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![]() Bardolin wrote:
2 gp extra in tips. But eventually your singing gets you "encouraged" to go to bed. I'm home now. Thank you for your patience. I'll build the map tomorrow. ![]()
![]() Ok. I am going to try to move things along. I have to travel home the next few days and I need to develop some content for the next part of the campaign, namely, a (detailed) map of the fortress. The crowd at Kokin's is a pleasant one. Travelers, soldiers, and civilians alike share drinks and tales from the stone counters and in comfortably bedded incense corners. Here and there, a bard performs, a sorcerer reads fortunes, and adventurers bluster at one another. A feeling of calm comes over you all. For the first time in a couple of weeks. The party can rest. Indeed, the rest leaves you all reflecting on your present adventures. Each of you consider what may lie ahead. Welcome to level 3. Happy New Year. Additionally, a courier comes with a large pack, giving you each a note from Gorchag and 10 platinum coins each: "I am sorry that I could not make it to the inn with you. I am quite busy dealing with the events of the road and the coming storm. Please accept this payment for your services and bravery in escorting me here. You have accomplished more than you know. I will be by soon." The innkeep offers lodging on the house, courtesy of the First Legion he says. Feel free to RP, but I'm going to start us off during the night next post. I will assume everyone goes to bed around midnight. If you want to do anything otherwise, now is the time. The current time is 7 oclock in the evening. Merchant quarter is open till 8:30 and is near the tavern. Tavern closes at 2:00 am. You can drink and eat all you wish. Sunny: Deep underwater, sleep overtakes you for a while, but when you wake, the path below still beckons. Two routes still remain unexplored under the surface: One of the paths is roughly cut in the side of the tunnel, the other continues down to the source of the aquafer. You taste salt from the rough tunnel. ![]()
![]() Bardolin wrote:
"Kokin's" is in fact the only inn in the whole fortress. And it is in the civilian quarter. I will get you all a map shortly. Gorchag is conspicuously absent and it is now early evening. Thanks for the nudge Bardolin ![]()
![]() Lilandra Ghoulbane wrote: ** spoiler omitted ** Nope. These bonuses, initiative, daylight, and the aoo, are qualities that don't require a "weapon." So feel free to put it on your armor, or a pendant, or any item that is visible so you can benefit. I also forgot to mention that the paper glows with white magefire when undead are near, which then grants you the initiative bonus. ![]()
![]() "Sunny" wrote:
Well done. You feel your way through the dark, enjoying the smooth sides of the limestone walls. The water rushes by you, fresh and swift, producing an odd, exhilarating sensation as you grope through the dark. After about 30 feet, the tunnel heads down sharply at an angle. 100 feet after that, you feel a split in the tunnels. One tunnel, rough hewn and saturated with sand, climbs gradually upward. It tastes mildly salty. The other tunnel continues downward, and is the source of the rushing fresh water that seems to supply the baths. ![]()
![]() lilandra: Tucked into your backpack is a note made of charcoal paper. When you first view it, it appears to be blank. Picking it up reveals a white fiery seal and letters etched by some arcane means:
To the Dearest of the Ghoulbanes, It seems that Death and its agents follow our family like moths to a flame. Your blood has attracted more attention than usual though, and we are forced to tip our hand. I'll not have you caught by a dagger in the night like poor Cassius. I wish there was more I could do for you, but my time was short, and these dammed Rahadoumians cast more suspicious glances than a hagraven at a beauty pageant. Fortunately, you were....quite....naked, and I had some time. When you have a moment, wrap this note around a visible piece of gear. The marks and runes used to seal this note will emboss themselves on the item, causing it to glow in the presence of the necromantic arts and creatures. Well dear, that's the long and short of it. Remember who you are, and sleep with one eye open. These are dark days. Love, Karthus Ghoulbane Whatever item you wrap this note around will gain a +4 bonus to intitiative checks against undead, give you one additional attack of opportunity per round, and emit light as the spell "daylight" for two rounds. ![]()
![]() "Sunny" wrote:
I knew you couldn't resist. How far would you be swimming down here? Its also quite dark.... ![]()
![]() Khaod Argus wrote:
