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RPG Superstar 6 Season Star Voter. 180 posts (198 including aliases). No reviews. No lists. No wishlists. 1 alias.


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I play in a small but steadily growing lodge (2 full tables a week, soon to be 3). My VL and VC nice enough people, but they fulfill their roles in the most bare minimum way possible. They are difficult to get a hold of outside of our weekly game night. They will often flat out ignore questions on the lodge's official facebook page. The VL shows up pretty much every week, but he seems like he's going through the motions most of the time. The VC is only present about half the time, and he no longer plays or GMs at all (sometimes he will show up, not speak to anyone, and then go play some other, completely unrelated game).

I understand that people have lives outside of PFS. I also understand that hobby fatigue is a real thing, and that sometimes it is difficult to muster a lot of enthusiasm after years of playing and organizing the same games week after week. My issue is that recently there has been a lot of new players and renewed interest in the games at our lodge, (and if I'm being honest, it's mostly because of my own efforts) and I feel like these new players are being let down by our current leadership.

At the risk of sounding ridiculously braggadocios, I put a lot of hours into recruiting, organizing, and driving interest in PFS at my local lodge, and it shows. Over the past few months, attendance has more than doubled, and more are showing up every week. I'm always the one who volunteers to run an evergreen cold whenever we have more players show up than our normal tables can accommodate. I'm active on the facebook page, fielding questions and providing helpful resources to newcomers. I bring tons of extra dice, character sheets, pregens, pencils, minis, etc. that I hand out on game days so that new players can just show up and play.

I'm really not trying to toot my own horn here, I'm just trying to explain that I like doing these things. I am passionate about this game, and introducing the hobby to new players. But my passion is also causing a bit of a problem. Since I'm the one doing the bulk of the organizing, players at my lodge are now turning to me with questions that are best directed to our VL or VC. The problem is that these two are often unavailable or unreachable. For instance, we have a small local convention coming up, at which I know our lodge will be hosting some games. Several of our new players want to attend, and have come to me to find out what scenarios are being run, and I don't have any answers for them. I've reached out to my VC, but he's been unresponsive. I contacted the convention organizers directly to see if I could just run some games myself, and they told me that all requests must go through my VC. I feel like I'm being hamstrung here.

I guess my question is how do I get involved in organizing PFS in a more "official" capacity. I've played Pathfinder for a long time, but have only been involved in PFS for the last six months or so, which makes me pretty "new" to the hobby, even though I've adopted more of a leadership role. And I don't want to usurp my VL or VC, just pick up their slack and maybe take on some of their responsibilities. Is it possible for someone in my position to gain the organizational authority of a VL or VC but without the actual rank?

I realize a lot of the responses to this thread are going to be "sit down and talk with your leadership", and while I do plan on doing that, I also firmly believe in the mantra of "if you see something that needs done, just do it yourself". I'm much more of an ask forgiveness, rather than permission kind of guy.


chadius wrote:

A question for this thread: I completed three scenarios. The third scenario's chronicle sheet allows me to gain a new animal companion if I present all 3.

Am I able to trade these three sheets? I guess I can write "Boon Traded Away" on my sheet or something...

(If it helps, I'm talking about the Axe Beak from Quest for Perfection.)

I should probably clarify that I'm only looking for Extraordinary Companions that are not obtainable via traditional Chronicle Sheets (i.e. no Axe Beaks, Owlbears, etc.)


HAVE: Dhampir

WANT: Spinosaurus (or any other extraordinary companion), but I am open to other offers.


Ringtail wrote:
Mouseguard. It's so hard to find a Mouseguard group.

I Know!!! I would love to do a Mouseguard pbp! But it always seems as if no one is interested.

On the subject of systems no one seems to want to play, I've been jonesing to either run or play some Legends of the 5 Rings, but there seems to be little love for samurai on these boards.


Yes, those campaign traits will still apply. And their potency will increase as you level. I like Maze, she sounds pretty cool :)

Also, I don't know if you saw them in the old discussion thread, but I have some adapted firearms rules posted that I think we will still use. They don't include revolvers, though. I'll have to take a look at those.


Also, as of right now, GMing IS a requirement. Probably rotate GMs about once a month.


Fraust wrote:

Interested in this, though I'm not much looking to DM. If that's an out and out requirement, then I'll have to think about it, but if you don't mind a player only, that would be much preferred.

Time's scarce at the moment, but I did get a bit of a glance at your setting write ups. I'm thinking someone from Nimbus (preferably human rather than gnome), some type of spell caster strongly connected with elemental air/flight.

What sources are you allowing on this? (if that's already been covered, sorry. Ignore the question and when I have a second to read everything I'll figure it out).

Concept will be partially dependent on what's available. Think either the skysurfing kid from Treasure Planet (cartoon based on Treasure Island in space) or someone who flies through their own power. Either one is going to be something of a daydreamer who uses their flight to escape the pressures of their life, though one would be more skater type mentality and the other would be more jet fighter mentality...

Like I said, I'll read more about what's going on and try to get something here more coherent.

Nimbus is powered and elevated entirely by steam. The gnome engineers make good use of the natural geothermic activity taking place in the mountains and volcanoes below them and use giant flexible tubes to pipe the super-heated air up to the city, where it powers the massive steam thrusters that keep the city afloat. So essentially, everything is run on steam or via clockwork mechanisms, including airships and the like.

I suppose a steam-powered skyboard is feasible in this setting, but it would be prohibitively expensive, especially at first level. So maybe it could be something you work toward?

Btw, all characters will start at 1st level. Acceptable sources include pretty much anything published by Paizo.


Most likely 20 point buy, though if enough people like the idea of rolling for stats then I'll consider it. I personally love rolling, makes your character more unique and feels more organic for some reason.


Last August, I started a home brew pbp set in a world of my creation that ran fairly successfully for about two months. Unfortunately, right around the end of that time, my personal life took a roller coaster ride (got married, bought a house, got promoted and had to start working overtime), and I was unable to maintain my duties as GM, so the game was summarily cancelled.

It was necessary, but I always regretted it, because it was turning out to be a fun campaign, and IMHO the setting is great and ripe for adventuring.

Fast forward about 7 months, and now my schedule has been toned down quite a bit. I feel the time is right to revisit this setting, only this time with a new campaign featuring a new area of the world (and perhaps a new group of adventurers!). Also, this game will feature rotating GMs, so it is expected that anyone who wishes to participate have at least a little experience GMing a game.

