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  1. - Top - End - #31
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    DrowGuy

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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    "Agreed. The sooner we get out of the hot spot, the better."

  2. - Top - End - #32
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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    It's another full day's travel into Tyr. As the great city emerges from the heat haze, you're amazed by the sheer scale of it - walls even a silt sea giant would hesitate to scale, manned by soldiers whose steel weapons gleam fiercely in the sun. And the flow of materials, goods and slaves through the main gates is staggering. Sure, you've heard that King Kalak is doing some sort of grand construction work, but you'd never have guessed it was this massive.

    It's any sort of material you can almost imagine: Wagons full of clay dug from the silt sea, huge bones for construction, quarried stone, brick and mortar, trained craftsmen - and slaves, an endless stream of them. You realise, as you're approaching, that slave caravans from all over the table lands are converging on Tyr. Each time the road you're on meets another, there's more.

    The city itself is no less mind boggling. Throngs of people crowd it's streets. You're assaulted from all sides by beggars and touts, whores and peddlers of all sorts of trash and trinkets. Templars accompanied by halfgiants and ordinary foot soldiers patrol everywhere. It seems every corner you turn, there's another market.

    You quarter yourselves at a cheap inn, just to be out of the sun and the crowds until the sun sets, and everything gets a little cooler and a little more manageable. When it does, you go to the merchants compound.

    Of course, it couldn't just be easy. It's located near the arena, which also means near the palace, which again means near the center of town. The way out isn't hard to find - the compound is in the maze of alleys at the end of Caravan's Way, so once you're out, it's just left, right, left, and you're on Caravan's Way, heading for the main city gates.

    Surely that's easy as tickling a crodlu.

    Spoiler: OOC
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    Like I said - if you want to know anything specific ... you'll need to roll the dice. And don't be afraid to roll the dice. Rolling low doesn't mean I screw you over, just that you get less information. And common sense goes a long way. Just .. don't roll nat1's :p

  3. - Top - End - #33
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    DrowGuy

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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    Bros, where do we start?"

  4. - Top - End - #34
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    RedWizardGuy

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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    Luca suggested to his brothers, "We should split up briefly, take a walk around their walls and see what we can learn. Speak to people in the area, see what they can tell us about the House. One lap around the walls each, to see what we can see, and to try to figure out their guard routing, then we reconvene here at the tavern. That will gain us the greatest amount of information at the greatest speed. And if we travel separately, we will be less noticed as a threat than if a group of strange half-elves take laps around their base."

    As the others talk, he moves around the tavern at times, returning frequently to see what is being said. While the conversation dies off briefly, these trips allow him to talk to other patrons, trying to find out more about the enemy House they are about to try to infiltrate. Each time he learns something, he returns to the table to tell his brothers what he has learned.


    Spoiler:
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    Gather Information roll: (1d20+7)[19]

  5. - Top - End - #35
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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    Spoiler: House Bataxxa
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    The house itself is notorious for it's trade in slaves and weapons. They are not a large house, but as the famous saying goes 'we try harder'. Thus, they whip their slaves harder, and they work closer with bandits and raiders than other merchant houses to cut costs and maximize profits.

    They're not a large family, numbering 8 or 10 or some such. Sources aren't sure, nor do they precisely agree. They don't seem to be, however, 'fat merchants' as Xristobal said. Rather, the - propably wildly exaggerated - rumors indicate they're a wild and dangerous bunch. They are dwarves, and have a tendency to hire halflings and kreen for caravan duties, and muls for guard duty (just like everyone else).

    Two names stand out. Kherm Bataxxa is the ranking family member here in Tyr, and he is apparently tough as mekillot hide. And his lieutenant, the halfling witch Scytha Shiversong, is so drenched in blood soaked rumor and whispered deviance you're surprised the Templars haven't come for her. To recruit her. As some sort of dreadful executioner/interrogator. An exeterrogator, perhaps.

    You learn little of the building except what you can see. You spot the rear entrance Xristobal told you about, as well as the guards patrolling the roof. You also have time to inspect the gates, which are heavy bone strapped together with what just might be giant hair. Which is to say, quite strong.

  6. - Top - End - #36
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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    Lexius payed careful attention to the information provided by Luca. This merchant, Kherm was also apparently a ruthless slaver. Nothing too surprising in this continent, unfortunately.

    The halfling witch he found more intriguing, however. But Lex said nothing.