The hammer slams into the monk's muscle'd shoulder, definitely leaving a bruise However, as the blow lands, the monk slides his foot behind you again, this time grabbing the haft of the hammer and pulling you through the swing, over his shoulder. 1d20 + 7 ⇒ (2) + 7 = 9 The first tug is not enough to move the mighty half orc, but with a little leverage from the knee, 1d20 + 7 ⇒ (14) + 7 = 21 You come tumbling to the ground. Your turn Khoad. ![]()
![]() Bardolin wrote:
Hahaahahahahahaha. Ha. *catches breath* Thank god we have a bard now :P ![]()
![]() "Sunny" wrote:
No worries Sunny. You always make it in to post eventually. I hear from you a lot. Its ok! So sleep first or exploring first? I knew you couldn't resist. ![]()
![]() Bardolin wrote:
"Certainly sir. " 4 gold from each party members sheet please. Comprehensive bath services. ![]()
![]() Hows everyone doing? Want more time to rp? Play around at some of the places in the fort? Or should I try to move things along soon? Don't want to bore you all. At the same time, I have lots of little things to do in the fort if you desire them. Otherwise the story marches on! Finally, like I said, everyone is getting a feat-like benefit based on their character. So the rp'ing is helping me decide. :) Just getting that customer feedback! Merry Christmas all. ` ![]()
![]() Lilandra Ghoulbane wrote:
Make a perception check. ![]()
![]() Sunny, The cleansing and sealing properties of the bath salts give you a double duration on days out of water. Also, you get a bonus of +2 on fort saves that can be influenced by the resistance of your skin. This bonus will last you one month. For example, a fort save against a breath of cold, resistance to the elements, or an acidic gas will all be at an additional +2. Staying limber helps extend the effect. Any day you spend stretching or dancing extends the duration by one day, up to one month. I know you don't like to dance....:P In terms of flavor, you are surprised how smooth and comfortable this "salt" makes the water. A worthy purchase indeed. Unfortunately, these extraordinary benefits are only noticed by someone with skin like a water elf's. Remember those vengeance points I gave Magnus? Yea everyone will be getting something, based on your behavior. (This doesn't mean you can "Fail," just that you influence the campaign by how you act. :) ...I'm not a fan of punishing PCs in a world they didn't create. ![]()
![]() Lilandra Ghoulbane wrote: With a grin and a shrug Lilandra turns to the man with a nod of acknowledgement."As you can see from my friend's reaction, your pools are both beautiful and inviting. Is there somewhere we can stow our gear and clothing?" "Absolutely my lady." He points to a series of racks and containers near one of the merchant stations. An attendant guards the various stations. ![]()
![]() Khaod Argus wrote:
A hand intercepts your hammer before the full blow is realized. At the same time, a foot slides behind you and another palm slams into your chest. 1d20 + 5 ⇒ (4) + 5 = 9 Fass is not strong enough though and the blow fails to move you. Your up Khaod. ![]()
![]() "Sunny" wrote: At the sight of the pools, Sunny simply shuffles forwards and falls ungraciously into the biggest one she can find....and quickly sinks, disappearing into its depths... Feel free to explore. The "vent" from which the spring bubbles is over four feet wide. Also. Your feat timer resets. Did you use the bath salts Lilandra bought? and did somebody mark that off their sheets? ![]()
![]() Bardolin wrote:
"A ROOM?!? My dear Bardolin, these are the finest pools available for 300 leagues! Their marble lining holds captive the bubbling depths of a pure, sand filtered aquifer. The smooth steps give the body a place to rest and a the cool temperature give the mind solace. Good company's to be had and even better food, hawked by the finest Merchants to be found. A mere room, silly lad. Kokin's in is for lilly-footed splinter skulls!" The voice that accosts you comes from a garishly dressed half elf tending to one of the stone counters that surround the edge of the pool. ![]()
![]() Lilandra Ghoulbane wrote: As they walk along, listening to Bardolin speak Lilandra can feel herself beginning to relax in anticipation of some much needed self pampering, keeping an eye out for the much touted bathing pool. After a short walk. You arrive at the Bath Gardens, a lush, cool garden with a shaded pool that stands out dramatically amid the harsh desert landscape. /The accommodations include a multitiered marble sitting area, a hedgeway, massage tables, and beautiful artisan accents imported from all over the Inner Sea. Lounging about are a variety of travelers, local officials, merchants and other people that can avoid the Gardens services. A few soldiers here and there "patrol" the grounds, although clearly the assignment is a reward from manning the walls. The library is also nearby and a few scholars are clearly taking advantage of the shade to read and study away from the stuffy buildings closer to the edge of the fort. The Gardens are located near the middle. I will, at some point, try to draw a "map", of the forts accomodations and their locations. But my descriptions will have to suffice for now. Sorry all! ![]()
