"Ah, yes, Ravens Bluff... A wonderful city for all kinds of trade and assorted other businesses, isn't it?" Dar Al Asam raised his glass to you with a wide grin beneath his flamboyant red mustache, narrowly avoiding to spill his wine when another wave rocked the boat back and forth. The journey on his 'Arianna' down the Dragon Reach has been rough, the early autumn storms stronger than usual, but you were past the dangerous waters, due to reach your destination before sunrise. So the Calishite captain invited you to celebrate before you part ways with a feast and choice wine - a generosity he could easily afford since you had to pay double, most other ships staying in the harbors instead of braving the wild waters.
"But I guess it is your first visit? I understand you coming here - plenty of opportunity to find work, but also easy to get into trouble by taking a wrong step - ever since the end of the war the city has been different."
He paused a moment, pondering these words. "Well, not that I'm complaining, ever since mayor Charles O'Kane's power became mostly representative, the Merchant Assembly has been on the rise, and by now their only rival to control of the city is the Noble Council. That powershift has been good for trade, and what's good for trade is good for me.
By the way, did you know that Embro Ambrath, head of one of the big merchant houses, recently bought himself the title of a lord? No? Guess how much he paid. Two million. Two million gold. I tell you, the nobles aren't happy about a glorified tailor having a seat on their Council - best don't say it that way though... well, anywhere. Even the walls have ears, and news travels fast in this city.
But well, enough politics. You want my advice - never get into that power struggle. Easy to make enemies, hard to make friends who won't sell you out in a heartbeat for minimal gain.
Know where some money is to make? Not easy money, mind you, otherwise it would long been gone. Sarbreen, capital of some Dwarven kingdom that was overthrown by orcs hundreds of years ago. They built Ravens Bluff right on top of it - pre-made sewers, economic choice! There's still lots of treasure down there. The first level has been stripped clean long ago I hear, but in the lower parts there's still a lot to find if you can brave decrepit corridors and whatever ugly things roam there. I'll make you a good price on any artifacts you find." His advice seemed more mercantile than altruistic; earlier he boasted that such items had the highest profit margins of everything he ships. Maybe he was just looking for some fools who risk their lifes so he can make easy money...
As you slowly reflect on this thought, you feel your eyelids getting heavy, and his voice now barely reaches your ears, seeming to come from far far away. "... So really, look into it...
Ah, I see it is finally working. Sorry, nothing personal, just business. I told you not to get into the cities politics, pity no one gave you this warning before it was too late..."
What was he talking about? As you slowly drift to sleep, you're left wondering how you seem to have unkowingly run afoul some influential enemy without even being in the city yet...
Character Creation guidelines
1 Flaw, 2 Traits maximum.
34 Point Buy, or 32 PB and a bonus feat.
Full HP first three levels, 3/4 after.
Allowed sources: 3.5 books published by WotC, grandfathered 3.0 Faerun sourcebooks, official web enhancements. Homebrew on request. Dragon Magazine and Dragon Compendium count as Homebrew.
No Action Points(but see Special Rules below).
Crossclass skills don't cost double. Always found that too restrictive. You STILL can only have half as many ranks in crossclass skills though.
If the party is separated, include your current location in bold at the top of your IC post.
Speech is in your character's color with quotation marks. Thoughts in your character's color, italic, without quotation marks.
In IC posts, all mechanics, OOC comments/questions and dice rolls are placed in a spoiler.
Use things that bring you through the day quickly, like Gather Information checks, with caution unless everyone is doing it. Try to avoid phases of inactivity because you went through the day faster than others.
Avoid situations that lead to a long downtime, like visiting a character that is still in the beginning of a separate scene.
If you're waiting for an answer, reaction or piece of input from someone before posting IC again and it doesn't come in a day or so, point it out in the OOC thread.
If you make an identical doublepost because of server issues please delete the spares. In case of dice rolls the first post is the valid one, delete the ones after once the server has settled down.
Special Rules
Fate Cards
I use a special rule I introduced in my RL group that was very positively received, called Fate Cards. They are similar to Action Points, but more powerful and versatile, and also harder to get.
