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Human on Team Human's page
129 posts. Alias of Chainmail.
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A quick recap.
Thumper Alpsbane, the clanchief of a mixed clan of 2500 humans and dwarves, pushed Kragg for quick answers after having him returned to life and restored by the human cleric of Torag from the Coalition of Light. Hoping to secure Kragg's immediate cooperation, he pushes Kragg to commit to a business venture and answer for having a member of the society that financed a duergar expedition to oust the dwarves from the mines and monopolize production.
Kragg is trying to piece together the lost time and orient himself as the clanchief relentlessly questions him and asks him where Thumper's clan fit in. It is quickly obvious he has sworn vengeance on the Society of Secrets, and quite friendly with the Coalition of Light. The appearance of a magic shovel similar to one stolen appears in one of Thumper's dwarves hands significantly complicates issues as Kragg demands to know where it was obtained. Thumper explains that he will offer 10% of the net for helping him with security on a 500-man(dwarf) expedition with multiple mules and carts. He makes a comment that he judges Kragg's faction support by the apparel that his followers wear. The counter offer by Kragg for future purchasing rights of minerals and the source of Thumper's shovel drive Thumper to leave the room in frustration leaving his gnome engineer to talk to the dwarves.
As the gnome explains that Thumper was cornered by foolishly offering all he was empowered to offer right away leaving him no room for a counter offer, he expounds on the mining genius of his clan. It takes a few intimidating words from Gallak to convince the gnome he needs to retreat from an already dangerous position, and he quickly leaves the room. Chris the mage enters shortly later to fix things as best he can. He realizes how much of an impasse there is, especially with the source of the shovel's origins required by Kragg and Gallak (it appears that Chris and Magnum have intimate knowledge of a black market outside the reach of Society at the moment). Magnum later confirms that the location of the source of the shovel's purchase, if revealed, could make it back to Chris' former employers and they would not be understanding in the least.
Chris notices that all but Hon seem to be quiet at the banquet, and tries to help out with some of his philisophical observations. "Nondwarves assume that all dwarves are stubborn and tend to see them through a common, narrow, prejudiced viewpoint. It is curious to us that dwarves fail to see this trait in themselves and the race as a whole. It is now clear how grudges in clans can be held for many years."
He also points out, "Having met you guys led by a stubborn Alpsbane, it is curious you couldn't get along with an alpha-Alpsbane. I have brought mama Alpsbane to meet you."
The dwarf female with the surly disposition and the helmet with horns in full mail seems anything but the motherly type. It appears she knows how to use the two two-handed hammers looped in her belts and has thirty or more pounds on most of you. She obviously had a head start on the festivities, but still manages to help tap a huge keg of 'Low Blow the Man Down Ale'. After draining the first tankard you have seen her drink, she wipes her mouth and looks you in the eyes.
"Stop moping around. We set a nice table."
The mage sets up a wonderful banquet. It appears some five dwarves with bagpipes are on hand to play before a heavy protein and carb dinner. With the clan chief and gnome absent from the proceedings, it is obvious Chris has moved up fairly high in the organization. Maybe commanding a adamantite golem does that in a dwarf hold.
"I propose a toast. To Kragg, returned to us after falling in battle. May his beard grow ever long."
As the wonderful dinner is served, Chris confides: "You know, dwarven pride is great thing, especially in battle. I think the jury is out on its value in negotiations."
He wanders over and talks to Magnum. It appears they had talked before. Magnum confesses, "I woulda stopped some actions of our group, but I am not the leader. As you know, dwarves are not easy to sway from a chosen path. Some can forget that their actions are being judged from the moment they enter another clanhold."

Gallak finishes his say, and the gnome decides to withdraw, obviously intimidated by Gallak. He withdraws from the room before Kragg has a chance to continue. That leaves a few of Thumpers dwarves behind shifting awkwardly from foot to foot.
Chris, the mage, enters a few minutes later to hear the response of Kragg. Obviously he is entering in the middle of the conversation.
