Diabolism

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403 posts. Alias of KnightErrantJR.


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Tsadok Duskwalker wrote:

DM:

** spoiler omitted **

For Tsadok:

Spoiler:
After another couple of hours go by, and the "succubi" are starting to look a little impatient with your nursing your drink for so long, you see a woman enter the establishment.

The woman looks about as out of place in this establishment as you do, though for different reasons. She's an attractive half-elven woman, with red gold hair and Varisian tattoos on her face and neck, wearing a nice green and gold gown.

She seems likely as your contact, from what you've picked up.


Mario Nedraid wrote:

Mario will concentrate on the Golem game for the second circle, betting five silver teeth at a time. He will try to win the three gold eyes for passage to the Erebus circle that way.

When he does win that much, he will make one stop at the Goulette table for a single spin for the minimum bet. Then he will pay for the next circle.

For Mario:

Spoiler:

The first hand of Golem, Mario has the following result: 1d20 + 7 ⇒ (17) + 7 = 24

In the first hand, Mario wins 1 Silver Tooth.

The second hand of Golem, Mario has the following result: 1d20 + 7 ⇒ (8) + 7 = 15

Mario breaks even, loosing to the Golem but beating a few of the fellow players.

The third hand of Golem, Mario has the following result:
1d20 + 7 ⇒ (8) + 7 = 15

Again, Mario breaks even. At the very least, your fellow players aren't getting too upset with you.

The fourth hand of Golem, Mario has the following result: 1d20 + 7 ⇒ (13) + 7 = 20

Mario wins 5 Silver Teeth in this round.

The fifth hand of Golem, Mario has the following result: 1d20 + 7 ⇒ (10) + 7 = 17

Mario wins another Silver Tooth, bringing his total so far to 7 Silver Teeth.

The sixth hand of Golem, Mario has the following result: 1d20 + 7 ⇒ (18) + 7 = 25

Again, Mario wins a Silver Tooth, bringing his total to 8 Silver Teeth.

The seventh hand of Golem, Mario has the following result: 1d20 + 7 ⇒ (16) + 7 = 23

Mario wins 5 Silver Teeth, bringing his total to 1 Gold Eye and 3 Silver Teeth.

The eighth hand of Golem, Mario has the following result: 1d20 + 7 ⇒ (6) + 7 = 13

Mario looses 1 Silver Tooth, loosing to the Golem and several other players.

The ninth hand of the Golem, Mario has the following result: 1d20 + 7 ⇒ (16) + 7 = 23

Mario wins 5 Silver Teeth, bringing his total to 1 Gold Eye and 7 Silver Teeth.

The tenth hand of Golem, Mario has the following result: 1d20 + 7 ⇒ (4) + 7 = 11

Mario looses another Silver Tooth, bringing his total down to 1 Gold Eye and 6 Silver Teeth.

The eleventh hand of Golem, Mario has the following result: 1d20 + 7 ⇒ (7) + 7 = 14

Mario breaks even.

The 12th hand of Golem, Mario has the following result: 1d20 + 7 ⇒ (16) + 7 = 23

Mario wins another 5 Silver Teeth, bringing his total to 2 Gold Eyes, and 1 Silver Tooth.

The 13th hand of Golem, Mario has the following result: 1d20 + 7 ⇒ (15) + 7 = 22

Mario wins another 5 Silver Teeth, with his total sitting at 2 Gold Eyes and 6 Silver Teeth.

The 14th hand of Golem, Mario has the following result: 1d20 + 7 ⇒ (12) + 7 = 19

Mario wins and picks up 2 Silver Teeth and 5 Copper Hearts, bringing him to 2 Gold Eyes, 8 Silver Teeth, and 5 Copper Hearts.

The 15th hand of Golem, Mario has the following result: 1d20 + 7 ⇒ (17) + 7 = 24

Mario wins 6 Silver Teeth, brining his total to 3 Gold Eyes, 4 Silver Teeth, and 5 Copper Hearts.

Finally, as Mario walks by the Ghoulette table and drops a Silver Tooth on his bet, the following happens: 1d20 ⇒ 11

As Mario fails to score big at the Ghoulette table, the Ghoul's head says to Mario:

"You know, I've heard your skill at gambling is similar to your skill in bed. Trust me, you want to hang onto your gold, you'll need it if you want any action."

Mario looses 5 Copper Hearts, bringing his total to 3 Gold Eyes and 4 Silver Teeth.

When you head to the cashier, she happily takes your three Gold Eyes and your Badge of Dis, and hands you a brand new pentagram badge with the word "Erebus" carved into the center of it.


Lyre wrote:

I will just stick with the current roll

After her game at that table Lyre has a shot at the Ghoulette table

Gambling role

1d20

For Tippy and Lyre:

Spoiler:
At the Bounder table, Lyre's dice are moderately kind to her, and she picks up 2 Copper Hearts.

At the Ghoulette table, Lyre (assuming he bets the minimum of 1 Silver Tooth), wins 5 more Copper Hearts.

Upon having the wheel quit spinning, the small ghoul's head on the wheel says to Lyre, "Your bet shows astonishing wisdom, especially for a gnome."


