Alain

Carl the mercenary's page

89 posts. Alias of Foxy Quickpaw.


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"The only thing you get to drink here is watered down wine. And they water it thoroughly. She's back there on the training yard assigning the tasks for the day."

The is no Starbucks in Abadon.


Carl stops. "I'm not afraid. But an offer to become your training dummy isn't very appealing. I can see you got quality weapons, quality armor and you're an elf. That makes for how many years of practice?"

"And you don't fight mace and shield, so not even my style. There is nothing to gain from this for me but embarrassing myself."


"I am Carl." Carl takes a close look at the elf. "No thank you. I'm good." he declines, and keeps working on the wooden dummy.


On the training ground is only Carl, who is swinging his mace at a wooden dummy.


"I'm not going into this stinking hole." the guard replies. "Also the monster is dead."


After a while four guards come along carrying two wooden frames to block the road. They place it and then put two lanterns at it to make sure no one falls into the whole at night.

"I'm not aware of any goblin problem." The guard takes a look into the hole to get a glimpse of the critters. "No. Haven't seen those in town ever."


Finally two guards from the city watch appear. As the dangerous part is already over, one of them leaves again to report the incident and organize some barricades. The other one orders the spectators to stand back and inquires what happened.


"Ah, yes." Carl enters the building. A few moments later he comes back out again.

Some time later two other guards come carrying something that looks like a corpse wrapped in sack-cloth. They put it on the cart. "Here it is. You're good to go."


"Thank you mam. Have a nice day." Carl replies and leaves.

He is glad not to have to deal with sobbing relatives for a change.


"Hello Mam." a guard interrupts as Persephone leaves.

"I'm here to inform you that Lady Aghasta Pembrooke is dead."


"The dagger was bloody, but that was it. All the blood was on the ground."

Carl brings Menan back outside.


"That's 'Lady' Pembrooke. Not very lady-like to slaughter a kid if you ask me."


"There was a lot of screaming and when I came over to see what's going on there was the woman with the dagger in hand. The boy lay on the ground, blood gushing out his neck."

"I guess you could simply visit the vendors at the market and ask them. Most are regulars. At least if you go on the same weekday, Toilday that is. For customers I don't know, you'll have to ask around."

Meanwhile Carl walks Menan into the dungeon. It is a long dark corridor only lit by a torch at the entrance that those who want to go in take along. There are cell doors to the left and right with small barred openings to look into them.

"Here we are." Carl points to the door.


Some minutes later Carl arrives. Inside the office of Kasadei he receives instructions. When emerging again he introduces himself to Menan.

"I'm Carl. I'm assigned to answer your questions regarding the case and lead you to the prisoner. You can ask on the way. Follow me." He obviously hopes to get this over with fast.


"I don't know. Ask in the offices." The guard replies and points in the general direction of a building.


"Good to have you back sir." the guard replies as Roryx enters the tower.

"Nothing out of the ordinary happened in the time you were gone. Some brawls some thefts, as always. No sighting of gnolls."


"For now she will stay in prison. There will be a trial sometime soon I guess."

"From our side that is all. My condolences for the loss of your step brother."

"Farewell." The two men turn and walk away.


The guard is uncomfortable to be confronted with details of family drama and thankfully takes the change of topic.

"You shouldn't come personally. You arrange the burial with a priest of your faith then they take care of everything."


The guard looks startled. "I'm afraid your stepmother isn't coming home. She was arrested three days ago for murdering her son on the market place in bright daylight."

"And we are here to inquire who will take care of the burial of the boy. And to see why no one came to ask about the woman and the child."


In front of the house are two men from the city guard. "Good afternoon. Is this the house of the Pembrooke family? We'd like to talk to the head of the family."


The guards stand to the right and left of the wide open door shrug and wave that rider through. "But none of that crazy gallop in the city." one of the guards warn him.


"Who's that friend you're looking for?"


"That doesn't answer my question. Who are you and what is your business here." the guard demands to know. The second one on guard turns and whistles - obviously as a sign for those inside.


"What do you mean - vampires?" the guard replies unsure what to make of this.


"Hey, what do you think you're doing there?" a city guard that comes along shouts from the other side of the boulevard.