He looks around in exasperation. "I guess dwarven diplomacy is at work again. One look at Thumper's face was enough for me to see how things ended."
He looks at Magnum: "By joining Thumper I didn't know we would be on different sides again. You know where we got the shovel can't be talked about. Remember your oaths."
Chris talks to Kragg and Gallak. "It appears we are at an impasse. I have been around dwarves long enough now to know when things are not going to be resolved. Thumper will not retreat an inch one he has set his mind. The Alpsbanes are not know for being flexible."
Magnum reminds Kragg:
Chris informs them: "I am authorized to feed you a grand farewell banquet. We have some solid dwarven fare here."
After haggling over the huge aquamarine, Spider gets his target price after an hour.
Spider speaks to Wil before departing. "Good luck Wil. Give my share to your temple. Have them say a prayer for me and my four sisters. After watching Lianelda's ascent, I am a religious man. The Ferret is back in town, I am sure he will come up with a way for me to get some serious swag. Watch out for those ratmen."
Spider will show you to the market where the jewels can be sold for the price he quoted.
"I think it is time for us to part ways," he says. "I assume I will get a share of the coins if no magic items. Defeating a rat bigger than the largest warhorse I have ever seen is something I will always remember."
He hugs Suny goodbye.
"If you decide to pursue the raid, leave me a message at the 'Handsome Stranger Inn'. Anyone in town can direct you there."
1d20 + 9 ⇒ (15) + 9 = 24
Spider will show you to the market where the jewels can be sold for the price he quoted.
"I think it is time for us to part ways," he says. "I assume I will get a share of the coins if no magic items. Defeating a rat bigger than the largest warhorse I have ever seen is something I will always remember."
He hugs Suny goodbye.
"If you decide to pursue the raid, leave me a message at the 'Handsome Stranger Inn'. Anyone in town can direct you there."
"There was mention of further fighting. I would rather we equip ourselves with these before rather than after."
Spider gestures toward the magic items.
Spider asks if there will be any more fighting. If so, he was hoping the treasure split would happen.
The human city, Lakeland, nearby the lord's keep is not nearly as impressive as Garrison from size and relative prosperity. The main industry seems to be fish and furs. There is also a profitable mine nearby, but it seems to have plentiful amounts of iron and a dripping black substance that burns with an oily smoke.
You return to your local inn, the Handy Maiden. The locals seem abuzz with excitement. There are some local ice fisherman that have discovered a large cave in the ice. In the cave are hideous insects that eat humanoids for food. These insects are about the size of large dogs, and some have claimed to see bigger.
Hon is given free drinks on the house for the weekend, so he doesn't drink the special victory beer saved for him.
Magnum slaps Hon on the back, "Good run, you almost won it all. The balancing up there is difficult, and your opponent in the end was skilled."
Anyone else back at the warehouse with Joan and Kragg?
Spider request Suny swim with him in the channel to scout ahead.
Spider takes you back to the four way intersection. "Do we go back down ratman alley?"

Kib has an audience with an apprentice of the white wizard. Kib talks politely about the tower.
Kib finds out that 'The White Wizard' is an archmage that has lived since the goblin wars. He is the major force of good and law in the land. He has allied himself with the society as they are in strong agreement about the need for order throughout the world. The white wizard is responsible for providing all the major magic to improve people's lives (weather control, major earthmoving, and most importantly magic item creation). His 'apprentices' are those that now follow him, but the disciples of the 'THE WHITE WIZARD' are called white wizards -- very confusing.
The white wizard has preserved the tower as a major reminder of what the goblins could do. They have kept it from all but the most capable because of its lethality. The white wizard has formed the opinion that your group is a force of chaos in the land--opposed to laws and rules that govern large groups and societies. He was somewhat disappointed that there was no paladin in your group and has heard that the elf group has a paladin. The prophecy is without a paladin, the tower is unassailable.
Spider says, "We already found out who is stirring up the rats. We need to find their stash of treasure now."
Some of the humans in the crowd are chanting. "Chris, send the Stumpies home!" over and over.

