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107 posts. Alias of abstract xp.


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The door is locked and you would believe from the way it rattles, not barred from the other side.


I hate real-life...anyway, expect a major update today and I'll keep things brisk for the next couple of weeks to get us (me) back into character. It may be a little fast, but I think I need to inject some pace to compensate for my lack of posting.


Aylmora Mvashti wrote:
From Abstract's previous description, I think we should be in room A1 (the round room at the corner).

Yes, this is the main entrance/gift shop.


Apologies for allowing rela life for getting in the way over the past two weeks. I'll be back on track within a day.


Real life has been a real pain over the past two weeks, anyway...

So, here is the map. I trust you not to metagame too much in choosing your route. Presume all doors are closed and so you have to try each one if you want to open it.


grufflehead wrote:

@abstract

I'm afraid I don't feel like I'm contributing much to this endeavour, so having excused myself in-character, I'll say my farewells, and thanks for allowing me into the game.

Happy hunting to the rest of you!

Many thanks for letting us know...


The door opens quietly, revealing a roughly circular shaped shop where customers can browse the various glassware produced here. Bottles, windowpanes, and glasswork art are the primary contents.

There are two exits visible, both are currently closed. The main entrance is at the south of the room. Both exits are behind the counter. One is at the east of the room and the other is south-east of the room.

I'll link a map later.


You knock politely on the 'front door' but there is no reply. A quick check reveals the door is locked.


Keping you under one roof is easier than telling some of you and then collecting others from different locations...

You make good progress to the Glassworks, where you find the building curiously silent.

Nobody is going into or exiting from the building, but the furnace chimney still plumes with smoke.


"Yes sir. Tsuto is his name. I'm never one to pass on gossip you understand, but it was something of a scandal when he was born all those years ago."

"You see me dears, he’s a half-elf." She pauses to see if there is any reaction and then blushes. "Oh, you're not from these parts are you."

"Neither of Ameiko’s parents are elves. It was obvious that old Lonjiku wasn’t the boy’s father, and his rage at the discovery of his wife’s indiscretion was the talk of the town for months."

"Nobody ever said who the father was, and it’s a testament to Lonjiku’s stubbornness that they remained married. Young Tsuto was handed over to the Turandarok Academy to be raised outside of the Kaijitsu family."

"Ameiko visited him in secret a few times a month to keep him company, bring him some food, and promise him that someday things would get all sorted out. That all changed six years ago, when they had a terrible argument. Tsuto struck Ameiko. I don't know what the argument was about, but whatever it was is what sent Ameiko away from here for a year."

"She returned five years ago to attend her mother’s funeral. Tsuto was quite public in his opinions that his father had pushed his mother off the cliff to her death, and during the funeral there was a confrontation."

"Lonjiku nearly broke Tsuto’s jaw with his cane, after which Tsuto cursed him and left Sandpoint. Ameiko’s tried to reestablish contact with him ever since, but was never able to track him down."


Aseve, Carbrook and Valendrian head back to Cassomir with the body and his horse.

The balance of the party head on, and soon reach a junction. The road more commonly travelled is straight on, and there is a road less well worn heading north-west. There is no sign-post to help you and there are no clues as to what lies in each direction.


The rest of the evening passes relatively uneventfully. You all return to the Rusty Dragon - as its bedrooms are far more comfortable than anything the Hagfish could offer.

The following morning, as you assemble for breakfast, you are approached by the timid elderly halfling barmaid Bethana. She's obviously upset and asks to speak to you somewhere in private.

You adjourn to a private room and here she exmplains that her employer, Ameiko, has gone missing. Bethana says she woke earlier this morning to
find that Ameiko hadn’t started breakfast for the first time she could remember.

"Well, I was worried of course my dears, so I knocked on her door but didn’t get a reply. I know it was wrong but I went into her room to find it empty and the bed un-slept in.

"And worse, I found this." She shows a crumpled piece of parchment. "It was near the bed."