I'm looking for around 6 players for a non-evil campaign. Interesting concepts preferred. And rather than repost a bunch of information, you can find a lot of info on the setting here and here.

You can also read the first pbp thread here.

As far as my GMing style goes, I prefer a fun and engaging story above all else. I don't like to railroad my PCs, but I do like to make sure that wherever they choose to go, epic adventure awaits. I use a lot of visual aids to help spark the imagination, and I try to be cinematic and descriptive in my posts. Sometimes I play a little fast and loose with the rules, but only to the benefit of the players and the story. While I'm not afraid to let a PC die, I'll usually give them a way out if they play intelligently and look hard enough. I enjoy using a lot of puzzles, mysteries, and riddles in my games, too.

If you wish to GM in this game, don't feel like you have to play it safe. I'm pretty open-minded, and if a key NPC has to die to progress the story then so be it. I only ask that you honor the integrity and the spirit of the setting to try to maintain as much continuity as possible. Please don't have the moon crash into the planet, for instance :)

If you are interested in joining this game, please post your concepts here. Interesting, fully fleshed out concepts are always more exciting than one-liners. If you have any further questions, please let me know :)


Guys, I feel so bad about doing this, but I am going to have to resign as your GM. I have recently been promoted at my job, and my workload has tripled. I hardly even have time to spend with my wife. I'd be doing you guys a disservice if I attempted to keep dragging this campaign down by only posting once a week or so. I sincerely apologize for having to abandon you and your PCs. It has been a great honor to GM for you.

That being said, I want to encourage you guys to keep going, if you wish to. If one of you would like to step up and GM in my stead, that would be awesome. Feel free to use my setting and NPCs as you see fit. It's your world now, so you can change it around as much as you like. And if one of you does GM and wants to fill in some of the blanks in the setting, feel free to email me with any questions you may have.

As I said before, it has been a blast gaming with you. May your adventures never end. And, who knows, if my life settles down and some free time opens up, perhaps I can return (and maybe even roll up a character!)

Good luck, and God bless.

-Game Masquerade-


Everyone, please check the OOC thread.


Sorry, my work schedule recently has been murder. I'll try to get some posts up later.


Sorry, my work schedule recently has been murder. I'll try to get some posts up later.


Samisel & Qarxan:
After fumbling a bit, the nervous guard hurriedly gives a stack of rolled parchments to "Rhone", and indicates the stack to Samisel, "All the p-p-pertinent information should be in there, captain, sir. I only know what I'm told, and I was told by m'lord here" he says meekly, indicating to the disguised wizard, "that I don't know anything, and that I should not, under any circumstances, read the contents of that report, or else, uh.... well, you know." he whispers, swallowing the nervous lump in his throat.

Upon opening the parchments, you find mostly mundane shipping manifests, personnel memos, and accounting logs. On the last page, however, is a message addressed to Rhone directly. It reads:

M'lord Penderghast, the efforts of my colleagues and I are still proving vain. We have long ago ascertained that the asset must possess some sort of resistance to normal arcane enchantments. We have stripped it of all its belongings, to no success. We are in the process of searching for a way to remove the artificial limbs as well, though the engineering is beyond us. No matter, for I am quite sure it is something inherent and organic to the asset that defies my spells, and not some lasting dweomer or artifice. I have never seen its like. It is as fascinating as it is frustrating; no doubt this resistance is what aided the asset so greatly in escaping your forces those years ago.

Regardless, we are still at an impasse. My enchantments will only hold a few hours, and even then only if the asset is heavily sedated, which we can no longer afford if we wish to keep the asset alive. It is my professional opinion that you must cease all access to the vault, save for a trusted few. I realize that this is a business, and the Festival is peak season, but unless you want the asset exposed to the public, I strongly urge you to heed my advice. I wish you the best. May Calypso see fit to hurry the night, so we can get this unpleasant matter behind us.

~Galfan~


Deston & Talic:
The games manager nods at Deston's idea to return to the vault at a later time. "Of course, young sir. I must deeply apologize for this unfortunate breach in etiquette. It appears our maintenance department has chosen tonight of all nights to conduct some sensitive renovations to our beloved vault. I'll have a word with our scheduling manager about this, let me assure you." he says uneasily, throwing several hasty glances at the vault door.

Talic, the distraction afforded you by Deston allows you to get a closer look at the vault lock. While you are still too far away to really see anything specific, you do recognize the mechanism to be a pinwheel lock, also known on the street as a "dead man's hand". The lock is housed in a recessed compartment barricaded by a thin steel door. When a button is pressed, the door recedes up, revealing the lock mechanism inside. At this point, a timer is initiated, and the lock failsafe must be disengaged before the time ends, or else the steel door slams shut, usually severing the hand of whoever was foolish enough to attempt to pick the lock.

As the manager turns to escort the party out of the vault room, suddenly there is a rapid series of clicks, along with a whirring sound and a slight whoosh of air, as if a pressurized seal has been broken. The guards flanking either side of the door immediately put their hands on the hilts of their swords and move directly between the group and the slowly opening vault door. They look just as surprised as the rest of the party at this turn of events.

A small, haggard looking middle aged man emerges from behind the massive obsidian door. He is professionally dressed, though his clothes are wrinkled and his spectacles are crooked. He looks as though he hasn't slept in several days. He begins to walk forward, muttering to himself, when suddenly he realizes he is not alone in the room. He appears surprised and flustered at the gathered ensemble, and quickly pulls the games manager aside and whispers urgently into his ear, to which the other man responds in kind. This goes on for several moments, until finally the spectacled man gives a dejected sigh and walks away, toward the lift.

The portly manager visibly brightens. "Well, it appears our timing wasn't quite so bad after all. Shall we?" he says amicably, indicating the now open vault.

I need both of you to make a Perception check.


My email address is b_h_bloomer@hotmail.com


Deston & Talic:
It seems as if Lady Luck is with the two companions this night, as after several games, both are sitting on a stack of chips worth more than 2,000 gp. At one point, the game manager approaches the two and says quietly "This is quite the streak you're having. It would be our pleasure to allow you to store a majority of your winnings in our secure vault for the remainder of the evening, so that you may gamble without worry of theft or deceit. You may, of course, accompany the gold to see that it is safely and securely stowed."