In PbP NPC dialogues will appear one-sided to save time. A witty dialogue in a tabletop game turns into a speech so the most information can come out.
The seated human quickly moves his hands muttering a few words, and Khazad tries to resist.
With a glance at Khazad, he continues, "I get waken up last night from a sound sleep because my employers want my intervention. It appears they have labeled you as powerful and chaotic, a dangerous combination. Although my private research shows that disorder must increase in the world, my employers insist on creating more order in the world. Although research had revealed that dwarves were the orderly ones and elves the unpredictable ones, reports verified by my observations show you to be quite an entropic group.
"You are presented a system where everyone's fair share is 20%, and you do not accept it. You threaten peons with your axe but seem to react poorly to threats yourself. The only reason I am somewhat tolerant is you wear the insignia of the Dark Owl, a distinguished and noted member of the Society that employs me. Probably the greatest Grandmaster in the organization's history. I do not think you are living up to his legacy very well at all."
"Here are the facts, the city guards are afraid to deal with you. You will sign some paperwork and agree to my employers' rules, or we march you to the edge of the Society's domain and you will be forbidden to return on penalty of death."
The large iron creature reaches down and grabs Brask in both hands. He lifts Brask up and turns with him in his hands so Brask is towards the human with jet black hair with touches of gray. In this position, though, Brask can only see the huge iron giant that is holding him. His back is to the human now wearing horn-rimmed glasses.
The human clears his throat and speaks for the first time with a quiet voice the moment Brask is quiet, "Do I have your attention? Who is empowered to speak for this group?"
The crowd makes an Ooooh sound, but quiets to hear the words of the human.

The next morning Hon wakes up to a repeated thudding noise. He feels like the ground itself is shaking. Upon rousing himself from bed, he realizes it is not a hangover, but something really large making noise.
Looking outside the windows of the warehouse, the caravan guards and the dwarves (and gnome) see a large metal giant about 12 feet tall approaching the warehouse. Perched on the giant's shoulder is human in advanced middle age in a modified seat. Scurrying behind the huge metal man are two other small bipedal creatures made of copper. A huge crowd is following the metal creatures. Strangely, after setting the human rider down in a chair facing the building, the iron creature raps on the warehouse as if knocking on a door, but the force of its blows rattle the building and shake the foundation.
Standing between the metal men, the human rider and the crowd are six humans wearing uniforms and insignia. The uniformed men seem to be mainly trying to keep the crowd back. The metal creature speaks in a booming voice, "Little hobbit, little hobbit, let me come in....". This seems to be referencing a story about three hobbits and a big bad wolf that is known even in the dwarf lands.
The two copper creatures rush over and unfold a metal table which they then put in front of the seated human. He puts on a pair of glasses and removes a scroll which he places on the table.
The metal man speaks again in a booming voice, "Red Rover, Red Rover, I call the freeloaders over." Magnum is the only one to have played Red Rover, it is not popular in dwarven lands, but he is more than willing to point out that Red Rover etiquette requires a row of people holding hands to make a proper Red Rover challenge. Also a Red Rover challenge only allows one individual to be called by name; more than one is a gross violation.
"We are more interested in monitoring commerce and trade. This business district here, this is where most of our commercial activities occur."
He shows Brask a receipt. 'Paid to Dark Owl band 50gp to escort caravan. Tax to Society = 10 gp'. It has two signatures at the bottom, one of them of the caravan master.
"Any business in town, especially big deals, should go through us. We have factotums, accountants, and negotiatiors that make sure things go smoothly. Transactions not involving us have been known to end badly."
"Do we not look like we could use some tasty treats?" The human is dressed in well tailored clothes of a simple material. He is tall for a human with light blonde hair. His companion is small and dark.
Realizing they are caught, "Well, maybe we are just making sure we know what is going on in our city. Kind of like a citizen patrol if you will."
One of the men looks to his companion and then Brask, "Jeremy, I think we are in the wrong neighborhood. Excuse me, Mr. Dwarf, where is the Frosted Darling Goody Shoppe?"