The language is unknown to any of you, and Bethana continues, "It was written in Kaijitsu’s native tongue plus some code thrown in. Ameiko had been teaching me the language over the last few years."

"To translate, it says:

'Hello, sis!

I hope this letter finds you well, and with some free time on your hands, because we’ve got something of a problem. It’s to do with father.

Seems that he might have had something to do with Sandpoint’s recent troubles with the goblins, and I didn’t want to bring the matter to the
authorities because we both know he’d just weasel his way out of it.

You’ve got some pull here in town, though. If you can meet me at the Glassworks at midnight tonight, maybe we can figure out how to make sure he faces the punishment he deserves. Knock twice and then three times more and then once more at the delivery entrance and I’ll let you in.
In any case, I don’t have to impress upon you the delicate nature of this request. If news got out, you know these local rubes would assume
that you and I were in on the whole thing too, don’t you? They’ve got no honor at all around these parts. I still don’t understand how you can
stand to stay here.
Anyway, don’t tell anyone about this.
There are other complications as well, ones I’d rather talk to you in person about tonight.
Don’t be late.'

"Please help me."


Apologies for being so quiet - the Easter break seemed to consumer my every waking hour (and having to reformat both my laptop and desktop didn't help matters).


Apologies for being so quiet - the Easter break seemed to consumer my every waking hour (and having to reformat both my laptop and desktop didn't help matters).


Shalelu watches the exhanges without comment but finally says, "Don't forget your promise to the mayor and sheriff that you'd stay in town until the sheriff returns."


I need a quick recap. Aseve, Carbrook and Valendrian are returning to Cassomir with the corpse. The balance are continuing on the road? If I hear nothing to the contrary within the next few hours, I'll presume this is the plan.


Shalelu nods at Aylmora's words. "OK, it's probably best I tell you all I know about the goblins. And I'd also like to take the opportunity to introduce you to a fellow traveller that has been helpful in piecing together some recent information."

Shalelu points to an lef sitting at a nearby table and beckons for him to join you. "Tashik here has a way of obtaining information that you may find useful in your exploits."

Tashik grabs a nearby chair and sits down, an infectious grin on his face.

"Proper introductions later," Shalelu says. "For now, the goblins."

"I'll start with some basic facts. Firstly goblins excel at riding animals, but they don’t quite get horses. In fact, their hatred of all things horse is matched only by their fear of horses, who tend to step on goblins who get too close.

"Although goblins raise horrible rat-faced creatures called goblin dogs to use as mounts - and I think you've met one already - their hatred of
plain old dogs nearly matches their hatred of horses. The feeling is mutual. If your dog’s barking at the woodpile for no reason, chances are he smells a frightened goblin hiding in there somewhere.

"If there's garbage pits, gutters, sewers… in fact anywhere there’s garbage, you can bet goblins are nearby. Goblins are weirdly adept at crafting weapons and armor from refuse, and are fond of killing people with what they throw away.

"Not so many people know that goblins love to sing. Unfortunately, as catchy as their lyrics can be, goblin songs tend to be a bit too creepy and disturbing to catch on in polite society.

"Goblins is sneaky. An excited or angry goblin is a noisy, chattering,
toothy menace, but even then, he can drop into an unsettling silence in a heartbeat. This, matched with their diminutive size, makes them unnervingly adept at hiding in places you’d never expect: stacks of firewood, rain barrels, under logs, under chicken coops, in ovens…

"Don't forget, they're a little crazy. The fact that goblins
think of things like ovens as good hiding places reveals much about their inability to think plans through to the most likely outcome. That, and they tend to be easily distracted, particularly by shiny things and animals smaller than them that might make good eating.

"Given enough supplies, a goblin generally takes nearly a dozen meals a day. Most goblin tribes don’t have enough supplies to accommodate such ravenous appetites, which is why the little menaces are so prone to going on raids.

"They like fire. Burning things is one of the great goblin pastimes, although they’re generally pretty careful about lighting fires in their own lairs, especially since goblins tend to live in large tangled thistle patches and sleep in beds of dried leaves and grass. But give a goblin a torch and someone else’s home and you’ve got trouble.