There are four versions, you start with one of them of your choice.
Play this card to immediately redo a single roll.
Instead of rolling normally, play this card to get a natural 15 instead(or 3/4 of the maximum if not a d20).
Play this card to force the DM to redo a roll openly.
You get two Action Points.
You get these cards for fulfilled quests or roleplaying I consider particularly well. It's a nice way to give a tangible reward without offsetting party balance by handing out bonus equipment or XP.
Clue Cards
These cards entail information about the city and surrounding you obtained in some way. There can be rumors, a questhook, information about an interesting locale or person. They help fleshing the city out and randomly telling you things you'd never have thought to ask about.
How you use them is up to you. To give an example, in my RL group the Warblade girl got a card telling her that the tavern 'The Eagle' is frequented by racists and nonhumans aren't welcome. Since she's evil and has a special sense of humor she took the dwarf and halfelf there to 'celebrate', leading to a big bar brawl, one of the most entertaining fights I've ever had.
You start with three random Clues. New ones are gradually attained by offscreen interaction with NPCs, a bunch of Gather Information checks, pure luck or a good Knowledge roll when first encountering something pertaining to the Clue.
The Clues are SECRET; it's up to you if and what you share with the others.
DM Lightning
DM Lightning is your DMs way to punish you for or tease you about screwups, unwelcome behaviour and of course to show you who's boss. DMs don't want to be loved, they want to be feared and respected.
DM Lightning takes the form of a miniature thundercloud appearing over your character and smiting him for xd6 damage. Even inside a cave. Even underwater. The damage can't be resisted, negated or avoided in any way. Attempts to do so trigger a Rocks Fall You Die.
You receive DM Lightning for
Calling anything that isn't a hobgoblin a hobgoblin: 1d6
Not laughing at a well placed Monty Python quote: 1d6
Burning down a tavern: 3d6
Requesting any Homebrew from dandwiki: 5d6
Using an annoying meme OOC: varies
Using an annoying meme IC: oh boy
Eating the last slice of pizza if we ever game in RL: 10000d6
Character
Initiative
Aya
[roll]1d20+4[/roll]
Bara
[roll]1d20+6[/roll]
Cael
[roll]1d20+1[/roll]
Jorran
[roll]1d20+5[/roll]
Mirielle
[roll]1d20[/roll]
Baddies
[roll]1d20[/roll]
__________________
Quote:
Originally Posted by Jeff the Green
I've never teared up on behalf of a character of mine before. Congratulations, TFO.
To the east, near the Earthfast Mountains, a couple of villages are troubled by a tribe of goblins, though not through raids: the goblins built a dam on the mountain creek supplying the villages and are storing the water in a huge underground cavern. They sell the water to the villagers, and letting the creek flow free for just a couple hours requires a payment the villagers can only bear by pooling money. So far, officials haven't dispatched a relief force yet as the goblins threaten to tear down the dam and flood the nearest village if they are attacked.
6. Bloody Boots
Spoiler
The fiveway intersection northwest of the DeVillars Park is often referred to as 'Bloody Boots' in a surprisingly litteral way: the park was used as dueling place while the practice was legal, and after it was outlawed the tradition occasionally persisted in the quiet of night, and survivors would use the fiveway to steal away into the night, often leaving the red marks of their deed on the street.
The watch likely could quell this if they tried hard enough, but while there's a pair of officers in the park at all hours, this isn't enough to foil all would-be duelants.
9. A Noble Tattoo
Spoiler
The halfogre Talon Darkoak is a skilled tattoo artist and has his business in the Silverscales neighborhood in the second floor above Endelo's Tankard, a tavern not reccommended unless the best you can afford is watery beer and a bucket for a toilet.
Several months ago it was discovered Talon is the distant, though last surviving relative of the former Whiteoak noble family, thought wiped out years ago by a pirate raid. With no fortune to inherit but a good title many well-off young daughters of the lesser nobility are flocking to him to woo this man of rich blood but modest coin. His tattoos have become quite fashionable in the upper classes as a result of this.