Another crossbow flies through the mist at Talon and hits--it is quite the lucky shot.
Concealment 50%/to hit 1d100 ⇒ 211d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18
1d8 ⇒ 2
Wil feels a little strange Fort Save and Will Save. Talon begins to feel strange too (might as well make his Fort and Will save a round early).
Brask stays behind to clean his weapons and look around occasionally. Kib points out two humans that he saw outside. Brask investigates further and notices they are spying on the warehouse. They are unsuccessfully trying to hide on a somewhat moonlit night in a somewhat barren city block of warehouses.
Spider moves to Seltyn and reads a scroll, Seltyn feels healed for 1d8 + 1 ⇒ (7) + 1 = 8
"Whoa, that was a vicious shot."
UMD 1d20 ⇒ 19
For Hon's second bout he gives a better account of himself and is less easily dispatched. His human opponent puts all his weight forward with no faith at all in his acrobatic skills. His human opponent lands a decisive blow first spinning him into the water. init/hit/ACR
1d20 + 5 ⇒ (19) + 5 = 241d20 + 3 ⇒ (17) + 3 = 201d20 - 8 ⇒ (19) - 8 = 11
dwarves get a +2 to the ACR roll due to their stability, but Hon still is tumbled.
The water is about three feet deep in the channel, about three inches deep on your side.
Spider pull out a heavy crossbow and shoots at the big rat. He adjusts his aim at the last minute and a huge bolt carries it off Seltyn and into the darkness in pieces. "More rats coming, we running?"
1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 71d20 + 5 - 4 ⇒ (16) + 5 - 4 = 171d10 ⇒ 10
Crossbowman at Suny 1d20 + 4 ⇒ (3) + 4 = 71d20 + 4 ⇒ (1) + 4 = 5
Two crossbowman fire at Suny and miss. Group is unengaged. +4 bonus now to perception to read the three spoilers above.
The human caravan workers invite Khazad, Kragg, Hon, Magnum, and Kib to come with them to the local soldier bar for some fun.
"Come with us to the battered shield. They have this jousting game on a beam over the water that is great fun to watch. The soldiers play for drinks and money."
The human caravan master hands Khazad a dwarven dispatch in a scroll tube. "I think it is time, the priest has arrived."
As soon as the humans find out Hon is tied at the top of the wagon they get quite irate. "Hon is a great fellow, dwarven royalty, and should be leading your group" is stated and echoed by the human guards. They throw down their weapons and gloves after getting Hon back down. They are ready for some fisticuffs to appease their ire-- "Hon is a natural leader, he is being disrespected out of jealousy and envy for his talents."
Only intercession by the caravan master prevents a scene. It is clear disrespecting Hon could be perilous in this caravan.
Spider looks at the situation.
"With Talon down, maybe we grab him and run now after we get that rat?"
After a 300' trek single file the tunnel reaches a four way intersection as it intersects an east/west tunnel. Talon determines the way straight and the way left is more well traveled than the other two. It is difficult to tell more in the inches of water that make tracking hard. Also the river is roughly straight and somewhat left, so the incresed activity seem to correspond to heading to the river.
Decaying piles of flotsam and jetsam seem to abound in the water channel. Light is what you provide. Spider has a hooded lantern with a fancy shutter to control the light.
Spider offers Talon a healing potion, "I trade my shinies for these at the old gypsy in town."
The humans welcome you back and had posted a watch for your return.
"Where did you find more dwarves? I didn't know any were out there.", says the carvan master.
Warmed up hot cider of somewhat high quality and hot rum with maple sugar are awaiting your return.
Upon noting you are somewhat scuffed up, the human guards toast you into the night, delaying the start by at least three hours the next day.
Spider offers to take point while Talon is injured. To the river it is.
Spider reflects for second.
"There is a higher concentration of exits and probably more tunnels toward the river. That is where the city sunk the most. Rumor has it that is where the entrances to deeper caves are too."
He points to the south and says "Not so scary."
He points to the north and say "Anywhere from 'sporty' to scary."
Combat is not over yet. There is right now a delicate three-sided truce.