"They get stuck easily. They have have wiry frames but wide heads. They live in cramped warrens. Sometimes too cramped.

"And finally, goblins believe writing steals your soul. The walls of goblin lairs and the ruins of towns goblins have raided are littered with pictures of their exploits. They never use writing, though. That’s not lucky. Writing steals words out of your head. You can’t get them back."

Shalelu pauses for a moment to let it all sink in before continuing.

"Now, as far as the goblin tribes are concerned, there are five major
goblin tribes in the region. The closest to Sandpoint are the Birdcruncher goblins that live in caves along the western edge of the Devil’s Platter, although traditionally these goblins are the least aggressive of the five.

"To the south are the Licktoad goblins of the Brinestump Marsh, pests that are excellent swimmers.

"East are the Seven Tooth goblins of Shank’s Wood, goblins who’ve secured a place for themselves by raiding Sandpoint’s junkyard and rebuilding the stolen refuse into armor and weapons.

"Further east are the Mosswood goblins, likely the largest tribe but one traditionally held back by feuding families within their own ranks.

"And finally, there are the Thistletop goblins, who live on the Nettlewood coast atop a small island that some say holds a passing resemblance to a decapitated head.

"Then there's the Goblin Heroes. Goblins generally live short, violent lives. It’s unusual for a single goblin to achieve any real measure of notoriety, but when one does, it’s well-earned.

"Currently, five goblins enjoy the status of 'hero.' Big Gugmut is an unusually muscular and tall goblin from Mosswood who, it is said, had a
hobgoblin for a mother and a wild boar for a father. Koruvus was a champion of the Seven Tooth tribe, who was as well known for his short temper as he was for his prized possession—a magic longsword sized for a human that the goblin stubbornly kept as his own (despite the fact that it was too large for him to properly wield). Koruvus vanished several months ago after he supposedly discovered a 'secret hideout' in a cave along the cliffs, but the Seven Tooth goblins remain convinced that he’s out there still, a ghost or worse, waiting to murder any goblin who tries to discover his hideout. Vorka is a notorious goblin cannibal who lives in the Brinestump marsh, a 'hero' mostly to goblins other than the Licktoad tribe. Ripnugget is the current leader of the Thistletop goblins and controls what the five tribes agree is the best lair. And then there’s Bruthazmus, an infamous bugbear ranger who lives in northern Nettlewood and often visits the five tribes to trade things he’s stolen from caravans for alcohol, news, or magic arrows. He has a particular hatred of elves, and we have fought on several occasions. To date, neither of us has managed to get the upper hand on the other, but I vow that I won’t be the first to fall in our private war."

Shalelu sits back now, all of her information no doubt revealed.


Tashik wrote:

Sorry to intrude, just curious as to when you think Tashik will be joining your ranks, if you still plan on recruiting him?

Thanks!

Tashik will certainly be joining. My challenge is estimating the speed of the group. I'll intoduce you during 'dinner.' Stand by...


To help out, The Holy Five is a local knowledge check if anyone cares to take it.


The corpse carries no familiar markings of any house or royal family, but a signet ring displays the 'winged eye' of Aroden.

The next fact that is obvious to all is that the dead person is a half-elf.

And finally, the pouch contains a rolled up piece of parchment that bears the following:

"To whomsoever find this

If you are reading this, then my life has been lost in the service of the last true son of Azlant.

It is imperative that my brethren hear of my news. Please deliver this note to The Holy Five of Aroden."

The letter then continues.

"My brothers,

Firstly, I can confirm that the young mage Emile does indeed intend to travel to Tharn and no doubt intends to tackle the caves there.

Before I could catch him up, I followed a rumour to the small farming village of Greendale. I have encountered Rovagug and I cannot manage to defeat them by myself.

I press home to bring you this news and trust that my lips, not your eyes share this information with you."


Earnest does a thorough examination of the corpse.