With that he gestures to his accomplices, who collect the large stacks of chips and organize them neatly on a large gilded tray. With the two companions and their respective dates in tow, the entire entourage makes it's way to the central lift, and ascend the remaining floors to the very top.

The doors open to reveal a gleaming room of the purest white. Embedded in the center of the opposing wall is a massive circular door hewn from obsidian and inlaid with gold filigree. On either side stand two imposing guards, at rigid attention and armed to the teeth. This, undoubtedly, is the main vault. Seeing the wide eyed stares of the two disguised adventurers, the game manager boasts, "This is Calypsia's central vault, the most secure room in all of Gold-Bottom. The doors and walls are reinforced with two inch thick steel plating. The lock is a work of art, a one-off built custom just for us by the famed locksmiths of Gibralter Security. Every night, after hours, a magical ward is put into place that sounds an alarm if any sort of magic is discharged in the vicinity of this room. In other words, don't worry ladies and gentlemen, your money is perfectly safe here, this vault is impenetrable."

As the group nears the doors, one of the guards holds up a hand, halting the group. "Im sorry sir, I can't let you proceed at this time."

The games manager gives the man a quizzical look, and just as he is about to voice his objections, the guard leans forward and whispers urgently into his ear for several long moments. When he is finished, the bewildered games manager turns to address the group.

"My deepest and most sincere apologies, folks. It appears, due to reasons I cannot disclose, that the vault is currently unavailable to us at the moment. Perhaps we can ensconse your winnings in the cash & carry booth instead?"


Samisel & Qarxan:
"Of course sir!" the intimidated guard squeaks nervously as he scrambles to enter the passcode into the mechanical tumbler that controls the door lock. Finally, the doors slide open and the tall elf and disguised gnome sweep brusquely into the room, nearly knocking the poor guard aside.

Inside is a spotless and utilitarian office, complete with several large file cabinets forged of hardened steel. Above the large desk facing the atrium are several mirrors enchanted to continuously scry certain sections of the gambling floor, as well as several of the rooms above. One mirror, peculiarly, is left blank.

The nervous guard clears his throat a few times to break the silence, and says awkwardly, "Uh, sir? I can show you those reports again if you want, but nothing's changed. That wizard fellow you hired is still having difficulties getting the enchantments to stick on the, uh... subject." He looks at the glamoured gnome in trepidation.


@ Emmentian: It can just be found in his gear, that's fine. Also, refresh my memory - what exactly does a bottle of air do?


Ok, I'm back! I hope you all enjoyed your break as much as I enjoyed mine! Now, onto the contest:

Emmentian was the only one who submitted an idea within the specified timeline, so he wins by default. Normally, i would post his submission for the rest of you to read, but i think i prefer to keep it a secret. Suffice to say, it is very good, and it adds quite a bit of excitement and mystery to the story.

I don't know if the rest of you simply forgot about the contest or did not choose to participate, but I am considering extending the competition through Saturday to find a second place winner, if people are interested. If not, we will carry on as normal.

So congrats, Emmentian, you may increase any attribute you wish by one, and you may give your character any magic item worth 10,000 gp or less. Just let me know what you are choosing, and update your profile accordingly, please.

As for the rest of you, would you like to extend the competition?


Ok, we are live again! I'm going to sort of speed things along to make up for lost time.

Lynnara and Emmentian:
After only a few seconds of darting back and forth, the blood red eel snatches a hold of Cirrus and begins entangling the serpent in the powerful coils of its body. Just when it seems all is lost, Cirrus manages to clear his head enough to land a viscous bite on the eel's face, puncturing its eye with a fang, and pumping deadly venom directly into the creature's brain. It dies within seconds.

The animal trainer hangs his head a bit in defeat, but cracks a wry smile and glances at the gnome and the young oracle. "Well fought sir. You had the superior beast this evening. That is indeed a fine specimen you keep."

"Unfortunately, I am without coin this eve, so I cannot give the promised payment in gold." He walks over to a large seaman's chest, drags it over and opens it. "However, I am a man of my word, and if payment is promised, then payment will be given, one way or another. I have here a collection of a few valuable odds and ends that I have acquired over the years. I believe some of these may be of use to a man in your particular profession."

He presents you with three items in particular:
- Vial of Razortooth urine - Exactly like it sounds.When emptied into the water, it will drive away most smaller sea creatures, but usually attracts one very large one. It is a very rare substance.
- Boom Stick - this is a metal pole roughly four feet long with a small explosive cartridge at one end, attached to a pressure sensitive detonator. When driven forcefully into a solid object, the detonator compresses and ignites the cartridge, causing significant damage to whatever was touched. It comes with only three cartridges, however, and must be reloaded out of water.
- Shell whistle - Not even the animal handler knows exactly what this crudely crafted mother-of-pearl whistle does. It is undoubtedly magical. When questioned, the man says he won it from an old sailor who said that while he was out taking a swim, Calypso herself visited the man and seduced him, and then bequeathed the man with the whistle as a token of his sexual prowess. The trainer has only ever blown it once; the same night that he won it. It let out a soft, mournful tune, and immediately filled the room with a torrent of sea water, and nearly drowned all of the men inside. Perhaps blowing underwater, or in different circumstances will yield different results?

Emmentian, you get first pick. Lynnara, you get second.

More for the rest of you later.


Good, I'm glad you guys like the idea. I was a little afraid some of you might be like "WTF? Creating the game is the GM's job."


Everyone, please check the OOC thread.


Ok, so I apologize for being pretty scarce over these last few days. My fiancé and I just moved into our new house, and we will be getting married this Sunday (October 10th). Immediately after that we will be going to Cancun for about 6 days for our honeymoon. Seeing as how this is an extremely busy time for us, I am officially putting the campaign on a temporary hiatus starting today. We will resume sometime on Monday, October 18th.

Now, normally I hate doing this, because it usually signals the death knell of most pbp's. In fact I wracked my brain for hours trying to come up with a way to keep this campaign alive and active while I was gone. I even considered letting one of you GM the story for a while. However, I think I have reached a (somewhat) elegant solution that both helps me out, and keeps you engaged in the campaign world.

I am going to hold a small contest among the six of you. The winner of this contest will recieve a +1 to any one attribute of their choice, as well as any item off of their wish list worth 10,000 gp or less. Second place will receive any item off of their wish list worth 5,000 gp or less, and finally, anyone who participates and sends in a submission will receive the 1,000 gp item off of their wish list.