The human rider, obviously the leader, as he has fine armor and a missile weapon, states "Stay outside our camp and we will pack and leave this dispute to your dwarves."
This causes some problem when one of the dwarves mentions that the human camp still contains some of their armor and possessions.
The human leader speaks to the two protesting dwarves, "Your armor and possessions may cover the costs of my loss of men and promised reward for reclaiming what these dwarves should not have."
The human speaks to Brask and Magnum, "Hopefully the possessions in our camp will cover the obligations of these three dwarves."
"That dwarf hired us to follow you and help recover items you shouldn't have. " He points to the downed dwarf.
One of the human riders responds, "Magnum, is that you? I heard you were dead."
The leader points to the downed dwarf, "With our employer down, we are ready for a cease fire."
Magnum points to Brask and holds two more hatchets ready to throw.
"That is who you need to convince."
The human yells to Brask, "I just want to treat my injured men and go."
A command voice comes from the human riders, "Jumpy is down, but the fight continues. Hit em hard."
Another voice anwers, "They must have come for us too."
Talon takes his time and arrives at the bottom quietly and scans the area, his eyes easily adjusting to the dim light.
Spider quickly and quietly climbs down.
The circular tunnel has a five foot wide slick area on one side (about an inch of water), and very slick area filled with an oozy liquid flowing in a five foot wide channnel. The two tunnels extend for at least the 40' of dim light. Ocassional pieces of refuse, driftwood, and clumps of dirts are scattered both the wet, and moist side. As Will takes his time down the ladder making a loud metal on stone sound that echoes down the tunnel, Talon notices a small form swimming his way in the water about 30' away.
Oneshot whispers 'I want to shoot it'.
The Spider get a serious expression and continues, "Actually, we should probably all talk about terms."
He points to Suny and Wil.
"These elves are new, they weren't in the original plan. I assume they are in the half and half split on the raid and are in the elf half. This undercity working for 'the man' job, I think it is the knight who took the commission. I have found a knight's sense of fairness to be enough for me--I accept whatever terms he grants me. As for my motivations, I have been known to do things to impress the pretty ladies."
The Spider looks at Suny and winks.
"If a few baubles some my way too, so much the better."
The Spider notices the change of focus to the undercity.
"Well, looks like I need to run home and get some clothes I can get dirty and some armor, or do you want to do this alone? I am recommending a crack of dawn start, as you probably want to be able to count on getting from any undercity entryway back here in daylight. I think daytime egress is better for eluding pursuit--disguises be dammed if we are fleeing for our lives."
Spider eagerly tries to be of help to Suny to get settled.
"I have a great idea for a disguise - disguise swindle if I am coming along."
Spider makes some quick sketches of Wil and Talon.
The caravan master notes the group has grown. The three story building he has access to has plenty of extra rooms. Everyone easily has their own dorm-style room.
Looking over the sewer map Wil was give with his key there is an entrance with a locked grating less than three blocks away behind a public bathing house.
The Spider produces three more medalions with a light blue fox on them. The metal fox seems to have a superior grin on his face. He puts them on the table.
"If you are in, you can have these insignias. I took them from the property room for prisoners when 'The Blue Foxes' came through a while ago. The Blue Foxes are a mercenary company with a less than stellar reputation, rumor has it they have cheated and stolen from their employers at times."
Spider nods to Wil and begins to speak, but is seemingly smitten by Suny, occasionally glancing in her direction, "There is much wisdom in your words, and I respect your commitment and the patch you wear. If the raid goes badly, the unwieldy government here may be galvanized to action. We have planned to pin it on the fox band and escape cleanly, but you never know. You could wake a sleeping tiger. There are many things to be found in the undercity besides the ratmen, who are quite hostile and capable in that environment. Many riches from days past and crypts and tombs and catacombs. We are at the bottom of the organizational structure--but our opinion matters."
The following day at the midday meal the enigmatic Spider shows up. He is a nondescript human who looks like a peddler. He has a pack with many odds and ends attached to it.