The portcullis are opened to let Delgros, Duristan and his entourage through. But the porter and the guards make sure this opportunity is not abused.


"We have not been told to expect new guests. Please wait." one of the guards tells and sends another guard to get the lodge’s porter.


"He has no papers and may not enter town." the guard replies, before following Ilvara back to the north gate.


"What do I know? Just come and make him go away." the guard replies.

This is at the jail, btw.Forgot, that the group split up.


Lito de'Anora wrote:

Lito heads into The Rock.

As he approaches he tells the gate guards:

Tell your wonderful mistress that her husband is home from a successful raid of the Sahaguin. Oh and that he do be bringing a load of men to make her life more interesting.

The guard listens to the greeting and thinks hard what that could mean. But doesn't come to a meaning he is comfortable to tell the lady of the Rock. "Please come in and feel free to tell her yourself." The guard replies.


The guard raises a brow but replies "I'll inform him." And closes the door again.


"And why would he want to see you?" the guard asks annoyed.


"The curiosity circus is over there. You can see it tomorrow at the trial." The guard replies pointing at the Crooked Kin's wagon and closes the door again.


After a moment the small door in the large door gets opened. "Yes?"


"Where is that temple?" Carl asks.


"Free beer for everyone?" Carl asks.


"But you will be here anyway, right?" Carl asks as he starts calling the kids in.


"Would trying to hit me be good enough too?" Carl asks worried. "And some of the kids are no angels. I don't want that thing chasing the kids around."


As the last person got his or her wage Carl says "I'm going to shoo the kids back in and help getting them ready for bed."

"And please don't forget to be here tomorrow when the thugs appear again to collect the protection money." he reminds Jimmy with a concerned look.


"No but it is getting so dark that it is not reasonably possible to continue with the work for today." Carl replies.


Carl approaches Jimmy followed by a large queue of people "Sir, eh ma'm. The workers are asking for their payment."

Are we going to have some fun with the fact that these poor people are expecting 5 silver each and have no means of giving you change? Or are we ignoring that for now :P


"Thank you." Carl replies relieved and goes back to his post.


"I would at least need something to write to fetch all that information." Carl states.


"What kind of registration do you need? I can barely tell you who has to get three silver this evening. If we take more people I'll be totally lost." Carl replies.


Carl approaches. "Jimmy? There are more and more people who hear what's going on here and want to register for the job. Shall I still take more?" he asks.


"Sure I can do." Carl replies and turns to the crowd. But as soon as about forty people approach all at once to register he isn't as sure any more.

He asks everyone his or her name and tells them to start working. He hopes to remember the faces while they are working and maybe some of the names. 'That will get a mess this evening.' he worries.


Coming closer to Jimmy Carl asks "But you'll be here to pay the people, right? Because I don't want to be seen with that amount of money here in Underbridge." Carl voices his concerns.


"I'll go take a look what it's about." Carl replies and moves out to check.


"What is that?" Carl asks pressing his hands on his ears until it is over.


"No, they didn't tell anything but the price we would have to pay. Hundred gold every month." Carl answers.

Full Name

Garret Grandhall

Race

Half-Orc

skills:
diplomacy+8, intimidate +6, sense motive +6, perception +3, ACP - 3

Classes/Levels

Cleric 2 AC(14/10/14) Saves w/r/f 5/1/4 HP 14/14 Channel (DC 15) 7/7 Enlarge 4/4

Gender

Male

Size

Medium

Age

23

Alignment

Neutral

Deity

Gozreh

Languages

Common, Orc

Occupation

Diplomat

Strength 14
Dexterity 10
Constitution 12
Intelligence 7
Wisdom 14
Charisma 18

About Garret Grandhall

Combat:

20ft (weight)
Greataxe: +3 (d12+3)x3
Enlarged Greataxe: +3 (3d6+5) x3
spear: +3 or +1(thrown) (d8+2) x3
Sling +1 (d4 +2)x2 50ft rangs
Sleep arrow
BAB +1 CMB +3 CMD 13 Initiative +2
AC 14 ff 14 tch 10
HP 9/9 --> Orc Ferocity
Will +4 Reflex +1 Fortitude +3

magic:

Spells used Today:
Orisons - 4 detect magic, create water, resistance, spark
1st Level Spells - 3 +(calm animals or enlarge person), enlarge person, command, shield of faith, unassigned
Spontaneous casting: cure spells

Channel Positive Energy 7/day (DC 15) d6 (May exclude up to 4 creatures)

Enlarge: Swift Action 4/day - enlarged for 1 round


equipment:
1446 GP 8 SP
Greataxe 12 lbs
spear(x2) 12 lbs
Sling and Bullets 5 lbs
Hide armor 25 lbs
Cleric's kit 32 lbs ( a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (4 days), a waterskin, and a wooden holy symbol.
manacles 2 lbs
simple lock 1 lb
bear trap 10 lbs
bell
twine (half lb)

Carrying Capacity: Current = Med (94) Light = up to 58 lbs Medium = up to 116 lbs Heavy = up to 175 lbs


Appearance:

Garret is a tall orc standing at 6'3". His dark hair is constantly trimmed short, but he ports a well groomed beard. His appearance is very fair for a half-orc. He could be mistaken as human if someone is not looking. He dons clothing created in the wilds and his fingernails always sport some dirt underneath as he loves to dig at plant roots and feel the dirt in his hands. Garret is toned, but he is not the hulking monstrosity that some half-orcs are. He has bright hazel eyes that are rarely blinking. Garret knows how to carry himself in social situations too, adjusting his posture to match the situation.

Personality:
Garret begins as a gently giant whenever meeting someone new. He watches his words very carefully and reads the situation before letting too much of his proper personality show. If Garret is unable to lead the conversation his own way, he can become quite frightening and intimidating. Simply, Garret is an immature man with a natural talent for words and for getting his way. Garret's life goals are centered around balance and freedom. He is strongly opposed to slavery in all of its forms and has a high respect for nature's cycles of flora and fauna. His greatest fear and frustration is to be unable to speak or communicate.

Backstory:
Garret is not the smartest person, but he does have a good intuition and a natural sense of how to get people to do what he wants. These qualities made him the perfect pawn for those able to take advantage of Garret's lack of knowledge. Garret was picked relatively young as a leader and a diplomat. He showed compassion for others and could understand their point of view. He became a sort of ambassador for the Orcs. He went into towns and villages before the majority of the tribe arrived, asking for an offering of peace to appease the raiders amongst his band. In modern terms, this could be compared to "protection" offered by a mafia member, but Garret was sincere in his attempt to avoid conflict, sympathizing more with the civilized folk than he let on.
Garret learned of the enslavement of his people for their strength and joined the Liberty's Edge faction, determined to bring about freedom for his people.
Garret is particularly fascinated with the connection and cycle between flora and fauna. There is a definite beauty about how nothing in nature is ever truly gone and nothing is ever wasted. This reminds him of his mother. Garret's mother, an human, had him quite late in life and his birth was quiet challenging for her. She lived in a village that had spent much time developing positive relations with their neighboring Orcs and it was decided that it would be best for Garret to spend more time with his father as his mother got older. She has recently passed, but Garret has yet to really come to terms with the loss.

feats and traits:

Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
Sacred Conduit: Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Proficient: Simple Weapons, Trident, Falchion, Greataxe, up to medium armor

skills:

Diplomacy +8 (+1 rank + 3 class skill +4 CHA)
Intimidate +6 (2 racial + 4 CHA)
Perception +3 (1 racial from domain +2 WIS)
Sense Motive +6 (1 rank + 3 class skill + 2 WIS)
Armor Check Penalty -3
All other skills = Ability Score Bonus

Half Orc:
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. Languages: Half-orcs begin play speaking Common and Orc.

Cleric:
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment
Channel Energy (Su): Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt
or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability
Domains: Animal(Feather) and Plant(Growth)
Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

[spoiler=Campaign Experience]
Thornkeep: Sacred Halls
XP 3
Prestige 4

Prediction of Future Peril: Use 1/Thornkeep dungeon: +5 to knowledge to identify a creature, +2 AC vs a single opponent, +2 to a single saving throw