Tsadok Duskwalker wrote:
Tsadok remains watchful for his research partner, looking towards the gambling with an interest in who will win. It all seems a bit strange to him, watching these people gamble with their souls, or at least looking like they do.

For Tsadok:

Spoiler:
Tsadok has been sitting in the room for the better part of two hours as he watches the contestants move from table to table, and the first few of them paying to get their first badge to move to the next "circle of Hell."

While it has been a while, you weren't told that your prospective research partner was coming at a specific time, only that she often comes to this establishment.

Do you wish to continue waiting?


Tippello Tabinero wrote:

Tippello grimaces at the muttering players in something that doesn't quite represent a smile and pats Lyre on the shoulder.

I'm sure they don't mean anything by their idle chatter Lyre.

Tippy uses "Bit of Luck" on Lyre (letting her use two d20 rolls for her next roll and choose the best.

Come on fellows be nice to the lady, she's just having some fun.

Tippy uses Diplomacy on the other players to hopefully make them friendlier 1d20+7.

For Tippello:

Spoiler:
The ruffians at the table seem to calm noticeably when you talk to them, and especially as Lyre steps away from the table. In a few moments its easy to see that they were only momentarily agitated.

I'm waiting for Lyre to mention if she wants to use your luck on her Bounder roll.

You don't see any immediate threats that you can detect in the area, other than the odd agitated gambler that only seems to act up until they see one of the guards walk nearby or get distracted by one of the "succubi."


Antianel Jastieth wrote:

Antianel watches Vancaskerin's display with a slight frown, looking from the casino owner up to the caged creature - some kind of devil? - and back again. Once the speech is over, Antianel turns toward the cashier's cage, buying a couple of gold pieces' worth of silver teeth. He wanders from one game to another, losing his chips slowly, paying more attention to the building and the employees than to what's happening to his money.

Mostly playing dice games like bounder, with at least one spin at ghoulette out of sheer morbid curiosity.
Profession (gambler): 1d20 + 1

For Antianel:

Spoiler:
After wandering over to the Goulette table, while carefully watching the Golden Goblin, your spin comes up even for the game. The ghoul head at the center of the wheel looks at you and says:

"Wow, you managed to break even and not loose anything. I guess what they say about elves is true, they really are inconsequential to the overall well being of the world. Have fun not making a difference."

You break even, not loosing your Silver Tooth and not winning anything.

If you want to make a gambling check to see how you do at Bounder, let me know what the roll is.


Mario Nedraid wrote:
Mario will try two rounds at each table, betting the minimum, just testing out which one he's best at. After that he will buy his way to the next circle of hell. Then he'll start betting five silver teeth on the games he's good at.

For Mario:

Spoiler:
Mario's try at Bounder has the following results:

1d20 ⇒ 3 for the first game and 1d20 ⇒ 16 for the second game.

Bounder results= After betting one Silver Tooth for each game, Mario looses 5 Copper Hearts in the first game, and wins back his Silver Tooth and 2 Copper Hearts in the second game, with the net result being a gain of 2 Copper Hearts.

Mario's try at Ghoulette has the following results:

1d20 ⇒ 3 for the first game, and 1d20 ⇒ 20 for the second game.

When the first game's results come in, the Ghoulette head says the following to Mario:

"You know, you look human, but I could have sworn someone with your keen tactical skills would have had some goblin blood in him. Did your mother used to spend a lot of time in trash dumps?"

You loose 5 Copper Hearts in this game.

When the second game's results come in, the Ghoulette head says the following:

"Wow, that was a good spin. Nice work, Ace. Too bad you didn't have the stones to put more than a single Silver Tooth on the line."

The net gain between the two games is 5 Copper Hearts.

Mario's try at Golem results in the following:

After seeing a gnome leave the table and her halfling friend try to talk down some of the glaring ruffians at the table, the next hand starts.

1d20 + 7 ⇒ (2) + 7 = 9 and 1d20 + 7 ⇒ (20) + 7 = 27 for the second game.

Mario's first hand of Golem finds both the other players and the Golem beating his hand, and Mario looses 5 Copper Hearts. The second hand goes much more to Mario's favor, as he handily beats all of the other players and also beats the Golem hand as well. Mario wins a Silver Tooth and four Copper Hearts.

The net gain for Mario is 9 Copper Hearts at the Golem Table.

Mario's try at Skiffs goes this way:

The first "race" goes this way: 1d20 ⇒ 17

The second "race" goes this way: 1d20 ⇒ 4

The table is crowded with many of the halfling gamblers at the Goblin this day, and they chatter using jargon about the game that you aren't familiar with. They also laugh and smile knowingly looking at a human trying his hand at "their" game.

The first race Mario squeaks in ahead a few of the participants, and gets 2 Copper Hearts for his trouble, and the second race Mario comes in dead last and looses his entire Silver Tooth that he wagered to get into the game.

When you finish your initial round of gambling and head towards the cashier for your Badge of Dis, the cashier asks for a single Golden Eye in payment for entering the Second Circle, and then smiles as she hands you a plaque with a pentagram painted on it with the word "Dis" in the center of the pentagram.