Earnest:
The six crossbow bolts sticking out of his back are the likely cause of death.

You would estimate he died less than one hour ago, but you cannot tell how far he travelled with the bolts in his back before dying. You would, however, guess not more than an hour or so.

For those without Earnest's keen eye and professional training, you would say the six crossbow bolts sticking out of his back are the likely cause of death.


You all head out of the main gate, and once over the bridge and moat, you soon encounter the Blackwood Swamp.

It surrounds the city on all landward sides and is a remnant of the forest that once covered this entire land. The Swamp today is rotting - its smell unpleasant even to the most hardened of noses. To look at, it is a marshland; with tangled trees, dense overgrowth and you've heard tales of quicksand as well as man-eating plants.

The last advice the guards gave you as you travelled out of the city was to, 'keep to the road.'

Local knowledge suggests there is a village or at least a settlement every day's ride along the road as it heads east by north-east out of Cassomir.

You have travelled approximately half a day, and were considering a break for some food when you see a horse come round a bend with a dead man hanging from the saddle. The horse slows when it reaches your own mounts and you can clearly see that the man's body is wearing a chain shirt. A shield and long sword hang from the saddle along with a pouch.


Old Redeye wrote:
Return to the Hagfish?

Sensuet wanted to visit the grave to see if he could pick up any clues. It was quicker to say you went swiftly before the meal - found nothing - and then returned.


In the interest of brevity and moving the story along...

Cuu approaches the bar, the combination of Ashbek and the locals cheering him on. The hagfish in the large aquarium swims around, as if sensing the occasion and her movement stirs up the water that appears even through the glass as thick and slimy.

The barman grabs a silver tankard and dips it into the water. As he hads the container to Cuu, those nearby recoil at the stench.

In one swift motion, Cuu knocks back the liquid. It goes down slowly, like drinking molasses - only this is faintly green in colour and tastes like the inside of a cesspit.

As Cuu triumphantly turns the tankard over to show he's finished the drink, the crowd cheer and plenty of back-slapping ensues.

The barman hands Cuu the contents of the leather pouch that was hanging next to the tank. You have 47sp. "Aye, well done," Jargue Quinn booms, heading over to you. "It couldn't ha' been won by a more fitting hero. I'll carve your name up there meself." He points to the roll of honour and gives Cuu a wink.

As a group. you head back to the grave-site but find nothing of any interest that would answer any questions.

You then return to the Hagfish for the promised meal and Shalelu asks you, "So, what do you want to know about the local goblins? The tribes? The heroes? Facts about goblins, or all of it?"


Aseve Seeker wrote:

Aseve tries to get the pony to kneel.

Handle Animal 1d20+5

The pony, so soft and warm before seems to have been transfixed to stone. It's legs are now rigid and it doesn't look as though kneeling is going to be an option.


Bloody Rugburn wrote:
Email sent. If you still have the same email address at better novel writing dot com.

A bit confused. The last time we contacted each other was over five months ago. You were on the reserve list in case anyone dropped out early on. One player stopped after about a hundred posts (from memory) but we didn't replace him.

When it came to offering these places, I didn't want to do it on a first come, first served basis - hence the Gamer Connection posting. I apologise if you expected to be automatically in without contacting me. I had hoped I had made that clear from the posting.


Kobold Cleaver wrote:
Dr. Hazard wrote:
love your eidolon's picture!

Thanks.

Abstract, if I'm going overboard with the bluff checks and suchwhat, please tell me and I'll tone it down.

No, it's working well for me. It gives people a chance to challenge you if they see fit - especially as the party has only just formed and trust will be low.


Kjob wrote:
Ok, NOW Tashik is pretty much ready to go.

If you want to jump in at any time, feel free, but in a couple of days, I have an ideal spot for you to meet the rest of the group. It's up to you.


Bloody Rugburn wrote:
*AHEM* Where's my email, silly DM?

Can you be more specific? I'm not aware of any contact with you - and I'm not aware of promising any players an email and not supplying it.