Now, onto the rules: I would like each of you to come up with an idea for our current campaign world, and fully flesh it out. This can be a person, place, or thing, but it has to exist in the campaign world in such a manner that your PCs can eventually encounter it and interact with it. This "thing" can be anything you want. Here are a few quick examples:

1. A legendary airship
2. A lost artifact
3. A hidden temple
4. A mysterious NPC
5. A forbidden island that rises from the sea once a year
6. A clockwork palace
7. A secret cult
8. Etc.

These are but a few examples. Your idea could be literally anything, as long as it is fleshed out and has a good reason to exist in our current setting. Each entry will be judged on the following criteria, so keep these in mind when writing up your submission:

1. Creativity - How unique is the idea? Is it original? Is it cliché?
2. Interactivity - Can the PCs interact with it? Would they want to?
3. Setting -Does it fit in Aeon? Where is it located? Why is it there in the first place? Who knows about it?
4. Plot Hooks - Does it have a compelling story to go along with it?
5. Game Balance - How does this idea affect other aspects of the world? How does it affect the PCs?
6. Quality - Is the idea well written? Are there any accompanying visual aids / stat blocks, etc?

All submissions must be emailed to me no later than October 17th. Once all the submissions are in, I will post them here in the OOC thread and we will hold a vote. You must vote, and you are not allowed to vote for your own submission. Majority vote wins, and I will only cast my vote in the event of a tie, or in the rare case that someone's submission completely derails my story and destroys the current setting. Once the winner is selected, I will work the idea into the story somehow for the PCs to encounter at a later date. As an additional incentive, each of the PCs will gain a level the first time they encounter the winning "thing" in the game world.

Please note that even if your submission ends up winning and is selected to be integrated into the campaign, I reserve the right to change/alter it as necessary to maintain the integrity and suspension of disbelief of the current story arc. I will attempt to stay as true as possible to your original idea, but some things may have to flex depending on how the plot has developed at that time.

Also remember that while I highly encourage everyone to participate in this little contest, it is optional, and you won't be penalized for not participating. I would just like to say that it has been my deepest pleasure GMing for such creative and dynamic people such as yourselves. I'm honored to be able to spin an exciting tale for your characters, and I hope they stick around, because we're just getting started!


Emmentian:
Cirrus' venomous jaws fail to clampdown on the slimy eel as it deftly slithers away from the attack. Suddenly, it reverses direction, attempting to latch onto the swift snake and constrict it. However, Cirrus appears to be far too quick, staying just out of reach of his larger foe. It's Cirrus' turn again.


Sorry about the delay, my life is a little crazy right now

Lynnara and Emmentian:
@Emmentian: Cirrus' speed has given him the upper hand, he may go first.

@Lynnara: looking around the room, you notice there are several foul smelling barrels gathered in one corner, most likely filled with bait and chum to feed the many species of fish living in the reef system below. You also spot a small glass lockbox filled with several stoppered potions that faintly glow a soft blue.

Samisel and Qarxan:
As the disguised pair approach the reinforced glass doors of the security booth, the lone guard standing at the entrance nearly trips over himself to properly greet both companions. For a moment he hesitates, caught between giving a salute to an obvious superior or paying deference to the volatile nobleman. In the end, he opts for an awkward compromise, affecting a weak salute while dipping half-heartedly at the waist. He swallows the lump in his throat and stammers, " C-c-can I h-help you, s-sirs?"

Talic and Deston:
Two of the men playing at the table peer discriminately into the eyes of the pretty young "girl" before folding their hands in disgust. The remaining player, a portly nobleman sporting a bushy mustache, checks to see the next card and says with a sneer, "Tough words for such a dainty girl. Tell you what, why don't you run along home now and let the grown-ups play. After all, isn't it past your bed time?"

Assuming you check up:

SECOND ROUND
Two players, pot = 700gp

FLOP: 6 of spades, 10 of clubs, Jack of hearts
TURN (4th card):Queen of diamonds

Talic, your turn again. You may check (100gp), or fold.


My fiancé and I are moving into our new house today, so I probably won't get a new post up until this evening.


Lynnara and Emmentian:
The animal handler grins at Lynnara's bold gesture. "I see our lovely river princess has some fire in her after all! Such a shame that it's wasted in useless chastity; I'd like to see that temper of yours put to better use in a bedchamber, preferably my own. But yes, I accept and meet your wager. I suppose if your delicate flower isn't up for grabs, then your money will suffice."

Suddenly thoughtful, he looks around hesitantly."As much as I would like this impending victory to be public, I'm afraid such an illegal and unsanctioned competition would likely lose me my job. We need a more private venue than this to hold our little gladiatorial battle." He eyes both Emmentian and Lynnara cooly. "I don't trust the two of you, but I suppose you being privy to a bit of confidential information wouldn't hurt anything. Follow me, and don't tell anyone what I am about to show you."

He leads the two couples out of the pool and around to the back side of the bar, where he unlocks a secret door and quickly ushers everyone inside. The room's interior is nearly pitch black, save for the soft blue glow of water coming from a large circular hole cut into the floor. Sea water laps softly at the edges, and below lies the artificial reef and its teeming wildlife. The animal handler lights a large lantern, brightening the room, and then gestures to the hole.

"This is the wet hatch, the sole means of access to the reefs below. This is how my divers and I feed all those little fishies that you rich party-goers love to ooh and aww over. I'd be a little careful around those edges, if I were you. There's more than just wee fish in those waters. The bosses brought in a live razor-tooth shark as a deterrent to potential thieves, and boy is it a big one. Fifteen, twenty feet at least, and mean as a freshly kicked hornet's nest. Makes feeding the rest of the fish a real pain. Only thing that keeps him away, oddly enough, is piss. We use mule urine, cause it's got more of a kick to it, and the razor-tooth can't stand the smell. But even then it's hit or miss. If he's hungry enough, or if there's blood in the water, he'll turn up quick, piss or no piss. However, he's probably sleeping right now, and I doubt he'll interrupt our little contest. Viper and eel aren't exactly tasty morsels to a shark the size of a house."