I'll let you determine which games you were best at, and which one's you wish to try out again. Just let me know when you've had a chance to read through the above.


Lyre wrote:

Lyre is some what put off by the thugs and decides to move on to another table at least till some of the current group at the golem table leave she decides to give the Bounder game a shot putting in 2 silver

Gamble check

1d20

For Lyre:

Spoiler:
You can use Tippy's reroll for this check, or you can let the 17 stand. Let me know, and we'll resolve this particular game.


Mario Nedraid wrote:
** spoiler omitted **

For Mario:

Spoiler:
Sense Motive or Bluff would be useful in Golem, but otherwise, only Profession (Gambling) will help in the other games.

If you want to hit all of the tables, we can start at Bounders and work around the Goblin's gaming tables, but I need to know how much you want to wager at the Bounder table to start.


Lyre wrote:

Since the current game is going so well she decides to stick with it this time putting in a bigger stake of 7 silver

1d20 + 8

Lyre spends a few more minutes at the Golem table, and it becomes apparent that the other participants at the table can't quite read the little gnome. Once again, Lyre manages to beat all of the other players and the Golem hand as well.

Lyre wins back her seven Silver Teeth, and gains seven more Silver Teeth.

Lyre does notices that several of the others at the table, many of whom are the rough and tumble crowd native to this section of Riddleport, begin to glare and the little gnome and begin speaking of violent exploits in their pasts.

For Lyre:

Spoiler:
The others are attempting to demoralize the gnome with their violent talk of the things that they have done to cheats and those that are too lucky in the past.

Lyre's DC to be demoralized is 10, and the thugs at the table have the following check:

1d20 + 4 ⇒ (20) + 4 = 24

Lyre will be at a -2 to her checks due to the rough talk if she stays at her current game for the next hand.


Tsadok Duskwalker wrote:

Hmm, Tsadok thinks to himself. He motions for one of the succubi "waitresses" to come over to him, and he inquires "What will it cost me to watch these poor folk lose their souls?"

Sighing, he finds the whole display a little ostentatious for his tastes. Although the caged imp does seem rather angry... and real.

The "succubi" winks at Tsadok and says, "Only the cost of a drink. Do you want the good stuff or the cheap stuff? If you want the cheap stuff, I know a cleric of Cayden that can keep an eye on you."

She laughs after she tells you this.


Mario Nedraid wrote:

"This actually intrigues me Ormizd. I believe I will enter the tournament as well!"

Mario will stumble over to the cashier, flirt with any good looking women, and shell out 20 gold pieces to get 20 copper hearts, 18 silver teeth and 18 gold eyes.

After one of the attendant "succubi" helps you to cash out your coins for tokens (and appears rather impressed with the amount of coin being changed), you have your "chips" to enter the games.

Do you have a particular game you wish to try out?


Lyre wrote:

After looking over all of the tables Lyre decides that Golem is the one she would have the most luck with and starts there betting 2 silver Teeth

Bluff check

1d20 + 8

After the attendants bring a box to prop Lyre up a bit so that she can see the table spread, the game commences. Not only does Lyre do well with her betting, but she beats everyone including the Golem hand, and all of the other players fail to beat the Golem as well.

Lyre wins back her two Silver Teeth and gains an additional two Silver Teeth.

Do you wish to continue playing hands of Golem, or do you wish to go to another game?


Lyre wrote:

Lyre uses all her gold to buy chips giving her a grand total of 10 silver chips

Also are any of the games able to be played using skills like bluff?

For Lyre:

Spoiler:
You can use the bluff skill for Golem, but its not much use for the other games.


For Antianel:

Spoiler:
The man at the back of the room looks up and briefly notices you walking towards the back of the gambling house, and appears to furrow his brow, as if to try and "place" you. He quickly looks back to his employees, and starts at something else.

For Everyone:

Spoiler:
As the windows begin darkening with twilight, several gamehall employees enter, carrying torches shaped like pitchforks skewering burning heads made of straw and cloth to light several large braziers,
giving the hall a more infernal hue. A hush falls over the gathered crowd as a short man climbs to the central podium, accompanied by two gorgeous “succubi,” and stands before the gold, chain-shrouded chest there with a demoness on either side. He wears a formal suit, and his thinning black
hair is slicked back. His left arm ends in a stump just above the wrist, and affixed to it is a bronze cap from which protrudes an oddly shaped key.

After the man situates himself, the following occurs (for everyone):

Spoiler:
“Welcome, one and all, to the Gold Goblin Gambling Hall and your chance to cheat the Devil and win back not only your soul but all of his gold as well.” He says this last as he pats the large chest before which he stands. “I hope you found your reception by the Devil’s lovely temptresses suitably entertaining.”

This is met by a general murmur of laughter and a few catcalls. “Let’s take this moment to thank Old Scratch himself for attending this event. Not only did he loan us these lovely, dark angels, but he also emptied the deepest vaults of Hell itself to provide the gold for this tournament.”

At the sudden attention, Old Scratch (apparently the creature in the cage) flies into a flurry of rage, banging the cage bars, spitting, howling, and screaming vile epithets in a strange tongue at all assembled. His theatrics are received with guffaws and even a smattering of applause. As the crowd dies down, the man continues.