Kjob wrote:
Minor nitpick, should I be using the average gold for lvl 2 plus 20?

I can't remember, so max it max for class - but no magic weapons or armour without consultation.


As the group assembles in the stable, you are all aware that the gate indicated by Jacques is actually the main gate of Cassomir. It leads east through the Blackwood Swamp and a bridge crosses the city's moat directly outside the gates.

The stable is conveniently situated next to the gate and is bustling with trade. When you show the letter from Jacques, you are presented with an array of horses and ponies to choose from.

You can choose a horse or pony. What it looks like and its name is entirely up to you. If you don't have a Bestiary (or even if you do) the stats for the animal can be found here.

With mounts and supplies sorted, the guards wave you to go through the main gates, its portcullis raised.


Earnest Carbrook wrote:
@GM - rather than just start throwing dice around because I have skills which might be useful, can you tell me which skill(s) may be appropriate here. Or, as my sheet is up to date, please roll for me if you wish.

As the group starts to congregate at the stables, Earnest asks some questions of the stable-hands and guards there. They all seem to remember Emile and his horse, which was indeed stabled there.

They explain that he left in good spirits and was dressed as he always was - in brown robes. He hadn't indicated a specific destination, but there is only one road out through the swamp and there are villages a day or so apart along its length.

One stable hand remembers he was glancing at a map - something the others couldn't agree or disagree with, but the lad in question didn't get to see what was written on it anyway.


Ersigen wrote:

Still recruiting? How about a spot for Ersigen? A sinewy young halfling with an enormous ball of curly brown hair and great bushy sideburns. Good teeth. He is rugged and muscular and knows his way about the fields and woods. He has an affinity for animals and loves dogs. He wears an enormous onion-domed top hat so as to fit his massive 'fro. Great plumes of sweet weedsmoke billow from his long curved pipe and linger in his locks. Began his career as farm hand then stable boy and then as a ranger (lvl 1). Living by an orchard he developed a taste for fruit brandy and he soon set up shop running the farmer's copper still in a little shack at the edge of the forest. He rode the farmer's dogs, hunted in the farmer`s forests and tended to the farmer`s flocks. For cash he collected the farmer`s fruits, fermented them and made brandy for the local yokels. Life was good until one day the foolish lad had a scandalous and ill-advised affair with the farmer's wife as well (and she isn't even a halfling!). Now he's drunk and penniless in Sandpoint and looking for work. But first he has this bottle of hooch to finish. Looking to switch to the rogue class.

No offence, but Kjob had shown a great deal of interest previously and is working on his character as we speak - so we'll have to pass this time around.


Kjob wrote:
abstract gm wrote:
Kjob wrote:
abstract gm wrote:
Kjob - are you still interested?
This would be my third PbP, but I can handle it, and am interested. Is there anything in particular that you're looking for? I know I had two concepts suggested previously, but am pretty open to playing just about anything depending on what the party is lacking?
Being objective, I would say the group lacks a rogue type - but they are a good blend and are getting by without worrying about traps and locks. Therefore, I would suggest you play the one that you will get most enjoyment from. I would like to jump into the next main thread before the week-end, so if you could have your character ready by then, we can plan a way to link you into the party.

I think I can help everyone out! Always important to play a character with...well...character in a PbP; assuming its ok with you, probably roll up an arcane trickster...probably Wiz 1/Rog 1 for now. Character was attending a mage academy, but kicked out for being a bit of a prankster, had to survive on the streets, but plans on continuing his arcane studies once things...stabilize.

Ill try and have something built up by tonight if not tomorrow afternoon.

Sounds good to me.


Kjob wrote:
abstract gm wrote:
Kjob - are you still interested?
This would be my third PbP, but I can handle it, and am interested. Is there anything in particular that you're looking for? I know I had two concepts suggested previously, but am pretty open to playing just about anything depending on what the party is lacking?

Being objective, I would say the group lacks a rogue type - but they are a good blend and are getting by without worrying about traps and locks. Therefore, I would suggest you play the one that you will get most enjoyment from. I would like to jump into the next main thread before the week-end, so if you could have your character ready by then, we can plan a way to link you into the party.