He walks over to a wooden barrel filled with murky sea water, pulls on a pair of thick leather gloves, and reaches in. "This," he says with a wicked smile, "is my baby. The southern black-mouthed eel.". In his hands is something that resembles a slimy, writhing mass of blood red rope. It's wide flat head repeatedly strikes at the glove, sinking it's needle-like black teeth into the sturdy leather again and again. The strange man holds the grotesque creature like it's his firstborn, his eyes gleaming with pride. "The black-mouths don't get as much recognition as the electric eel and the moray, but when it comes to sheer ferocity, nothing can touch them. They are fiercely territorial, and heaven help you if you swim right into the middle of a school of them, as they will tear your flesh to ribbons in seconds."

He motions to Emmentian to drop Cirrus in the water. "Well then, shall we?" he asks.

Roll initiative for Cirrus

Samisel and Qarxan:
I need to know what your actions will be, and for you to make any applicable spell casting rolls.

Talic and Deston:
After reviewing some of my math, I realized that 300 gp is too much. The standard wager will now be 100 gp.

FIRST ROUND
Five total players. Pot = 500 gp

Talic's hand: 9 of spades / Queen of hearts
Deston's hand: 2 of spades / King of spades

FLOP (community cards): 6 of spades / 10 of clubs / Jack of Hearts

You may now fold, check (costs an additional 100gp), or make a skill check. Please note that unless you make a sleight of hand check to communicate with your partner, your characters will not know what the other person has in their hand. Thus, they must play to win based on their hand alone. No meta-gaming, please :)


Talic & Deston:
The four of you are led into an exquisitely furnished room, softly lit and smelling faintly of sweet cigar smoke. Here, only the richest of the rich gather to play games of cunning and skill rather than mere chance. The gaming manager escorts you to a set of tables where a professionally dressed woman is dealing cards to several other patrons. He turns to the two couples.

"This game is called Seven Ladies, one of our most popular and exclusive games here in the VIP lounge. If you're not familiar with it, it involves more cunning and strategy than most of our games here. The dealer issues each player two cards face down, then proceeds to deal out five more cards face up on the table. Each player bets against one another to see who has the strongest hand of five cards. It's quite exhilarating, and it's possible to win just by bluffing and convincing the others that you have the best hand, even when you don't. Since this is a high stakes game, minimum bets start at 300gp. If, after a few games, you wish to secure a portion of your winnings within our vault, I will be more than happy to escort you there and oversee the transfer.

This game is identical to Texas Hold Em. I will tell you what cards you have been dealt, as well as what is on the table. For simplicity's sake, there is no antes or raises, simply a starting bet that everyone must match in order to play. Winner takes all. Once per game, you may each make one Bluff / Intimidate check to encourage other players to fold, or one Sleight of Hand check to communicate your hand to the rest of your companions. If you can win a total of 1500 gp, the gaming manager will escort you to the vault.


Emmentian, you know that the black mouth eel is a smaller breed than most salt water eels, though still noticeably larger than Cirrus. They lack Cirrus' poison, however, and rely on constriction to kill their prey. In your opinion, the two are fairly evenly matched, with Cirrus' cunning and speed compensating for the eel's size and strength.


Lynnara & Emmentian:
Emmentian, you realize that this man is an animal trainer and fish handler, and it seems as though he works for the casino

Emmentian eyes the different fighting fish with a calculating stare. While fish aren't his specialty by any means, he does know a thing or two about predatory instincts and animal dominance. He snatches a crumb off of an hors d'ouvre and drops it directly in the middle of the different fish, watching intently what follows next. Initially, a larger orange and white coi fish bullies its way to try to grab the morsel, but just as the coi is distracted by the bit of food, a smaller, deep blue racerback comes in from the side, biting hard at the coi's eyes and stealing the crumb.

Emmentian chooses the blue fish as his champion and places his bets. 30 seconds later he is 100 gp richer. The rugged man chatting up Lynnara takes notice of the win and saunters over. "It seems you know fish, my lucky friend. Although, any Saamish breeder worth his salt can tell a hungry fish from a gluttonous one. Perhaps you seek a bit more of a challenge, yes? I see you have a pet there, a mist marsh viper, if I'm not mistaken. I hear they swim well. I have 300gp that says my black mouth eel trumps your viper in a duel to the death. I'll even give you 2:1 odds. What say you?" the man asks, a glimmer in his eye.

He then turns to Lynnara and says, "Come over here, m'lady, I've got quite the spectacle to show you, should our short friend over here decide not to take the coward's way out!"

Emmentian, should you choose to let Cirrus fight, you are free to cast whatever buffs/spells you wish before the start of the fight. Once they begin, however, you may not intervene. Lynnara, since you're in the water already, you may assist Cirrus during the fight by making a spell craft check (DC 10) to cast spells without raising suspicion.

Samisel & Qarxan:
As you gain the fourth floor, you very nearly run into a very brusque and very annoyed man who, judging from the jut of his chin and the thrust of his chest, can only be Rhone Penderghast. He is tall, clean shaven, and broad of shoulder, and wears his thick dark hair oiled and pulled back into a short pony tail. He doesn't apologize as he brushes past you into the lift, followed by his retinue of guards, all of whom seem a bit nervous to be in the presence of the gruff young nobleman. Evidently one of their number has earned Rhone's ire and probably a viscous scolding as well. It's clear that none of the guards wish to repeat that scenario.

Talic and Deston:
You notice that the more money you win (and spend) the more attention you receive from the casino staff. Suddenly, an attendant informs you that all meals and drinks are now complimentary, and later a gaming manager asks if you wish to be escorted upstairs and participate in some of the private, high-stakes games available exclusively to VIPs.


Bah! Ninja'd!


Lynnara & Emmentian:
Suddenly a ruggedly handsome man orchestrating several of the fish competitions places a hand lightly on Lynnara's arm. "Ah, I wouldn't put my money on that one, if I were you, m'lady," he says with a wink and a sly smile. "Although I heard a rumor that the little pink glimmerfish there has been having one hell of a night. But what do I know?" he whispers, a smile once again on his lips. Sure enough, as soon as the race starts, the tiny pink fish soon outdistances the rest of the competition, including Lynnara's pick. After the race the mysterious man again locks eyes with Lynnara and gives a small shrug, as if to say I told you so.

Lynnara and Emmentian, you may both make a knowledge (nature) check to try and identify the man's profession. Emmentian, Im also still waiting on your perception check.

More coming later on the rest of the parties actions. I'm a little busy at work right now.