“Of course, he plans on replacing what he loses in gold with the souls of those of you who don’t win. The tournament rules are quite simple—as you play, you’ll earn more chips. And with those chips, you’ll be able to bribe your way out of the current Hell you’re trapped in, working your way down deeper until you get to Old Scratch’s treasury.

Currently, all of you are Old Scratch’s prisoners in the first of the Hells, Avernus. If you want to work your way down to the ninth circle, you need to win games. Each time you win, you’ll be awarded a golden
eye. If you come in second, you’ll get a silver tooth. And third place wins a copper heart. These bits of flesh and bone are what the devils use in Hell for currency, and they’re what you’ll need to pay in order to bribe your way into the next layer of hell. The first player to win a game after reaching Nessus not only keeps his winnings for that game, but also earns back his soul and the ten thousand silver coins that the Devil put up for this tournament. You can, of course, decide to cash out your winnings at any time you want, but if you do, or if you run out of money entirely… well, that means Old Scratch gets you.”

The man grins evilly and the caged imp cuts loose with another profane tirade.

“And that earns you the Devil’s Mark and an escort out of the game hall until the tournament is over. What, you ask, exactly is this Devil’s
Mark? Well, it’s something too utterly horrible to even contemplate. The
forfeiture of your very soul, it is. But I suppose I can show you what it is—gods know I more than deserve the Devil’s Mark. In fact, better make it two, girls!”

With that, the two succubi accompanying him lean over and each firmly plants a kiss on Saul’s cheek with her ruby-red lips. When they pull away, their lip rouge has left clearly visible prints in the same shocking red on his cheeks.

The man beams as he cries out, “The Devil’s Mark, everyone!” which is greeted by a flurry of shouts, catcalls, and hoots. “Now, let’s cheat the Devil and take his gold!” which prompts one more rabid flurry from the imprisoned fiend above, and with that, the tournament begins.

For anyone that wants to sign up for the tournament:

Spoiler:
The following "contract" is handed to you when you sign up:

I, , do hereby sacrifice my immortal soul and the worldly sum of 10 pieces of silver to the Devil to hold in escrow against his own stake of 10,000 silver coins in the gambling tournament being held at the Gold Goblin Gambling Hall of Riddleport on this Oathday, 14th day of Arodus, 4708 ar.

I understand that my soul will be placed on deposit in the Hells’ deepest pit of Nessus. Furthermore, I understand that all winnings shall be catalogued in concordance of souls, to be represented by teeth, eyes, and hearts of the damned. By participating in the gambling tournament and beginning in the first pit of Avernus, my winnings shall earn my way deeper through the Hells on the following schedule:

Dis—1 gold eye
Erebus—3 gold eyes and a Badge of Dis
Phlegethon—5 gold eyes and a Badge of Erebus
Stygia—10 gold eyes and a Badge of Phlegethon
Malebolge—25 gold eyes and a Badge of Stygia
Cocytus—50 gold eyes and a Badge of Malbolge
Caina—75 gold eyes and a Badge of Cocytus
Nessus—100 gold eyes and a Badge of Caina

I understand that if I should lose my stake in the tournament I shall receive the Devil’s Mark and my soul shall be cast upon the rocks on the shore of the River Styx. I understand that if I elect to cash in my winnings before reaching the pit of Nessus I shall forfeit my soul and 50% of the cash value of my winnings for said early departure. If I am the first player to reach Nessus, then I am granted the redemption of my soul and the right to Cheat the Devil and Take his Gold in addition to collecting my winnings. In such a circumstance, all other players shall receive the Devil’s Mark and forfeit their souls. This is I do swear.

Witnessed by: --Old Scratch

For anyone going into the tournament:

Spoiler:
Essentially, as the contract above states, to move to the next phase of the tournament, you have to pay the above amounts. Each badge costs one gold eye (i.e. a chip that costs one gold piece). As soon as you can afford it, you can pay for the badge and then entrance fee to the next "level."

If you cash out your chips, or if you go broke, you are "marked" and escorted out of the gambling house.

When you sign up, let me know how many "chips" you are buying, and I'll keep track of them. You have to buy chips and wager them before you can bet (in other words, you cannot bet actual gold pieces, you have to buy chips first, then gamble).

Gold eyes cost, and are equal to, 1 gold piece (and if you leave the tournament early, are worth 5 sp to cash out).

Silver teeth cost, and are equal to, 1 silver piece (and if you leave early, are with 5 cp)

Copper hearts cost, and are equal to, 1 copper piece (and if you leave early, are only worth 1/2 of a copper piece, and a single copper heart cannot be cashed in).

All of the games work the same way, utilizing a profession (gambling) check, but there are various games, described below, that are running at the gambling hall.

The game descriptions:

Spoiler:
Bounder: Bounder is a dice game played against the dealer, using multiple dice, with the dealer rolling standard dice, and the players rolling 20 sided dice to beat his score.

Goulette: This is an odd game that is essentially roulette, but with a twist. There is an animated head that ridicules the players as they place their bets and comments on them and picks up on personal traits as the game goes on.