14. Misti Marva
Spoiler
Well, you already know about that one... Let's add some details. She has a couple street urchins who do information gathering for her, and is said to be an expert at forgery. There are a couple topics she refuses to provide information on, including rumors of the Four Ravens reestablishment, the traps and defenses of lucrative targets for thieves, and personal lifes or illicit businesses of various nobles and merchants.
16. The Ill Eagle
Spoiler
The Ill Eagle in Bitterstone is a hostelry with first rate food(owner was once the cook of the Damaran lord). Only humans are welcome and the eponym eagle could talk common, always spouting rather racist remarks. At the beginning of Eleint a group including a dwarf and halfelf entered the place and a big brawl errupted, in the course of which the halfelf downright exploded the eagle with a stab of a shortsword enfused with elemental energy. The owner pressed charges, but the exact legal status of the eagle is unclear; he claims he was a human forced into another shape and thus accuses the halfelf of murder, but there's no evidence for his claim.
22. Helmed Horrors
Spoiler
Some wealthier institutions have been using Helmed Horrors as guardians for their premises, like the Fellowship of Jewelers, Goldsmiths and Whitesmiths, the Strangestars merchant house and the odd noble family. The source of these constructs is undisclosed to the public, though their export has been preemptively outlawed. The first cofirmed sightings were reported about two months after the war, though some rumors place their first appearance years before that.
69. Potions, Lotions and Notions
Spoiler
Placed in the Swordspoint district, this shop has been closed since the end of the war. The three proprietors always wore masks, which naturally led to a myriad of more or less wild rumors concering their race or loyalties.
During the war, they donated all their stock to the army and city and were richly decorated for it, but then promptly vanished without explanation never to be heard from again.
In four weeks, or 2 years after their disappearance, they'd be legally declared dead and their property forfeit to the city, lacking known relatives. Some rich folk already look forward to winning their well-placed shop at auction, while others, remembering their selflessness, push for ignoring the strict letter of the law and granting them more time.
72. Glar Maru's Golden Palace
Spoiler
Situated in Gowntown, there is only one thing to say about this four-floored, huge building: If it is nonperishable and nonmagical, you can almost assuredly buy it here, in a dozen variants.. You'll be amazed how many different types of spoons there are.
Cardea
Spoiler
6. Something is Afoot with Quehulios
Spoiler
Quehulio's, one of the premiere magic item shops in the whole of Faerun, seems to have something going on. Something BIG. Nobody seems to know what it is, but just 3 days past there was a plot involving the High Priest of Ilmater which is somehow linked to it; though whether he was supposed to murder somebody or be the victim himself is unclear. But the hearsay is persistent the Red Wizards were involved and the notably increased interaction between Quehulio staff and members of the Clerical Circle has to do with it.
69. Potions, Lotions and Notions
Spoiler
Placed in the Swordspoint district, this shop has been closed since the end of the war. The three proprietors always wore masks, which naturally led to a myriad of more or less wild rumors concering their race or loyalties.
During the war, they donated all their stock to the army and city and were richly decorated for it, but then promptly vanished without explanation never to be heard from again.
In six weeks, or 2 years after their disappearance, they'd be legally declared dead and their property forfeit to the city, lacking known relatives. Some rich folk already look forward to winning their well-placed shop at auction, while others, remembering their selflessness, push for ignoring the strict letter of the law and granting them more time.
76. The Quiet Mind
Spoiler
'The Quiet Mind' in Torchtown is the abode of the guildless sage Malgaris. He is an exceptional expert on(not with) weapons, recognizing even from fragments the type of weapon, age, smithing style and likely origin or even individual smith of the weapon. He has a group of orphans loyal to him supplying him with information and he keeps tabs on all adventuring bands active in or near the city.
In his cellar he has a secret tunnel leading out of the city people paying the right price can use to be smuggled outside the wall, though Malgaris is very reluctant to smuggle people in, even for sizable fees.
Frog Dragon
Spoiler
57. Khauldan Risimmer
Spoiler
Prior to the Merchant Assembly's rise to power, Lady Amber tried appeasing the merchants by giving four of them a lordship and seat on the Council of Lords; all four of them are unaffiliated with the current Houses as it isn't legal to hold a seat on both the Council and the Assembly.