@ Qarxan: After a few minutes of casual conversation with some of the patrons, you learn that Rhone Penderghast is indeed in attendance at the casino this evening, although he was last seen heading upstairs with a small retinue of bodyguards.

Emmentian, you lose 100 gp

Talic, you win 300 gp, plus in the excitement of your win, as you are collecting your winnings you manage to pocket an additional 50 gp in chips without anyone noticing.

Here's a little info on each of the areas of interest you will be investigating:

Pool:
In the pool, most of the patrons not drinking at the bar are gathered around a large glass partition containing many different species of small, colorful fish. Upon closer inspection, you realize that these fish are trained to race and fight, and many of the spectators gathered are placing bets on the outcome of these events.

Security Booth:
High up above, it is hard to discern anything through the fogged glass panes of the booth, but it appears as if several men are gathered within. One of them appears to be scolding the others, using broad gestures and aggressive body language.

Vault:
You notice that while most of the patrons in the casino cash in their chips at the Cash & Carry booth on the ground floor, a few of the very lucky winners are escorted by security to a private lift, and taken upstairs. After a few moments, they reappear, usually accompanied by a cart bearing several satin money cases embroidered with the Calypsia logo.

Feel free to gamble and gather information as much as you want, but I need everyone to make a perception check regarding their particular point of interest. DC 20


Ophilia turns pensive for a moment. At last she answers "I am unfamiliar with the members of the Penderghast family who reside outside Oceania, save for Magnus Penderghast, patriarch and house regent of the family, and he's the sort to never leave his lofty tower in Mirage. As far as the local members of the family, there's Emilia, of course. Her eldest boy, Rhone, might be a good choice to imitate; he manages much of his mother's holdings and investments, and frequents this casino quite a bit. Then of course there are the twins, Duncan and Elise, neither of which would be in attendance here without their mother. Be aware, "teacher", that I am not so intimately familiar with this Rhone, and you will be on your own to assume this persona with any amount of accuracy."


Also, the gambling rules have been posted in the OOC thread.

So far, I have the party divided as such:

Lynnara and Emmentian - pool
Talic and Deston - vault
Samisel and Qarxan - security booth

If this is not the case, please let me know


For the sake of convenience, each of you is wearing a bathing suit under your attire. Although, Talic, it might not due for you to be seen in yours ;)


Gambling "games" will consist of wagering money and then rolling a single d6 to determine your success. You may continue "playing" until you are either out of money or you have rolled the dice 10 times. You may quit at any time, in which case you keep whatever earnings, if any, you have gained up to that point. Minimum wager is 50gp. There is no maximum wager. All 1:1 wagers will be matched by the house, 2:1 will be doubled, and 3:1 will be tripled. Odds will be as follows:

1:1 = must roll an even number to win.

2:1 = must roll a 5 or higher to win.

3:1 = must roll a 6 to win.

Here's an example of play:

Starting balance = 500 gp. Wager = 100 gp
Odds = 1:1

1st roll: 1d6 ⇒ 1 FAILURE!

New balance = 400 gp. Wager = 50 gp
Odds = 2:1

2nd roll: 1d6 ⇒ 6 SUCCESS!

New balance = 500 gp. Wager = 500 gp
Odds = 3:1

3rd roll: 1d6 ⇒ 5 FAILURE!

New balance = 0 gp

And now I'm broke, so I can't gamble anymore :P

If you have any questions regarding these rules, let me know.


Inside the casino, the decor is even more impressive than the exterior. A wide assortment of games and gambling tables sprawl around the circumference of the room. Beautiful hanging flower bouquets float suspended from the vaulted ceilings, lit from within with amber lights. The plush, wine colored massive soon turns to thick plate glass, and below the companions' feet lies a sparkling coral reef, ablaze with underwater lights, where schools of colorful fish dart and play among the coral. Sunk into the glass floor is a massive man-made lagoon dominating the center of the atrium. Already, several tipsy patrons in skimpy bathing attire flirt and share drinks with one another at the poolside bar. And, just as Celeste described, a towering, artificial waterfall thunders and cascades down the hollow core of the building, pouring into the lagoon below.

As the party marvels at the fancy decor, Celeste gathers everyone close to disseminate information.

"As lovely as all this is, let's not forget why we are here. Somewhere, eight floors above our heads, Carmella sits in a locked vault awaiting certain execution. It is our job to get her out. That means we need information, and tonight is the only night we are likely to get it. Now, there are three main areas of interest we need to investigate. I'd like for two couples to pair up and tackle each one."

"First is the pool. We need to find out if there is any sort of hatch or access port on the ground level that leads to the reef system below. They must clean it and maintain those lights somehow, and we need to find out how they get in and out of there. Second is the security booth, which is on the fifth floor." She points to a large glass front skybox overlooking the atrium. "The casino architectural blueprints are likely maintained inside, and we're going to acquire them. Also, that will be a good place to find out information on what kind of guard rotation they maintain here after hours. Finally, we will need to get eyes on the vault itself, so we can know what kind of locks and security measures we are dealing with, and also to see if we can somehow make contact with Carmella, to let her know we are coming."

"I'll let you all decide which two couples want to tackle each task. I don't care how you do it, just get that information! Lie, flirt, persuade, or intimidate if you have to, but whatever you do, don't go home empty handed! We have roughly six hours to accomplish this, so take your time, gamble a little, and develop a rapport with your marks, then make your move."

I need to know who is doing what task. Also, I will try to post the gambling rules in the ooc thread soon.


Celeste lightly pats the little snake on the head. "Oh, do bring him! He's just the cutest little thing! Although, you may have to hide him somewhere on your person when we pass through the security check."

At that moment, a sharply dressed and groomed page boy knocks politely on the door, bowing to Celeste as she opens it. "Your coaches await, m'lady." he says.

"Good, right on time!" she remarks. "Well, shall we depart?" she says to the gathered couples. Heads eagerly nod in agreement.

Outside, the cool night air is electric with excitement and anticipation of the coming night's events. Two handsome stage coaches of delicate white wood are parked on the cobblestone street outside of the inn, their respective pairs of destriers pawing the ground and tossing their heads proudly in their gilded bridles. Once everyone is boarded, the coach drivers maneuver smoothly out into the night traffic. Everywhere the companions look, merriment is underway. Beautiful women and handsome men dance in the streets as musicians play on the sidewalks and thoroughfares, and every doorway, window, and archway is bedecked in sparkling lights of every conceivable color. The crowds thicken as the coaches near the casino district, and once the Calypsia comes into view, it is difficult for even the most indifferent observer not to just simply stare and marvel at the view.

