 + 8 ⇒ (11) + 8 = 19

"But I now your not such a type, your far to gentslelfly for such boorishness crassness.and value your genitals far to much."

SM rolls show she is not joking or lying about any of that


Sheet HP 23/24 AC 11

perception: 1d20 + 7 ⇒ (5) + 7 = 12

Grand Lodge

status:
HP 26/26 AC22 touch 14 FF 20 initiative +7 Fort +3, Ref +2, Will +5, perception +10, intimidation+9
Spells Active:
shield of faith, weapon of awe, shield

perception 1d20 + 10 ⇒ (3) + 10 = 13

Intimidate 1d20 + 9 ⇒ (6) + 9 = 15

local healer:
buy five cure light wound potions. At half cost that's about 125gp. Also two antitoxins and an antiplague vials if I can. cost 150gp

mustachioed elf:
Seeing a possible lawman, and not wanting to have 'licence issues' the elf tells John when he can get the good stuff. John replies I hope so and continues shopping

can it be assumed that we can replace all non magical, non alchemical gear?

John then looks for a gunsmith shop.


Yes John, it can - and the same goes for everybody else. If the item is mundane, assume you've found a vendor. If the item is magical, you CAN purchase it from the elf... but he has a no-refunds policy, and is quite upfront about the fact that some of his objects have 'unexpected and intriguing' side-effects.

Sallrana:
Assume you can get the items you're haggling for at a reduced price (a quarter off the listed) if you make a relevant social check (I don't mind which, different people have different methods...)- DC 15 for the Elf, DC 21 for the pirate trio, DC 18 for the healer and the pale skinned man is in no way interested in bartering, but will show you a variety of exotic weapons when I have more time to post, and am not at work! ;)

And Roger, take me a knowledge local at DC 18 or ask Miria, she knows her way around.


HP: 8 | AC: 11/14 | Saves: Str: +3; Dex: +1; Con: +2; Int: +3; Wis: -1; Cha: -1 Current Damage: -0 | Inspiration [ ] |
Spell Slots:
2 (2)

guess I'll have to ask Miria, cause I ain't got no knowledge: local

Roger looks at the new addition to the group and introduces himself: "Hey, name's Roger. I unnerstand that you know your way around here. I'm lookin for a scholar who can tell me what's wrong with me. See, the operashion made me really big, and sometimes I get headaches, but they said it wasn't the operashion, so I need to find a smart guy to tell me what the score is. You know anyone like that?"


Female Human Ranger (Infiltrator) 4 [HP: 25/25 | AC: 18 | T:14 | FF:14 | Fort: +4 | Reflex: +7 | Will: +4 | Init: +4 | Perception: +10]

Miria's hands flutter in complex signs, apparently telling Roger how to find the scholars.

Hunter's Cant:
"You'll want to head to Clock-spear Tower area. There are always lots of scholars there."

'I really hope he understands Hunter's Cant. No, he probably doesn't. Perhaps I should...'

Miria reaches into her pack, pulling out a journal and a piece of charcoal. She then proceeds to rip a piece of paper from the journal, and writes some directions on it, and drawing a very crude map on the back before handing it to him. There is a note at the bottom reminding Roger that everyone will meet at Clock-Spear Tower at sunset.

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