Golem: This is a fairly standard card game played against the other players as well as a "golem" hand that works against everyone.

Skiffs: This is an old halfling game that involves picking out racing boats from a bowl and choosing various boxes and advancing the skiffs until there is a winner.


For everyone:

Spoiler:
I'll post the next "advancement" to the scene tonight. I've been a little busy, and I've been sick today, so I need to dig out my campaign notes. Sorry about the delayed response.


Tippello Tabinero wrote:


DM:
** spoiler omitted **

For Tipello:

Spoiler:
As you look around the crowd, you can pick out that no one seems to be an immediate threat, which is not to say that the crowd looks particularly honest or incapable of such practices, just that no one seems poised to act on such things.

You knowledge skill are enough to tell you that the creature in the cage is beyond your field of study in either things arcane or divine, but not much more.


ormizd wrote:

As he steps in he is amazed at the speacale around him.

"This will make a good tail someday right..." as he look for his traveling companion.

For Ormizd:

Spoiler:
As you can see, your travelling companion seems to have found you.


Mario Nedraid wrote:

** spoiler omitted **

For Mario:

Spoiler:
As you scan the crowd, you see no one so infamous or well known as to come to your attention, with the possible exception of the man at the back of the room, Saul Vankeskerkin, and you know him mainly because he has been the owner of this establishment for some time.


Tsadok Duskwalker wrote:

DM:
** spoiler omitted **

For Tsadock:

Spoiler:
As you scan the crowd for the description that you have of your potential "research partner," you don't see anyone immediately that matches her description.


Antianel Jastieth wrote:

Antianel steps warily into the Gold Goblin, a frown fixed on his face. He pays little attention to the shapely "succubi" at the door, handing over his gold piece with barely more than a grunt. As he steps into the casino, he is slightly surprised that no one objects to the long curved blade strapped to his back; then again, the guards are likely not for show.

When one of the drink-laden serving girls passes with a tray, the tall elf takes a glass absently, moving through the room with no eyes for the games. He is looking for something, though.

For Antianel:

Spoiler:
Towards the back of the gaming house you see a man that might be the person you are looking for, though its hard to tell for sure. He's busy preparing somethings and is surrounded by the guards and "succubi" and a crowd of people as well.


Lyre wrote:
"Pardon me, Excuse me coming through" A small female voice shouts out as it's owner weaves in and out of the crowds of tall folk. Eventually the owner a Pink haired Gnome manages to weave her way to the main entrance of the Gold Goblin entrance Paying her entrance fee she pauses outside for a minute or two as if waiting for someone.

For Lyre:

Spoiler:
The attendants at the door let you know with a smile that its not quite time to take your money yet. They'll be happy to do so soon, however, and you can enter and look around before then.


The actual pbp thread is up and running. You can find it here:

KEJR's Second Darkness PbP

Everyone can "arrive" when they post to the thread, although I am assuming that our halfling and gnome friends will be arriving at the same time.


14 Arodus, 4708 AR

The day is clear and bright, a warm but tolerable day in Arodus, with the only thing to mar the view of the sky is Riddleport's now ever-present Blot, the dark blemish that has made the infamous port even more well known.

You find yourselves in the run down section of town near the wharves that is also the home to the Golden Goblin Gambling Hall. As you approach the Gambling Hall, you see the following:

Description:

Spoiler:
This grand establishment has seen better days. A wide veranda runs along the front between two short wings of the building. A massive, brass half-dome tops the building, but it is now tarnished and marred by the impact of years of weathering and bears a patina of greenish brown.

Standing before the main doors of the building is an 8-foot-tall statue cast in shining gold to resemble a larger-than-life goblin. It balances a golden dogslicer on a pile of gold as it smiles smugly down on all customers who pass beneath its gaze.

The doors themselves are of a strong dark wood imported from southern lands and are decorated with multiple panels depicting signs of luck and good fortune (four-leaf clovers, crossed fingers, and so on).

You can hear a great deal of activity within the structure, and for good or ill, what has brought you to the Goblin won't be found by standing outside of its doors.

For anyone that enters the Goblin:

Spoiler:
Just inside the main doors, two sultry beauties scantily clad and wearing faux bat wings, devil horns, and tails play the part of
alluring succubi.

Both are employees of the Gold Goblin, and they cheerfully register contestants for the tournament and process entry fees. Armed guards stand nearby to either side of an immense treasure chest into which each patron’s entry fee is added. The guards are on hand to not only protect the money, but to prevent any overzealous admirers from trying to dare the infamous touch of a succubus.

Beyond the registration table is the hall’s game floor. Dozens of gamblers, waitresses dressed as succubi, and bouncers mill about the room, wandering amid tables offering various games while dealers shuffle cards, roll dice, and spin wheels. Moving through this throng are a dozen more of the barely clad, batwinged vixens serving drinks and batting coal-black eyelashes flirtatiously for tips. In the center of the chamber is a short podium atop which sits a massive gold chest affixed to the floor by similarly gaudy chains.

On either side of it stands a barechested bouncer in the exotic garb of some foreign sultan’s court. Each stands with muscled arms crossed over his chest and with a naked scimitar of prodigious size tucked through
his waistband.