Rising several hundred feet into the night sky, the facade of the fantastic spiraling glass tower is lit from below by a clever collection of rotating colored lanterns, throwing myriad blues and whites over the surface of the structure, making it seem as if it were constructed of nothing more than shifting water. Magnificent terraced gardens and mosaic tiled pools of turquoise water flank the winding road leading up to the grand entrance. Already the line of finely dressed hopefuls waiting to enter stretches out into the night.

The coach drivers bypass this line, coming to a halt at a second entrance, where a pair of imposing men dressed in tailored black finery block the door. One of them steps forward, addressing the lead driver.

"Hail, and good eve, sir. May I inquire who seeks leave to enter?"

Without missing a beat, the driver withdraws a set of bound and sealed parchments, handing them to the guard, and then begins to recite from memory a rather detailed and superfluous description of the party's fake identities, including a lengthy family tree of each person. The whole ordeal takes several minutes, until at last the guard finishes reviewing the documents and hands them back to the driver.

He opens the coach door, his companion doing likewise. "The Calypsia welcomes you, fair ladies and gentlemen. It is our honor to host you this evening." he says, affecting a deep bow and offering his hand to Celeste, who accepts it and graces the man with one of her brilliant smiles. To Talic she whispers "Garrett donated a significant amount of money to this place in order to get our names on the V.I.P. list. Get used to being treated in this manner."

Indeed, as each of the couples step out of the coach, the guards very nearly prostrate themselves in deference. Upon seeing Samisel, however, the guards jump to their feet, coming to the position of attention and snapping off a crisp salute. "Good eve, Captain. Enjoy the festivities tonight." one of them says.


Feel free to take your time, guys, we're not in any sort of rush. We've had I think maybe four or five people show interest in playing, and Smerg's been the only one to actually throw out a concept, so as of right now recruitment is still wide open.


Your outfit, or "disguise" grants you a +4 to all bluff, diplomacy, and intimidation checks made to stay in character. Your respective companions, or "dates" also confer an additional +4 to these skills. In addition, your date grants you one "get out of jail free" card, so to speak. They will bail you out of a bad conversation or failed skill check one time and one time only. The rest is up to you.

Here are your fake identities:

Samisel:
You are Treben Mirichek, Captain of the ORCA guard and emissary from the Verdan branch of foreign affairs. You are here to take stock of the state of affairs that ORCA is involved in here in Oceania, particularly matters involving Carmella's incarceration and the current political battle between ORCA and the Freemen. One you have garnered enough information, you will file an official report and send it back to your superiors in Verdan. You have been provided false identity papers that will pass a cursory inspection, though you will have to come up with any further credentials on your own. Your date is named Naya, a beautiful dark-skinned woman who hails from the Mbawi provinces of northern Verdan. She is acting as your assistant, though tonight the two of you will seem to be mixing a little business with pleasure.

Deston:
You are Abel Diatonne, fifth son of house Diatonne. The Diatonne family is a rather minor noble house throughout Oceania with very little claim to any true royal line, but they are nevertheless extremely wealthy and well known in most underground circles due to one thing: opium. It is a poorly kept secret of the Diatonne family that they garner most of their wealth through elicit drug trade with other countries. They have many sons and daughters, most of them bastards or half-breeds with only a partial claim to the family name, and almost all of them useless and hopelessly addicted to the very substance they sell. The children of Diatonne frequent the more whimsical and fantastical social scenes around Oceania, including many masquerades and costume balls. Your usual half mask has been replaced by a gaudy ball masque shaped like a raven's beak, trimmed in dark purple and black. Your date is Sarah, playing a salacious female escort and fellow opium user. She too wears a ball masque.

Lynnara:
You are Desha Al Alwa, a minor Caimarian river princess, with holdings near Aiil and Finspotter Point. You are like many other Caimarian princesses: wealthy and bored. You are in Gold-Bottom to enjoy the festival, and to possibly find a suitor or husband among the rich nobleman. Your date is Anton, who is acting as your brother and honor guard. His "job" is to make sure you are never alone with another man; a situation which might compromise your chastity and therefore make you worthless as a potential wife. It is a well known fact that taking the virginity of a river princess is something of a coveted honor among young noblemen.

Qarxan:
You are Sir Frederic Lightfinger, a professor of the Nimbus Academy of Magi, on sabbatical from your job in Skygaarde. You are currently using your free time to write a dissertation on the effects of air magic during the Crossing, and how this knowledge might be used to improve air travel back in Nimbus; a major source of commerce within Skygaarde. Your date is Ophilia, playing a young student of yours who is captivated by your brilliance and whom you are also having an elicit relationship with. The emblem on your tunic marks your profession, and many a young wizard would be eager to converse with such a renowned teacher.

Emmentian:
You are Egrid Yvel, merchant lord and exotic animal breeder from the Saam province in Ember. Your commerce union has just finished with all of its contracts here in Oceania, and you have seen fit to grant yourself and all of your chief merchants several weeks of paid vacation for a job well done this fiscal season. You are taking your vacation in Gold-Bottom, where your penchant for gambling can be exercised to greatest effect. Your date is Marilynn, playing your attractive, obedient, and dutiful wife. It is no secret that Saamish merchant lords are the shrewd entrepreneurs and talented businessmen, capable of turning a single gold sovereign into a mountain of capital and equity almost overnight, and their words of wisdom regarding trade and commerce are highly sought after.

Talic:
You are Talia Rosewood, youngest daughter of House Rosewood, a large and prominent house with major holdings in Mirage and other cities. You have been sent by your parents to Oceania to visit your cousin Celeste, who is supposed to teach you the proper behavior and etiquette of a young noblewoman, before you return home and try your hand at the Grand Court of Mirage. Your date is Celeste, playing your cousin, who is seeking to "corrupt" you, so to speak, by showing you what the nightlife in Gold-Bottom has to offer.

In addition to the outfits, Celeste hands each of you a small briefcase containing ten small gold bullion bricks worth 100 gp a piece. Five of the ten is your advance payment that Garrett promised you. Celeste instructs you to use the other half as gambling money at the various tables and games the Calypsia offers. The more coin you spend, the less suspicious you will seem to the Calypsia security.


