Danse Macabre

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Organized Play Member. 7 posts (167 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 2 aliases.


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Don Jorge knows the area very well, and remembers the exact location of the Wounded Wisp. (Btw, there's a link to a map at the top of the page, above the tabs. I haven't bothered to edit it, so it may include locations you don't know of yet.)

Drandle Dreng chuckles at Don Jorge's question, "You can never trust another's eyes and ears as much as you trust your own, initiate. Right now, I’m following up on a group operating out of this district that I believe to be associated with the Onyx Alliance. This shoddy attire serves its purpose by keeping me disguised and lets me pry secrets from loose lips better than any magical enchantment."
"As for my health, this parcel from the Wounded Wisp should see to that..."
he ends with a toothy grin.

As the two converse, Paladin keeps a watchful eye out for evil, but his holy magic detects none.


I'll probably be giving a few hints for our guys who are newer to traditional RPGs. Also, don't worry about Standard Actions, etc. when out of combat. Just post what you want your character to do or say or think.

Hint:

At this point, your characters could ask Dreng questions about their assignment or what he's doing out here, check their knowledge of the Wounded Wisp's history or location, or just follow the map to their destination.


Use third person perspective, and make speech bold with the [b] tag.
In combat, it also helps to summarize your actions at the end of your post. Action summary and any other OOC notes should be in blue with the [ooc] tag.
It doesn't hurt to go ahead and roll damage if your attack might hit, that way you don't have to post again once the GM says you hit. However, in general you want to leave the descriptions of your actions open-ended, so the GM can tell you the results.


I'm going to post a couple examples here...


You have been stationed at the Grand Lodge in Absalom, awaiting assignment for a mission of utmost importance. Things finally seemed in motion when Venture-Captain Drandle Dreng sent out a summons for available agents. Specialized in the history of Absalom, Dreng is known for putting off-duty agents to work on sundry tasks when he finds them resting within the city’s limits.
Coming to the meeting place—an odd choice of venue, as it is a street corner far from the Grand Lodge—a lone beggar garbed in baggy robes approaches. The only figure visible in the constant drizzle, the beggar sticks out his hands for currency.
“Have you any coin to spare, fine folk?”
The question hangs in the air for only a scant moment before the figure pulls back his hood to reveal the wizened face of Venture-Captain Drandle Dreng. He gives a crooked smile, soaked head to toe from his unprotected time in the rain. His clothes smell faintly of cabbage.
“Sorry about that,” he says with a wink. “I always like to play a little joke on agents when I stumble across them during my jaunts into town. Now, why did I summon you fine folk here again…?” Dreng shakes his head from side to side, as though trying to knock water out of his ears, despite the constant downpour.
“Ah yes, the Wounded Wisp! I’m undercover now and can’t stray far from the site I’m watching, but I need someone to retrieve a package for me from that fine establishment. It’s among Absalom’s most storied taverns, you see, and one that holds a special place of privilege in the Society’s lore as the place where the organization began. Well, I could drone on and on about it, but standing out in the rain is doing none of us any favors.” As if anticipating agreement, the bedraggled venturecaptain produces a small slip of folded paper from one of his many stitched pockets. Dreng quickly shows a glimpse of the page’s contents: a map detailing the location of the Wounded Wisp bar.
“The bartender is a woman by the name of Heryn Gale, a fine lady who came to own the Wisp after the passing of her father from—oh, bah, it’s really getting too cold for me to give a proper history lesson! If you could just go to the Wisp, and tell Heryn you’re there to pick up my parcel, it would be most appreciated. I’ll be around here for several more hours at least.”


Hey GM, can you follow up on Lucent's attempt to identify the potions?


I'll be playing an archery-focused inquisitor. He'll have a wand of cure light wounds, so that's covered.