High above them, from the hall’s cloth-draped ceiling, hangs a brass birdcage within which crouches a small, bat-winged, pointy-tailed devilish creature that sulks as it gazes over the room and occasionally rattles the bars threateningly.

Nearby, you hear an attractive female greeter saying the following to another patron that has just entered the establishment:

"Welcome to the Gold Goblin, handsome, the hot spot for turning fortunes and winning wagers beneath the arch. Looking for the squarest games, most honest dealers, and prettiest blamed barmaids anywhere in the port? Well, you found ’em, sugar!

Ready to be a rich man? Hope so, ’cause tonight’s your night.

Belly up to a table and get to winnin’; we’ve got the gold to make your dreams glitter. Good drink, fine food, and warm company’s extra, but we’ve got all that too—at prices so cheap we might as well be giving it away.

So find a spot, honey, order a pint, and leave it all to us, ’cause here, even a goblin could win his weight in gold!"

For Everyone:

Spoiler:
Let me know what your characters are doing upon entering the Goblin, and once everyone has a chance to post their opening comments, we'll move on to what's going one next.


Tsadok Duskwalker wrote:

Still paying attention here, friends.

DM:
** spoiler omitted **

For Darkmeer:

Spoiler:
You do have added incentive to show up at the Goblin, because while you haven't got the credentials to view the Cyphermage's information on the Blot, you have heard that there is a young mage that has been trying to get into the Cyphermages, a female half-elf named Samaritha Beldusk, that might be willing to help the right person do research, in the hopes that this research will help her with her application to the organization.


Tsadok Duskwalker wrote:

Still paying attention here, friends.

DM:
** spoiler omitted **

For Darkmeer:

Spoiler:
Without fully opening up the source, but using it as a guide, the 3.0 Arms and Equipment Guide has holy texts starting at 10 gp, if you want to go by that.


Antianel Jastieth wrote:

GM:

** spoiler omitted **

For Shisumo:

Spoiler:
The more I think about it, the more I'm thinking that I like Saul, just because it works to bring you into the story, gives you a roleplaying hook early on, but let it end more or less naturally, so that any long term complications develop naturally through the course of the campaign.

Good for you?


As soon as I hear from Tilquinith about Tippello and Lyre, we'll get going. As you can likely surmise from looking at the campaign traits, we'll be starting the adventure at the Golden Goblin Gambling Hall.

Before we actually start at the Golden Goblin, however, if anyone has anything that they have been researching or asking around about, let me know what it is you have been asking/researching, and let me know what the roll for that research/question is, and I'll let you know what you start the campaign knowing.


Lyre wrote:
Would you like me to rewrite some of the background or does it work fine as is?

If it works out that its okay to be friends with Tipello, the only real change would be that Tipello ran into you shortly after you arrived and has been trying to keep you from getting into trouble when you are out of your element. Nothing you need to note, as we'll know it going forward.


Lyre wrote:


That would be fine with me

If its good with Tippello, we'll run with it then and get going. Hopefully we'll have our answer shortly. Thanks.


We'll see how this goes, and run with this group for now, because I don't want to keep putting this off. I'll post in the other thread, but if anyone can get a concept up and make up a character that I'll approve, we'll insert them later.

Antianel Jastieth

Tippello Tabinero

Tsadok Duskwalker

Lyre

Since Tippello has "Fools for Friends" I wanted to see if it was alright for Tipello and Lyre to be friends, with Tipello more or less "adopting" the gnome, with here being a bit over her head in Riddleport.

Tsadok would essentially be wandering in out of curiosity as he researches what is going on regarding the blot, looking for a natural gathering of people without knowing the best place for scholars, per se.

Antianel knows exactly where he is, but he is looking for work and knows his way around Riddleport well enough to know that he's likely to find some interesting leads at the tournament.


Actually, it looks like Catman is going for a bard, so perhaps no bard at the moment.


Yes, unfortunately, you treat the hammer as a martial weapon, but as a sorcerer, you aren't proficient with martial weapons, so you would be taking a -4 on your attacks.


Kevin Mack wrote:
Quick question is it only the default traits you are allowing or would I be allowed to take one from another companion book?

Any Pathfinder source is allowed at this point.


So long as everything goes alright, it looks like we'll have a half-elf bard and a halfling or gnome sorcerer to go along with those locked in so far.

If possible, I'd like to have concepts approved and characters ready to go by this weekend, so anyone following along let me know if this will be a problem. I'll cross post this in the other thread as well.


LinusMundane wrote:

Nani Silentfoot(Human Rogue)

Nani always strives to be the best, she is strong willed, thickheaded and good at what she does. A simple cutpurse? Never her. Her ultimate goal is to lead the thieves guild, but she knows she has much to accomplish, skills to hone...and people to off on her way to the top. Trained by the best to be the best, she started her career early in life, her girlish charms paying dividends in some of the most uncertain circumstances because people trust her face, the face of an angel. Who suspects a 16 year old girl with blue eyes and blonde hair is going to steal their gold, or slit their throats? A lot more people do now than a year ago, but not enough as should.