One of these four is Khauldan Risimmer, though he looks more like a beatdown veteran mercenary. He hates valueing the letter of the law over the spirit of the law and is sort of a symbol for dumb honesty, and the common working folk love him for it. He is known to be a tough bargainer and to collect what was promised even against resistance.
He is suspicious of the dealings both of the merchants and his fellow nobles. He has a network of old mercenaries at his beck and call and can raise seventy men in less than an hour. Some may miss an eye or limb, but all of them can handle a sword well enough.
60. Lord Chancellor
Spoiler
The post of Lord Chancellor is responsible for the economic life of the city, like harbor, customs, treasury and overseeing the guilds(with subordinates called Regents for each of these and reporting to him) and for foreign policy. With the restrictions placed on the Lord Mayor this is now likely the most powerful civic office and the Council of Lords reportedly thinks about splitting the post in two.
The respect to and success of current Chancellor, Arvin Kothonos, is what held such plans back for now. This pudgy redhaired man is well-loved by all classes and was also Acting Mayor after Belanor Fenmarel's imprisonment. After the war he was nominated for the post of Lord Mayor, but refused to stand for election.
72. Glar Maru's Golden Palace
Spoiler
Situated in Gowntown, there is only one thing to say about this four-floored, huge building: If it is nonperishable and nonmagical, you can almost assuredly buy it here, in a dozen variants.. You'll be amazed how many different types of spoons there are.
89. Seaman's Death
Spoiler
The Seeman's Death in the harbor is a rough tavern that features a small arena for fistfights. It's also the preferred meeting place of the city's less legally minded people. While a large number of lowly thiefs and thugs meet in the Rat's Nest instead, that place is always watched by civilian officers. The Seeman's Death on the other hand is where the more comepetent criminals look for jobs, partners or employees.
Jeff the Green
Spoiler
8. The Trial
Spoiler
The Halls of Luck, the Tymporan temple in the Holyhouses district, look like - and are - about a dozen originally distinct buildings later interconnected. Inside, folk can at all hours play games of chance for coin or just fun. The place also features 'The Trial', an everchanging obstacle course adventurous folk can try while others place bets on their success. True to Tymora, the equipment granted before sent inside is very random, as are the rewards on completion.
18. The Veil
Spoiler
The Veil, legendary in Faerûn, is a thick, impenetrable cloudbank that descends on the eastern coast of the Dragon Reach twice a year. The intense fog for one tenday in spring and another in autumn always brings on a marked increase in criminal activity. It occurs at the end of Marpenoth and beginning of Tarsakh.
34. The Shadow
Spoiler
A clerk working for the city had a quite curious tale to tell: one building in Bitterstone is listed in the official tax records as belonging to someone only called 'The Shadow'. It is an impressive, alsways shuttered and barred dark stone hall, and nobody can remember ever seeing anyone go in or out, but the taxes are always delivered on time, anonymously and exact. Far as the clerk could research, 'The Shadow' reaches back in the registers at least two decades.
35. Ravens Not Gone?
Spoiler
It has been four decades now since all members of the Four Ravens, the city's former thieves guild, were publicly beheaded. Almost every other year since then others have tried to fill the vacuum, but they've always been broken before they could establish themselves.
For the last months now though, there are whispers the Ravens might have returned in secret. Most say this is linked to the one survivor of the prior annihilation: the leaders of the Ravens were husband and wive, and of their four children only the youngest, their nine year old son, was spared. Now he works as a gravedigger and garbage disposer, though whispers claim he reestablished the family business.
44. House of Desires
Spoiler
The House of Desires in Mortonbrace is run by priestesses of Sharess. There was some controversy because building a temple requires the consent of the Clerical Circle, and worship or Sharess is disreputed or even forbidden in some cities in the Sea of Fallen Stars. They claim to be nominally a minor merchant house instead of a temple, and the Circle accepts this grugdingly instead of provoking the Merchant Assembly who back the House of Desires to get better connections with the south of Faerun. Still, the rapid gain of popularity is disquieting to some of the established Merchant Houses.