    "This is good intel, brother. Are we all set? Xristobal and our Psion friend are likely waiting for us now. We should be able to have a drink or two on our wagon, before dawn arrives." Added the bard with a smile.

  7. - Top - End - #37
    Ogre in the Playground
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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    Tertius nods at Luca's suggestion and splits off onto his own patrol route, though he does a lot less talking and listening and focuses rather on seeing his surroundings and thinking about the plan. "Say, Luca," he says to the brothers during one of their table-top meetings. "You mentioned being trained as a templar, right? This close to the palace, what are the odds of any of King Kalak's men getting in our way? I have no intuition for how they might be stationed..."

    He scratches idly at the table with a knife in his left hand, roughly tracing out the streets of the urban grid, while using the other hand to tear off tiny scraps of jerky to feed to his eagle. "If we can set up a pile of oiled rags somewhere, Sandy can go off to take a torch to them - classic little trick - but if we don't need to distract the templars' attention from what's happening at the Bataxxa's, there's no need to take the risk."

    Spoiler
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    Just rolling Spot to take in the layout of the walls and surroundings. (1d20+7)[25]

  8. - Top - End - #38
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    RedWizardGuy

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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    Luca considered Tertius' very good question. "It is hard to tell. Every city's templarate is different, from what I know. Urik, who I serve, is pretty disciplined, both as a city as a whole and the templars within it. I am not sure about how enthusiastic Kalak's templars are. It is possible that they will have no interest in a dispute between a merchant house and a bardic troupe. But it is hard to tell. They might have a deal done with the merchants, so they may try to protect them. I think your idea is a good one. Start a fire to distract the templars. Somewhere in the merchants quarter, but away from where we will be working," he said. WHen he spoke of his service to Urik, he did so extremely quietly, so that he could not be overheard.

  9. - Top - End - #39
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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    Simple observation at least partially answers the question of the templar force. During the daytime, the templars were everywhere, patrolling the streets, manning gates and walls, checking the business of merchants and craftsmen alike, and making sure everyone's paperwork is in order.

    Now that the sun has set, they're much less visible. There's still a hefty presence around the giant construction work in the center of the city, and also around the slave pens. If you didn't know better, you'd think building a ziggurat was the most important thing going on in Tyr these days.

    That's not to say there are no templars - but they are fewer, and further in between.

  10. - Top - End - #40
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    RedWizardGuy

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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    As the little troup gathered, they joined their old mul friend and his companion, apparently the psion. Greetings were exchanged, but for safety reasons, not names. "Well, we might as well get this project under way. The place isn't going to get any less defended than it is now. Let's go," Luca said to the others. He led the way, as was his nature and training as a templar said he always should, though among his brothers he was simply one of equals.

    He led the way past the House to the rear entrance where they had been told they would meet the contact who would let them in. Luca arrived and started looking for some sign of the man.

    Spoiler:
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    Spot check: (1d20+6)[23]

  11. - Top - End - #41
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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    You find Xristobal and Khefta exactly where you expect to - lounging near alley, smoking some sort of tobacco, sharing a drink, and looking essentially like they belong here. Xristobal has cloak to shield against the night time cold, as well as hide his armor from casual view, and he has a roll of cloth you consider likely to hide his wrist razors.

    Khefta wears a vest and loose pants, and little else. An clay emblem worn on a around his neck proclaims membership of the Tamers Guild to the world, and except for that he wears only tattoo's and a disdainful scowl. As you approach, he looks you over dismissively, and greets you with the words: No one mentioned we'd be breaking the King's Law. That'll cost you another hundred ceramics!

    Xristobal shoots you an apologetic glance, and shrugs. Muls aren't great at negotiations.

  12. - Top - End - #42
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    Rex500's Avatar

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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    Calm down, dear Khefta. We have detailed information of the compound's inner structure, as well as the merchant's guard movements. The results of this little venture will be most to your liking, I assure you. Answered Lexius, in a steady, calm tone. He had been in quite a number of missions by now, as a Mir brother and there were few things that unnerved the half-elf, truth to be told. Stealing from a deranged merchant had its dangers, to be sure but Lexius had done worse to better people.

    The half-elf placed his hand in his pocket. His ceramics were still in their place.

    I must confess it is a little disappointing hearing of an Elf who gives so much respect to the King's laws, however! All the tales my father told me of your people always painted you as fearlessly independent. He added, intending to appeal to Khefta's pride.