![]() Khaod Argus wrote:
1d20 + 2 ⇒ (1) + 2 = 3 The monk slides his feet in the dust, adopting a defensive posture. He also kicks a little dust towards you, his lips forming a cracked, dry line as he does. Your up ![]()
![]() Bardolin wrote:
The Salt Fortress is large star-shaped fort about 1000-1500 feet in diameter, depending on where you measure it. It was built about 250 years ago shortly after one of the worst famines that Rahadoum ever experienced. It has accommodations for 1500 persons; 1000 soldiers and 500 civilians. Currently, it houses about 250 soldiers and 150 civilians. The fort is "self-contained" although many camps exist outside its walls. There are a couple of watch towers, also made out of salt bricks, that watch the coast, and the road to the fort. As for its positioning, It is located north of the Jodin river, Northeast of Azir, the capital of Rahadoum, set back perhaps three or four hundred yards from the coast. In that area in front of the fort is a grand canal that opens into a shallow barge dock. The canal doubles as a missive moat for the front of the fort. Various drainage trenches are lined with stone for running burning oil through in the event of a siege. Massive catapults on rotating platforms abut the walls of the fort. The southern edge of the fort, facing away from the coast, overlooks the road and the Salt Flats, from which the salt for the bricks was harvested. The salt flats are the product of an ancient flooding and drainage cycel that left a layer of hardened salt many feet deep for dozens of miles along what used to be part of the Inner Sea. The purpose of the fort is to protect the northeast march of Azir, and to protect the farmfields along the river from raids by buccaneers and other roaming bandits. Finally, the Fort is, in peacetime, a bustling trade port and an alternative to sailing all the way around to the west to get to Azir. Hope this answers your questions. ![]()
![]() To the bathers: Bardolin points out various items of interest and also various items of disinterest. If you have any questions he can answer them at a +5 knowledge local check, since he's been here for a while. You may also inquire about any other topic you wish, at a standard knowledge check from Bardolin. If you have no questions, you may proceed to the Bath Gardens and take some real r&r. ![]()
![]() Khaod Argus wrote: Khaod blinks and bows his head back to the man, then looks at his hammer as they walk to a sparring ring. "Shall I use my hammer or would that be impractical? Do you have sparring weapons here? I would not wish to injure or be injured seriously if I have any say in the matter. I am Khaod Argus, at your service Sir Fass" he bows again to the Monk then makes ready for their sparring match, unsure on the rules of the engagement but eager to have some good practice fighting an actual two-legged opponent that did not reek of death. In response, the Monk beckons you to attack with one open palm. In the sparring ring, you both can act as if you are fighting normally since you both intend to only deal nonlethal damage. So instead of giving you both a -4, I will just let you fight as normal, assuming you both pull your blows :) . Of course you may do otherwise but then its you vs. the fort ;) .....So rolling initiative will take me a couple days haha. ![]()
![]() Dell Franklin wrote:
Sounds good. I'm going to metagame that Lilandra and Sunny muse on what to do with the magical gear at some point. A perfect opportunity for you to offer to take a look :) ![]()
![]() Bardolin wrote:
All party members entitled to all info. No spoilers needed. Bardolin
Khaod
Marketplace:
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![]() Dell Franklin wrote: I was going to wait until they went to sell the staff and scrolls, but alas that seems to be taking awhile. I'll try to slip him in a little earlier. Actually, speaking of... How far is the party from where a wagon would have to be parked and left? Is there like a livery or stables for such a thing nearby? Yes the Order of the First has a series of stables that will keep your horses for you. There an honorable sort that'll keep thieves away from your stuff as much as theirs :) ![]()
![]() "Sunny" wrote:
Coming up on a few days there Sunny. You need a bath :)
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