62. Lord Marshal
Spoiler
The Lord Marshal is the one in control of the city's defenses and the armed forces in times of peace. He also has command over the City Watch, though the Chief Constable takes care of the task, but he can be overruled by the Marshal at any time.
The post is currently vacant. The previous holder, Gaius Varro, vanished during the war, and many were reluctant to replace the popular man with no evidence of his death. After a year finally a new Marshal was elected, but he never entered the office because it was discovered he was an impostor of a noble family lost in the war. Since then, there's a deadlock as most are content with the responsibilities of the Marshal distributed to lesser officials, though Lord Blacktree is known to greatly desire the title.
65. Prisons
Spoiler
There are three prisons in the city.
The basic one, officially named Nevin Street Compter, is universally referred to as The Block, even by officials. It looks like a single massive cube of black stone people then tunnelled into to create a building. People imprisoned here can get better lodgings for a good fee; if you don't pay or committed a crime the Watch takes special offense to, like attacking an officer, you land in the Hole, a dank room you share with rats, lice and enough other prisoners to make lying down hard.
The Golden Ball and Lasher are ships moored on the river. Convicts here dredge the harbor; it is extremely hard work and good as a death sentence. Murderers, rapists, arsonists and muggers are sent here.
Ill-Water is an island prison, and escape is said to be impossible. The most hated and skilled prisoners are brought here, as well as the inconvenient with a dangerous piece of knowledge. In the past unwanted spouses and disgraced heirs could end up here, but the practice fell out of fashion decades ago(though there might still be victims of this in the prison)
rypt
Spoiler
52. Fishmongers Association
Spoiler
Fiercely independent, the Fishmongers have a monopoly on fishing in the Fire River and the public sale of fish; anyone trying to move into that market ended up having their nets cut or boats and stalls sabotaged. They have a reputation for rioting, brawling and lawlessness, and most watch officers don't bother keeping them in line, as everyone who tries, be it watchman, judge or other, ends up a target, though their revenge is never endangering. Nevertheless, a fish in the face or waking up in a bed full of eels or rotten entrails is certainly unappealing. Thus, long as they don't turn to serious crime and keep to the harbor, their escapades are tolerated.
Some time ago, they turned to performing pranks on hire. A wellknown story is one lord being found stark naked and loudly snoring in his bed - which somehow was transported to the middle of a crossroad without anyone noticing.
54. Maskyr One-Eye
Spoiler
In the days of Roldilar, a human mage named Maskyr was looking for a isolated place to build his tower in. He discovered a wooded vale in the Vast much to his liking and decided the settle there. He came to the dwarven king Tuir Stonebeard and asked what price he wants for the vale. After a long moment of silence in the hall the king answered “"The vale is yours, from rim to rim and beneath the grass as deep as four men stand upon each other’s shoulders, upon one condition only. Pluck out thy right eye and give it to me, here and now, and the vale is thine."
To everyone's surprise, Maskyr complied without hesitation and the king, respecting his determination, kept his word. Maskyr lived on for several hundred years, then vanished while travelling the planes. The village in the vale today is named Maskyr's Eye after him.”
70. The Iron Bull
Spoiler
The Iron Bull in Swordspoint is a Dwarf and likely the most skilled smith in the whole Bluff. Reputedly he can make magical armor, but only bothers to do so for special pieces like say Owlfeather Armor, never your run of the mill fullplate +X. Most smiths here only make the base armor and leave the enchanting so someone else since with Quehulio's and the wizard's guild they have a rather big pool of people with item creation feats.
The Iron Bull is independent and in the past the Armorer's Guild put him under a lot of pressure to join them. Some twenty years ago they reached a settlement: they leave him be, in return he takes apprentices from their ranks.
He is interested in pieces of armor and weapon recovered from Sarbreen.
Sallera
Spoiler
5. Missing Statue
Spoiler
When the orcs of Vastar ruled in the Vast, they placed large stone monoliths of their gods over the landscape. The dwarves, when taking over, chiseled out the eyes of those statues, but otherwise left them standing.