Senuset wrote:

Knowledge: Religion 1d20+6 anything? If not, then he continues:

Senuset:
You're not sure what the dead body will be used for - there could be countless reasons - but the nagging thought is that it is a particular body that was taken. Not a living person, or a fresh corpse, but someone specific. Someone that is important to someone. You would suggest a sacrifice but this is a dead body. Perhaps an offering? If you could work out who took it, the answer would be easier to come by.

Kjob - are you still interested?


TDLofCC wrote:

Will do .. I've started on him .. can't figure out if I should go combat rogue .. or focus on stealth :)

Both are very interesting.

-TDL

TDL - Any update? Thanks...


Jacques appears to take the 'yes's' and the lack of 'no's' to mean acceptance.

He produces a sketch of a young man no older than twenty. He is average looking, with short hair and no distinguishing features.

"The artist flattered him somewhat. His nose is a great deal longer, but otherwise it's a good likeness. His hair is brown, as are his eyes. He'll be wearing simple brown robes most likely and his horse, as you've probably already guessed, is brown."

"The horse answers to 'Chestnut,'" the mage winces visibly at having to share that information. "And the fool apprentice answers to 'Emile.' He was last seen heading east out of town, along the main road. I'm not sure I can add much more in the way of information. Oh, he has about a day's head-start on you."

The mage scowls. "If you are to catch him," his voice seems irritated, "you'll need some sort of transport." He grabs a parchment from the desk and quickly scribbles something down. He adds some brown wax and an imprint of one of his rings and offers the scroll. "This entitles you to collect a horse each from the stables near the east gate. I would appreciate it if you could return them."

He rings a small hand-bell and a plump, middle-aged woman comes bustling in moments later. She does not seem fazed by your presence. "Matilda, could you please pull together some rations for our friends here. Travelling rations. Three days should suffice."

The woman leaves without speaking and siilence falls over the room.


A local taps Cuu on the elbow. "I'm surprised you haven't taken the challenge."

At the lack of an instant response, he adds, somewhat drunkenly. "Norah...the hagfish...if you can down a tankard of her water, you get to keep the silver in the pouch up there." His heads bobs towards the tank and the leather pouch. "S'up to you of course, but what with you being heroes."

Now quite a few gamers have stopped playing and are intrigued as to what you will do.


You collect Ashbek and Shalelu en route to the Hagfish.

This is one of Sandpoint’s most popular taverns, especially among fishermen and gamblers. You also remember it boasts an excellent seafood chowder (tasted at the Swallowtail festivities).

As you eneter, you are greated by a roar from the assembled patrons. Hands are offered and shaken and offers of drinks abound.

A one-legged man comes out from behind the bar. "Oi be Jargie Quinn," he says, and wipes a dirty hand on an even dirtier apron before offering it. "Your forst meal is on me. Let's see if oi can finds thee a table fit fer heroes."

He moves to a corner table and jerks his thumb. The patrons occupying the table quickly stand and make it abundantly clear that giving up their seat would be an honour they would never relinquish.

As you sit, you take in your surroundings.

Your eyes first alight on a large glass aquarium that sits behind the bar, evidently the home of a hagfish. Hanging from a nail next to the tank is a bulging leather pouch. You also notice many names carved into the wood, above the tank.

The next thing you notice are game tables, ranging from cards to checkers to dice to darts. There is a bustle here different to the Rusty Dragon.

To anyone in the bar, the scene is effectively reversed. A group that are instantly recognised as the heroes that saved Sandpoint from the goblins enters and one and all seem to want to shake their hand. The owner, Jargie, comes to greet them and settles them at a corner table. From their curiosity with the inside of the tavern, it's evident they haven't been inside before.


Jacques surveys the group.

"I am pleased that some of you are trusting enough to take me up on my offer without further questions."