You don't need to have a character ready to go, but I'd like to at least hear from you before I get off work tomorrow (4 pm Central Time), or I may have to move on to the next alternate. I just want to make sure you are still interested and are going to be able to check in fairly frequently once the campaign is going on.


Update:

So far the following players and characters are in the campaign and ready to go--

Antianel Jastieth

Tippello Tabinero

Tsadok Duskwalker


This is the discussion thread for the actual Play-by-Post, so I thought I'd get thus posted up. I don't have much to say in this particular post, so far, because I'm still sorting out the players for this game at this point.

More as the campaign planning develops!

Edit:

So far the following players and characters are in the campaign and ready to go--

Antianel Jastieth

Tippello Tabinero


Lucen looks to Danguard.

"Automatons do not seem to be affected by my people's song, as it affects the mind as well as the ears, and thus can even be heard in space.

While I don't want to leave you all in danger . . . the prospect of seeing more of the galaxy is . . . exciting to me."


"I . . . I don't know. To my knowledge none of my people have every left this system. We have traveled from the planet to the moons and back, but to leave entirely . . .

It would be difficult to do so, if I draw my people away so that you are not affected by their 'song.' For me to come with you, I would have to put you in danger, since I cannot travel this 'hyperspace' that you speak of without being in your ship.

I am not against the idea. I have watched you for 300 of your years, and strangely, I feel closer to you than I do to my own people . . . but I cannot leave you all in danger from my people, however unwitting the danger might be."


Votes

Groodar: Iego to see the dragon

HK-22: Anywhere to get more weapons, then wherever, back to the dragon if that's the prevailing plan.

Klonsa: Off planet, preferring Coruscant, Dantooine close second

Danguard: Prefers off planet

Ceelell: Off planet, perhaps one "low key" before hitting Courscant

Aruuna: Visit dragon first, then to Dantooine

So we're just waiting to see Christy's preference.


HK-22 wrote:
"This unit votes for leaving this rock of a world and getting more weaponry before we assault legendary creatures."

Votes

Groodar Greepbar: Iego to see the dragon

HK-22: Anywhere else first (to get more weapons), then to see the dragon (if that's what everyone else wants)


Lucen shivers at what she hears.

"You are my friends, and are quite fascinating. I have been keeping watch over you for three hundred of your years . . . I feel I must restate that its very dangerous to fly through the storms and debris to reach the planet proper, and the dragon itself is a massive, powerful thing.

But you must do what you think is best. I only want to you know the risks."

Votes

Groodar Greepbar: Travel to Iego proper, visit dragon


Ceelell Bendon wrote:

I got above a 5 on my roll! Maybe my maximum roll will go up every level.

Knowledge:Life Sciences (1d20+14=20)

For Ceelell:

Spoiler:
It occurs to you now that "dragon" might refer to "star dragons" or more specifically, a creature that you have heard about, called a Duinuogwuin.

There are no reliable records of them other than some veiled references in various ruins and tails from Outer Rim and Expansion Region worlds, but the scientists that have tried to sort fact from fiction seem to think that the creatures may have had the ability to survive in a vacuum, and may have even been able to traverse the void under its own power.

Obviously, said creatures seemed to be able to go without food, water, and air for long periods of time, and the various stories have found theoretical fossil records that would indicate creatures that ranged from perhaps five meters long to creatures that would be as large as some capital ships.

Other than matching the legends to some existing, non-specified fossils that "may" be attributable to the star dragon legends.


Ceelell Bendon wrote:
Ceelell gives a concerned look from the two sets of Jedi, the one whose rage seems to be flaring and the others who have broadcast themselves so fully. He looks to Klonsa. "Could you give me a description of this dragon? Perhaps it is a beast that has been encountered before? My people know much of the creatures that inhabit many worlds."

For Ceelell:

Spoiler:
You have increased in your Knowledge (Life Sciences) skill since you made your last check, so if you would like to make another check to see of any of this makes sense, you can do so.


Aruuna Irdrall wrote:

Aruuna looks rather surprised at that, and rushes over to them, kneeling down to touch Lucen's shoulder.

"What happened? Are you all right?"

Lucen blinks a bit, and as she does so, her level of illumination fluctuates a bit.

"I . . . I am fine. Jedi Klonsa Frakesh . . . I did not know that you wished to speak with the dragon. I would have advised against it had I known."


Klonsa wrote:
** spoiler omitted **

For Klonsa and Christy:

Spoiler:
Christy notices Klonsa reach out for something in the flow of light, as if to grasp it. Once he has done so, a huge, looming shadow comes across the river of light that Klonsa, Christy, and Lucen are currently floating within.

Why have you disturbed Flax'supt'ai? Oh yes, that is right . . . most of you are not that skilled with telepathy. You have disturbed my rest, and I do not wish to be disturbed. But I can see what you are looking for in you minds . . . I am disappointed in you, Diathim, that you let them disturb me.

Do not bring your wars to my world. You seek answers about the Sith, and I will only tell you this . . . Sith cannot long abide without trying to dominate, and when they tried to contend with me, they perished.

Either attempt to leave, or live in peace from this point on, but do not plot and plan your war here, or I will end it for you prematurely. I did not abide war coming here when Xim the Despot was crawling across the galaxy, and my mind has not changed now.