Three weeks ago, one of these statues, placed just ten miles north of Ravens Bluff, mysteriously vanished overnight.
13. Ladyrock You Better Run
Spoiler
Ladyrock, the small isle in the middle of the Fire River, is a place well liked by the less legalminded for meetings. The isle lacks an own watch station and if anything happens the watch ferrying over can be spotted from well away, giving ample time to remove evidence or just vanish.
If on Ladyrock you come across a group that looks to be just standing there innocently minding their own business it is reccommended to run, fast.
21. Dining on Wild Magic
Spoiler
Chemcheaux' was a consortium of independent artificers and magical crafters until a dozen years ago it vanished in a huge explosion that could be seen from well beyond the city walls, killing the owner Mortimer and at least one other crafter. Since then, spells cast in that city block have a tendency to go awry and out of control.
The enterprising short, round man Veldarno Khalabari bought the property and built The Raven's Glory there. Business has been exceptionally well for years and Veldarno is determined go join the nobility, earning the nickname 'the little persistence' for proposing marriage to every single lady or widow of noble blood repeatedly.
59. Yustable Tarthree
Spoiler
Prior to the Merchant Assembly's rise to power, Lady Amber tried appeasing the merchants by giving four of them a lordship and seat on the Council of Lords; all four of them are unaffiliated with the current Houses as it isn't legal to hold a seat on both the Council and the Assembly.
One of these four is Yustable Tarthree, a socialable, evertalking man. He has an uncanny memory when it comes to people and a keen mind, and some say he could be one of the foremost sages, engineers, philosophers or even wizards of the region if he ever put his mind to it instead of juggling a hundred different tasks. His buying and selling is often smallscale and seems unsystematic, but in the end he always makes a profit.
He knows an inordinate amount of people, being nice and generous even to those who could never repay him. He is very knowledgable in the current rumor mill, though even more remarkable is his ability to gauge the mood and opinion of the common people or subgroups thereof on any issue one might think of.
__________________
Quote:
Originally Posted by Jeff the Green
I've never teared up on behalf of a character of mine before. Congratulations, TFO.
I think the list is complete, but everyone check if maybe I overlooked one.
Using hobgoblin as a deliberate insult is fine. Writing as if something actually is a hobgoblin isn't. Seriously, that was bizarre back then. Three of you downright insisted on having seen hobgoblins no matter how often I said it's bugbears and common goblins.
__________________
Quote:
Originally Posted by Jeff the Green
I've never teared up on behalf of a character of mine before. Congratulations, TFO.
Aya's clue card list is missing the Chemcheaux one; can't remember what number that was. Thanks for adding that, though, nice to have them in one place.
__________________
Thanks to Arokh for the avatar.
A link to the first OOC may help for informational purposes.
Also, edited my IC post to reflect TFO's comment in the spoiler below it. Since it can be safely assumed, I'm going with 'preplanning, but not entirely willing to go in hook-line-and-sinker, until we verify the identity and mission.
__________________
All of this has happened before...
and all of this will happen again.
Moving. Internet access is a bit spotty.
Last edited by candycorn : 10-23-2012 at 11:32 PM.
It's actually at the top of the useful links stuff, under former party members.
Quote:
Originally Posted by Sallera
Perhaps they'd been playing Red Hand of Doom? :3
Aya's clue card list is missing the Chemcheaux one; can't remember what number that was. Thanks for adding that, though, nice to have them in one place.
Why, lots of hobgoblins there? Never played that module, actually number 2 of the ones I want to have a go at sometime.
Found the Dining on Wild Magic one. Thank you google.
__________________
Quote:
Originally Posted by Jeff the Green
I've never teared up on behalf of a character of mine before. Congratulations, TFO.
Yeah, I think I remember your group had some troubles with a disappearing DM a while back. The module is offered here fairly often, but since I'm very selective with which games to apply and I missed the deadline with the one promising DM I can remember...