  13. - Top - End - #43
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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    The elf looked shocked and insulted in equal parts: I have not a care for the King's Law - I care only for the ceramics. I'm sure you're all doing this for charity and to save orphans, but I no such sad inclinations. I'll work for pay, and riskier work requires greater pay.

    With that, he holds out his hand.

  14. - Top - End - #44
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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    Tertius taps out a soft rhythm on his exposed and muscular forearm, trying to clear his mind before the mission. His face remains placidly neutral as Khefta plays up his shock and angles for more money, but it shifts into a scowl when the elf reaches out for payment. "Right back at you, tamer - we'll give pay for work done. Whatever you squeezed out of the mul should be more than enough coin for an advance; you can get the rest of your hazard pay after the mekillots have been led clear of the compound."

    Having finished barking at the elf, Tertius turns his gaze toward Xristobal and squints slightly. "How much did Xristobal even tell you, that you thought we'd get through the night without breaking the King's Law? Are we all in the same wagon when it comes to what steps we'll be taking in this plan?"

  15. - Top - End - #45
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    DrowGuy

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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    "You're not a people person are you?" Malonus asked Khefta.

  16. - Top - End - #46
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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    Quote Originally Posted by Bartmanhomer View Post
    "You're not a people person are you?" Malonus asked Khefta.
    You're not a business person, are you? Replies Khefta, as completely unfazed as the desert wind. Your Mul here negotiated standard wage for a standard job. Which will do nicely once the illegal job that precedes it is over. But for now, you need to pay me to risk my neck for a bunch of total strangers. That will cost you 100 ceramics.

    If you cannot pay up front, I'm willing to take half in advance. This once.

  17. - Top - End - #47
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    RedWizardGuy

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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    Luca stood quietly at the rear while the others attempted to negotiate. Seeing that they were going to have no luck in dropping the elf's price, and that he would be needed no matter what, he reached into his pouch and counted out fifty ceramics. He handed them to the elf and simply said, "Half up front then. I will give you the rest when we have the caravan back, along with its mekillots."

  18. - Top - End - #48
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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    Kehfta lit up in a bright feral smile, and replied: A pleasure doing business with you, Brothers Mir. Let's get to work then.

    Following Xristobal, you walk to the rear entrance, where he knocks a code - and the door swiftly opens. Inside, you see an old dwarf, a terrible facial scar ruining the left side of his face. When he sees you all, he speaks loudly enough for anyone nearby to hear:

    Curse the sands, you're late! Wagons been here an hour or more - and they're not unloading themselves. Get your sorry hides to work, or I swear I'll whip them raw. He winks with his single eye, and waves you in.

    The rear door enters into a large storage space filled with crates, jars, piles of hides and sacks of grain, containers made from hide or skin or bone or clay. A type of crane is mounted in the ceiling for moving various heavy objects around.

    A large open gate leads into the courtyard, where workmen and guards go to and fro. There may be ten workers, and no more than a couple of tough looking guards. In the middle of the courtyard stands Thalia, more battered and bruised than you remember her, but still undeniably herself: The only rolling theater of the Tyr region.

    Xristobal nods at you and walks off, presumably to go about his distraction.

  19. - Top - End - #49
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    DrowGuy

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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    Malonus frowns but smile a little bit.

  20. - Top - End - #50
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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    There you are! mutters Lexius under his breath. He stops for a moment to look for the Mekillot stables.

    Spoiler:
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    Spot check! (1d20+4)[14]

  21. - Top - End - #51
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    DrowGuy

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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    Malonus looks around for the mekillots.

    Spoiler: Spot Check
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    (1d20)[10]

  22. - Top - End - #52
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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    As Xristobal explained, the compound consists of two courtyards. The mekillot stables are easy to find, since mekillots are the size of houses themselves: They are in the other courtyard. Between the two courtyards is a large sliding gate, which is partway open - enough to allow people, but not mekillots.

    The people at work at this hour are busily going about their business - mostly preparing for caravans leaving or arriving the next day.

  23. - Top - End - #53
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    RedWizardGuy

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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    Luca headed for the gate between the two courtyards, and started to push to open it. "Come along, my friends. If we don't get these mekillots hitched quickly, the Master will take the whip to us," he said loudly, pretending that he is a part of the household. "It is a long way out to the Master's outer holdings, so we had better get a move on."

  24. - Top - End - #54
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    DrowGuy

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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    "I'm surprised that elf be able to find and raised these rare creatures."