Abruptly, the connection closes off, and all of you violently drop out of the flow of energy, and physically back into your bodies.

Everyone sees Klonsa, Christy, and Lucen move violently, with a start, and once their eyes are opened, they seem to be shoved to the ground by some unseen force, blinking and disoriented.


For Klonsa:

Spoiler:
As you feel Lucen's people, you lightly touch each one, using them almost like stepping stones to leap from one to another across the landscape made of light and warmth.

You get the vague sense of traveling throughout Iego's system, from moon to debris field to the planet below. You can "feel" these locations, but you cannot quite make out the details of the various locations, other than those beings that can touch the Force.

Most of the beings that you feel in the Force are like Lucen. You feel beings that are born to using the Force, and do it as a natural course, rather than being trained in the Force, like you and the other Jedi you have felt in the Force.

On the planet itself, you feel beings similar to Lucen's people, but that have their own unique feel to them, as if they are also natural born Force users, but of a slightly different type than Lucen's people.

You do not seem to feel anyone that uses the Force in a similar manner to the Jedi or Sith that you have encountered in the Force before. There is, however, a presence in the Force, a powerful feeling of a being that is both born to natural Force use as well as one that has been trained to utilize the Force. The being has an enormous presence in the Force, but you have only "bounced a signal" off of the being.

If you wish, you can push a telepathic feeling or connection to this unique being.

Regardless, while you cannot detect the Light or Dark Side specifically in this manner, Jedi and Sith are similar in their "profile" when detected in this manner, and aside from your friends, you don't quite sense anyone similar to you, except for the one presence mentioned above.

For Christy:

Spoiler:
You feel the light and warmth swirl around you, and you lightly touch Lucen, Klonsa, and Lucen's people around you. While you are nearly lost to the overwhelming feelings, you focus enough to keep Klonsa from being overwhelmed and add your focus in the Force to his.

You can make out Klonsa beginning to glow, shinning in the Force, and you see rays of light that shoot out from him to bounce off of Lucen's people, and the rays bounce all around, creating a web of light which eventually comes back to connect to Klonsa himself.

While the rest of you debate your next move, you see Klonsa, Christy, and Lucen holding hands. Lucen glows even more brightly than she normally does, to the point to where its almost difficult to look at her directly. Klonsa and Christy both have dreamy expressions of their face, and a far seeing look in their eyes, as if they see more than any of you can perceive at the moment, and neither of them appear to be aware of the world around them in lieu of the hidden world they gaze at.


For Klonsa and Christy:

Spoiler:
As you are guided by Lucen into the trance that represents the powerful mental bonds of her people, you are caught up in the warmth and energy of the flow of golden light, and you can feel yourselves slowly opening up to the members of Lucen's race that are nearby, as if you are part of a river reaching a dam, and then flowing through the dam to continue on as the dam bursts before you.

Unlike the last time that you were connected to this flow of thoughts and energy, your entry is a bit more controlled, your travel a bit more deliberate. You can see the vague outlines of one another, and of Lucen's glowing form, and in the distance the glowing forms of the members of her race.

For Klonsa:

Spoiler:
Now that you are slowly reaching out to Lucen's people, you can attempt to "bounce" your Force sensitivity off of them and detect other Force sensitives in the system that are near Lucen's people.

You can make a Use the Force check in order to see how far and how well you can use this boost to your ability. Christy will have a chance to boost your ability while aiding you.

For Christy:

Spoiler:
As you feel your mind reach out to Lucen's people again, the light grows more intense around you, but you manage to keep close to Klonsa and Lucen. As you manage to control the flow of your mind through the spring of energy, you can feel Klonsa begin to try something, to reach out with the Force.

If you wish to bolster him with your Force ability, you can "anchor" him by reaching out to him in the Force and supporting him as he attempts to complete his plan.


For Klonsa and Christy:

Spoiler:
As you are guided by Lucen into the trance that represents the powerful mental bonds of her people, you are caught up in the warmth and energy of the flow of golden light, and you can feel yourselves slowly opening up to the members of Lucen's race that are nearby, as if you are part of a river reaching a dam, and then flowing through the dam to continue on as the dam bursts before you.

Unlike the last time that you were connected to this flow of thoughts and energy, your entry is a bit more controlled, your travel a bit more deliberate. You can see the vague outlines of one another, and of Lucen's glowing form, and in the distance the glowing forms of the members of her race.

For Klonsa:

Spoiler:
Now that you are slowly reaching out to Lucen's people, you can attempt to "bounce" your Force sensitivity off of them and detect other Force sensitives in the system that are near Lucen's people.

You can make a Use the Force check in order to see how far and how well you can use this boost to your ability. Christy will have a chance to boost your ability while aiding you.

For Christy:

Spoiler:
As you feel your mind reach out to Lucen's people again, the light grows more intense around you, but you manage to keep close to Klonsa and Lucen. As you manage to control the flow of your mind through the spring of energy, you can feel Klonsa begin to try something, to reach out with the Force.

If you wish to bolster him with your Force ability, you can "anchor" him by reaching out to him in the Force and supporting him as he attempts to complete his plan.

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