He looks at the company of elves and the carvan master. "I am supposed to be helping you infiltrate the fortress on the river. Are you still interested in a quick raid to liberate some military equipment that has been stored there for years?"
"Jumpy, you are getting my command slaughtered stalking these dwarves. I am not happy." One of the humans calls to one of the dwarves.
Jake looks at the elves. "Your disguise is very effective, it took me along time to realize who you were. I guess you know my allegiance is mostly with Seaview now. Politics in this city is quite chaotic, but at his moment I am firmly on your side and the Spider too. I would continue to keep a low profile."
You do realize the desert humans are treated as outsiders, they are here diplomatically representing another human state. After the meeting you return to compare notes and meet Wil and his new friend.
On the way back the caravan master lets you know that Jake has not been able to get plans to the huge building on the hill yet, but is still working on it. Wil has maps and a skeleton key that unlocks some access points to the undercity.

Wil is given a commission granting him provisional enforcement powers and rights to explore the undercity along with a key that will open some of the grates leading down to the city.
The office required Wil to sign a book accepting the commission and state his affiliation. In this column he sees mostly the names of mercenary companies. A few small jobs some of the previous applicants have put 'self'. What does Wil put for affiliation?
1d20 ⇒ 9
Meanwhile....at the Amber Rose
1d20 ⇒ 9
Jake volunteers some more information, "The Ferret came through rather quickly with his hobgoblin muscle. He said he was not on this mission, but was going freelance. Is he no longer on our side?"
The caravan master replies, "He left one step ahead of a lynch mob, I don't think he was planning on staying to work with the new government. His duties kept him away all the time anyway, so I think leaving wasn't that hard on him."
Jake shakes his head, "I could tell he was extremely disappointed and agitated. I hope he doesn't take work for the government here. I can't see working with the Ferret on the opposition. Plus he outlined most of the plans for this raid."

Meanwhile --- at the Amber Rose.
The Amber Rose gets crowded as dinner is served, the comedy show reaches Act 3, and the alcohol has been freely flowing.
A group of about twenty well-tanned men dressed in billowing clothes sweep into the place with a haughty air. They quickly get two reserved tables, and four of their group use a key to access one of the balconies above.
An official from the local government dressed in a gray uniform that you now recognize as the 'uniform' of the civilian government here approaches them. Heated words are exchanged, and the functionary returns to a larger party of government workers.
The two from the caravan take out a lamp and light it and place a blue glass over the flame. Later one of the men dressed in gray approach and this functionary (not the one arguing before) presents the caravan master with a large bill for food and drink here. The carvan master smiles, and pockets this. "What is new in the big building Jake?"
The tall, pale human replies, "The government continues to be efficient at being inefficient. They are still deciding what to do with the change of status of your land, Seaview. Some want to fight, some want to negotiate, but most want to do nothing."

Split Party Post for Wil
Wil visits the magistrates office, a five story city block building. There are many departments, but Wil finally finds the Department of Rewards and Remunerations -- there a contract to find the source of the ambushes and problems from the undercity has been let. Wil is told 'Anyone excepting the commission will be highly rewarded upon completion and given access to a known undercity hotspot for infiltration into a problem area'. Wil notices an attractive elfmaid has followed him to the new department.
Split Pary Post for Suny
The life of a bard is sometimes a wild one. After being abducted by brigands along the sea, Suny was rescued by a group of militia from the Depot. Obviously she had to be brought to the capital to prove to the Depot magistrate that kidnapping had indeed occurred. She was returned her gear and considerable wealth and meets up with another elf, a paladin named Wil, inquiring about a commission ath the Civil Injustices Dept. The Civil Injustices department has sent him to the R&R Dept mentioned above. She follows the young elf paladin out of curiousity after clearing her bereaucratic hurdles of being released as a witness and kidnapee. At least three forms in Common had to be signed.
A young boy arrives at the merchant quarters with a message for the caravan master which he quickly forwards to you.
'There are counterspies about, be careful about drawing their eye. This is the regional capital, be alert.'
A dead spider is included with the note.
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