  25. - Top - End - #55
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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    Your arrival provoces a number of reactions. One worker smiles at you and says what, they're sending you out tonight? Bloody slavedrivers never stop, eh? And we're not even slaves! But generally there's little suspicion, they are all willing to accept at face value that you're workers doing work - there's a certain camaraderie.

    Until you reach the mekillots, that is. As soon as you start opening the pens, a fat dwarf comes running. He's bald, considerably overweight - but it's clear from his muscles that he's the type of guy who works hard so he can afford to live well. He carries the traditional mekillot goad, and there can be little doubt: This is the stable master.

    Oi! He hollers, angrily, wotcha doin'? I ain't herd nuthin' 'bout any mekillots for tonight. No one's takin' me beasts except with proper orders! At his words, some of the workmen stops whatever they're doing, and look over.

  26. - Top - End - #56
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    RedWizardGuy

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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    Luca left the gate and wandered casually over to the overseer who had spoken to them. He gestured over in the direction of the main building, where the Master of the house lived. "Last minute change of plans. The Master got word of an elven merchant tribe coming to one of our outer holdings. The Master wants to deal with them because the prices are better than what the merchants in the city offer. He thought that as elves, or half-elves anyway, we might get the best price they can offer. They are only there until tomorrow, so we had to move fast. You can always wake the Master and ask him about it if you like. What usually happens to people who wake up the Master from his sleep?"


    Spoiler:
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    Diplomacy roll (1d20+8)[17]

  27. - Top - End - #57
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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    The dwarf takes this in - tastes it, chews it, spits it out. In all fairness, he considers it, before deciding he's having none of it.

    Elves, huh? See, the thing is elves more real fast. What with how they run and stuff? And all our main business right now, it's slaves, and it's clay for bricks for Kalak's pet ziggurat. Slaves don't move fast, and the amount of clay we need also isn't anything you'd move around in a backpack.

    So I think you're trying to pull one on me - and you'd better fezz up, rite now!


    Spoiler: The elven run
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    Since maybe not everyone knows: Elves can run like the wind. Literally. They go into some sort of trance, and they run, and they run, and they run. For days on end, no breaks, no food, no nothing. They just go from a to b, no fuss what so ever.

    Other races can't do that, obviously, so our friend is right.
    Last edited by Kaptin Keen; 2018-12-31 at 04:18 AM.

  28. - Top - End - #58
    Ogre in the Playground
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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    Tertius follows mutely along with the others, trying to balance 'seeming like a tired laborer' with keeping an eye out for people's movements and any unexpected surprises that might pop up. He directs a dull gaze toward the yelling dwarf and affects a long yawn before speaking in response. "Come on, mate, don't run that game on us. We all know the main business but there's always some half-baked plan for a side business going on. You can see the goods for yourself if you're so het up about doing your due diligence - though I'll warn you, it's not much to look at. Between you and us..."

    Tertius leans in closer to the stablemaster for these next sentences, both for rhetorical effect and to hopefully block the dwarf's line of sight to Malone and/or Lexius. "I think there's got to be a smuggler's compartment in some of these crates containing what's really being sold to the elves. Because you're right, even a whole tribe of elves wouldn't be buying more than I could carry on my back alone." He punctuates this comment with a flex of his bicep, hoping to buy more time until Xristobal's distraction kicks in and hopefully makes this whole conversation moot. "Difference is, if it were little lonely me passing through the gates, Kalak's men might give me the kind of trouble Mister Bataxxa doesn't want on this deal..."

    With a slap on the dwarf's back, Tertius stands up straight again and starts to laugh brashly. "Hah! Well, that's why they don't pay me to think!"

  29. - Top - End - #59
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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    Spoiler: Regarding distractions
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    If I wasn't entirely specific about it, Xristobal really intends the mekillot to be ready when he goes to work.


    The stablemaster listens to Tertius' words with a sour expression on his face. Tertius may somehow have struck a string in the dwarf.

    Smuggling! Is .. that .. so? You'd better show me this hidden compartment.

    He looks to Tertius to lead him where this cargo is - waving the other workmen off, brusquely ushering them back to work.

  30. - Top - End - #60
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    Default Re: The Mir Brothers Travelling Company (Dark Sun, DnD3.5)

    We don't have time for this.Thinks Lexius. He is thankful for the distraction provided by Tertius. Always a practical man, his brother!

    The half-elf elbows Khefta lightly, and signals him to begin opening the stable pens together.

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