He turns to Emrys. "Cassomir is my home. It has always been my home. I am not sure I have a reason for being here beyond that. And as for refreshements, I can offer some provisions for your journey, but I did not plan for this to be a social engagement." There is a note of impatience edging into to his voice.

He turns now to face Dr. Hazard. "My apprentice is young, foolish but very clever. He'll make a fine mage one day - if he lives that long. He longs for adventure and dash the consequences. Such a trait tends to lead to death more often than not. If you all accept the task, I can give further details."

He then considers Ellaria. "As I suggested to the good doctor, as soon as you have agreement, I'll be happy to give more information."

Finally he turns to Earnest. "I am a great believer in dynamics. The academics call it synergy. You, as a group, are greater than the sum of your parts. Who is to say which of your skills will be employed in this endeavour? You have a good reputation and have a will to do the right thing. Beyond that, I cannot say."

"Now I must press you all to make a decision. What is it to be?


TDLofCC wrote:
abstract gm wrote:

TDLofCC - your rogue is accepted into the party - assuming you don't hold it against us for not choosing you first time around.

Could you post within 24 hours to let me know you're still interested and then give an indication how soon before you can have the character created.

Schweet :)

Is this still correct:
-20 point buy
-Second level
-One trait
-One RotR Player's Guide bonus feat
-Average gold for 1st level +20
-Max hitpoints at both levels
-No magic items of any sort without GM approval

If so, I can have a character up and running pretty fast.
That is, if work doesn't swamp me again today ...

-TDL

That's correct. Just catch us up when you can. There is enough to do before the point where it would be difficult to add you for a while - but even then, I have a cunning plan.


TDLofCC - your rogue is accepted into the party - assuming you don't hold it against us for not choosing you first time around.

Could you post within 24 hours to let me know you're still interested and then give an indication how soon before you can have the character created.


Tordek - If you can post a quick concept (say within three hours) I promise to consider you.


Aylmora Mvashti wrote:

Father, can you think of anyone in Sandpoint who might have any theories about what these villains who stole Father Tobyn’s remains could do with them?” she asks.

The priest shakes his head, sighing. "This is outside of my expertise."

He pauses for a moment and adds. "There is someone, perhaps. I don't want to get your hopes up but there is a visitor who has knowledge of death magic. That may not be enough, but it's more than I can offer. He was staying at the Hagfish I believe. I can't remember a name but he has a blond ponytail."

He shrugs as a form of apology. "May you have every success in your ventures. I have a feeling Sandpoint will need its heroes even more now."


Just to let you know that I can go quiet over week-ends - depending on social/family commitments.

I never disappear but sometimes I'll only post if it's at a cliff-hanger and you need me to keep it going.


Brayker wrote:

** spoiler omitted **

"Why'd ya pick us, and 'ow is it that ya know so much about us?"

Brayker:
You see nothing out of the ordinary - albeit you are in a room with lots of magical items that you would typically describe as extraordinary. And you sense he speaks the truth.

"Many moons ago," says Jacques, "I was a lowly adventurer. A powerful mage offered me a commission of sorts and I never looked back. Call it passing on the favour."

"How do I know so much about you? Well that can be in part answered by all of this." He waves his arms indicating the room. "It is my business to be mysterious, to know things others can only guess at. And as for specifically how I know...I think that's best left to your return."

"I can only ask you to take on this opportunity. I have no intention of rushing you, but every minute and the trail must grow colder."


Emrys Korvyn wrote:
"Before I consider helping you, I would at least like to know who you are. It's apparent you're familiar with our identities," Emrys indicates himself and the others in the room, ,"but I'm afraid we know little of you. I don't enjoy being at such a disadvantage."

The mage considers Emrys for a few moments. "I am not sure what else to add beyond what I have already shared. My name is Jacques and I dabble in magic. I have an apprentice and he has wandered off on a fool adventure."

The man scratches his chin. "What else do you want to know?"


Aseve Seeker wrote:

Aseve smiles. "I'd be happy to help."

** spoiler omitted **

Aseve:
You certainly sense he is telling the truth.