Suddenly Celeste emerges from Talic's room, her hands clenched and excitement in her voice. "Ladies and gentleman, allow me to introduce the lovely Ms. Talia Rosewood, daughter of house Rosewood and my new 'cousin'!"

What walks out from behind the door cannot be described in mere words. Wearing a ridiculous strawberry blond wig, and dressed from head to toe in the most vibrant pink anyone has ever seen, Talic undoubtedly looks ridiculous. And yet, when viewed through objective eyes, it's hard not to be impressed by the transformation Celeste has wrought in the halfling. His chic outfit, generous make up, and fake eyelashes compliment his naturally high cheek bones and slight build. His four inch heels take him from minuscule to merely short, and the whole ensemble comes together to give an impression of a genuine, even slightly attractive, human girl. The effect is quite eerie to those who have simply known him as Talic, and would be even more convincing save for the halfling grimacing and wobbling with every step, as well as digging at under garments wedged into places unfamiliar to the little rogue.

Celeste is positively beaming. "Isn't he just adorable!" she exclaims. Talic groans in embarrassment.

She then turns to the beautiful women and the handsome man sitting in the room. "These lovely darlings," she says, gesturing to them, "are my friends, and have graciously agreed to be your dates for the evening. They are loyal to our cause, and each has prepared a fictitious backstory for each person here, which they will recite with you on the way over to the casino. They will help maintain your cover, and will bail you out in a pinch, but don't expect them to do all of the talking. Only you six know what's truly at stake here, and I expect you to be out there asking questions and gathering whatever information you can glean. The Wilds know we will need it tomorrow if we are to have any chance of success in freeing Carmella."


Celeste pokes her head around the door to answer Deston's question. "No weapons allowed inside Calypsia's walls, I'm afraid. So unless you've got a great hiding place, or a fast hand and a glib tongue, I'd leave them behind, dear. And make sure whatever enchanted trinkets you've got on your person are harmless enough, else they're liable to be confiscated as well."

Seeing the swordsman's dour expression, she gives a soft laugh. "Relax, friend Deston! Tonight is strictly for information gathering and reconnaissance. No bloodshed necessary. And besides, it should be fun!"


Celeste does a mock gasp at the words of the devilish rogue, a slight twinkle in her eye. "Perhaps," she says quietly, trying to suppress a grin, "but I'll have to see how you 'perform' in other areas first."

She then ushers him into the next room. "Now come along, cousin Talia, we've got to get you ready for the ball!"


Bump, lest we fade into obscurity. :)


Sorry Talic, but I just couldn't pass up the opportunity to make you wear a dress ;)


Back at the inn, the group is surprised to find Celeste already waiting for them in the common room. With her are four stunning young women, and one darkly handsome young man. All are dressed in exquisite fashion, and the women smell faintly of flowers and other sweet aromas. Brightly colored and painstakingly wrapped parcels and packages lie everywhere; it is quite evident that someone has done quite a bit of shopping.

Seeing the party walk in, Celeste claps her hands in delight and rushes forward to greet everyone. "Oh, good!" she exclaims. "I was afraid you'd be late! Come, we have much to do to get you ready."

One by one, she ushers each of the companions to their own private room, where a piping hot bath has been drawn. She instructs each person to bathe thoroughly, after which she presents each with several packages of clothing containing a brand new outfit cut in the latest fashion from expensive fabrics. Also included are costly rings, brooches, bracelets, and other accessories.

For Samisel, there is a smart looking coat and trousers of deep green, cut in a military fashion and trimmed in muted gold.

For Deston, she brought a starched white shirt with billowing sleeves, strait black slacks tucked into high leather boots, polished black. Over that is a stiff vest of shiny black calf skin.

For Qarxan, a sleeveless red vest over a gold tunic, with dark red tights tucked into pointy black shoes with a large gold buckle.

For Emmentian, exquisite robes of a rich brown, embroidered with fancy designs in cream and gold.

For Lynnara, a beautiful strapless gown of periwinkle blue, beaded with sparkling crystals along the hem.

And finally, for Talic, a small dress of bright, vivid pink and a matching pair of pink stiletto heels.

Seeing Talic's incredulous expression, Celeste took the young halfling's hands in her own and spoke soothingly to him. "Dear sweet, brave, magnificent Talic, I realize your ensemble isn't quite what you were expecting, but please allow me to explain. You see, such a man of your youthful, handsome countenance could easily be mistaken for a human child. Seeing as how Calypsia is not a place for children, your presence there could cause quite a stir. However, with the right wig, a bit of rouge, and the proper outfit, we can transform you into the wealthy young daughter of some lesser known noble family. Trust me, oh courageous and magnificent Talic, this course of action is for the best!"

Before the rogue can object, she leans down and plants a soft kiss on his lips, momentarily silencing him.


With the bodies safely out of sight and relieved of their possessions, the party heads deeper into Gold-Bottom Bay's exotic market district. The afternoon crowds are thick by now, and the entire market is a riot of color, aroma, and noise. Vendors selling sweet meats, roasted nuts, and candied yams pass out samples to potential customers as they pass by. Weapon dealers and blacksmiths offer a glittering array of knives, bows, spears, and swords, many of them foreign and unique in nature. Others sell a wide variety of colorful birds and exotic pets, who squawk and growl in their cages. As the Festival is nearing its end, many vendors are dramatically cutting their prices in an effort to be rid of their wares, and everywhere you look, you see large amounts of money changing hands.

In this cacophony, it quickly becomes evident that finding either Duncan or his sister is proving futile, and as the afternoon wanes, a small, well dressed page boy delivers the group a message:

The day grows long, and the time of the gala approaches. We mustn't be late! Meet me back at the Mermaid Lounge, and soon! I have gifts for you.
~Celeste~

If there is anything you'd like to buy here at the market, now would be a good time to do it. Otherwise I will skip ahead.


@ Samisel: Several people have witnessed you strike down the ORCA guardsmen, but it seems as if most of the onlookers are indifferent to the deaths. After all, ORCA is not very popular in a place as generally lawless as Gold-Bottom. You do notice a few frowns and scowls among the people, likely a reaction to upsetting the peaceful spirit of the Festival of Fortune.

@ Talic: After a thorough searching of the guard captain's body, you find a small red metallic seal embossed with a picture leaping whale on the front. Likely, it is some sort of identity tag or badge, designed to display the carrier's rank and station.

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