But if you look for something else to run, maybe Return to the Temple of Elemental Evil *hint hint* *nudge nudge* *wink wink*
__________________
Quote:
Originally Posted by Jeff the Green
I've never teared up on behalf of a character of mine before. Congratulations, TFO.
Tharizdun is so silly, though. :3 But I'll keep that one in mind if I do decide to start a second game. I've actually had ideas for a homebrew one bouncing around my head as well, but so far I haven't got enough of a coherent plot to really put it together.
__________________
Thanks to Arokh for the avatar.
Dunno really, never got particularly deep into the Greyhawk fluff, and what role that one plays in the module I don't know either. But I've heard good things about it, it's in my preferred level range, the computer adaption of the AD&D module was quite neat when you got past the bugs and I vaguely remember reading a short summary of the first two sessions that was quite awesome. Not that I remember any details as it was close to ten years ago, but I think a PC sniped something inside a summoning circle from a rooftop and then was killed in some manner ^^
Word of advice though: original plots are always nice, but don't try a Homebrew setting sandbox. Waaay too much work
Oh, and I was quite surprised Aya is so forthcoming with that information. I had a good laugh imagining how some nobles would react to that tale
__________________
Quote:
Originally Posted by Jeff the Green
I've never teared up on behalf of a character of mine before. Congratulations, TFO.
Yeah, I've no intention of trying to run a sandbox game here. I'm still impressed that you've managed it so well. The one I have in mind is more of a large-scale mystery, which means I need to pin down exactly what's going on and why before I start laying out the smaller details.
Aya had a bit of petty revenge in mind there, I think. And she does realize it's not the sort of tale you'd normally spread. But hey, if you want information, providing information is a good place to start.
__________________
Thanks to Arokh for the avatar.
Thanks. It was admittedly an ambitious project, but with a lot of work and not to forget some luck in the player selection it turned out quite well.
But it also made me realize how long it takes for a more complex plot to unfold in PbP. We're 9 months in and the only really concluded things are the goblin sidequest and the prologue. Though it looks like both Black Sorrow's and Cybrarvein's stories are in full swing. Better hope they don't meet and team up
Jeff, could you compile for me the information you gathered on the fires?
__________________
Quote:
Originally Posted by Jeff the Green
I've never teared up on behalf of a character of mine before. Congratulations, TFO.
Sure. I could have sworn I'd written it down in a .txt file somewhere, but I can't find it. I'll have to dig through the threads again.
__________________
Quote:
Originally Posted by Lateral
Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
Yeah, I was planning on that. I have a way of introducing Cael to the rest of the party soon, and the whole Black Sorrow thing will likely end in combat. I may do some retconning to change the date of his leaving the city every 12 days to make it happen sooner. It is a good opportunity to go after him, though you seem to have some other plans involving Stavra as well.
And I realize introducing all major Merchan Houses and noble families IC would be a hassle -.- I didn't want to give a long OOC infodump, but I think a short summary of the ones you should know about by now would be useful.
__________________
Quote:
Originally Posted by Jeff the Green
I've never teared up on behalf of a character of mine before. Congratulations, TFO.
I wanted to let you guys know that in the coming days, Hurricane Sandy may have some impact on my ability to post. I live around Washington DC and we are expecting to see the worst of things late Monday into Tuesday. Given the strength of the storm and the its direction, it's hard to imagine that I won't lose power for some period of time. Whether that period of time is significant, well, we'll just have to wait and see.
Sorry, I've not been feeling well; there's a post up now and I should be getting back to a more regular posting schedule. (Assuming my holiday baking doesn't get out of hand. I still have half of a very large pumpkin to butcher and puree, and I need to visit like five different [out-of-town!] bakeries to see if they have the right kind of bread for my pudding, and I need to figure out what kind of pumpkin soup I'll be making, and I need to make a test batch of rum sauce, and... Yeah, it shouldn't interfere, but it's going to take most of my free time. Thank goodness the results are so delicious. )
Candycorn, what do you think would be the best way to combine our GI skills on ? From what I gather from your sheet, you can hit +15 using an Inspiration Point, right? I can hit the same with divine insight, but it's self only. Do you know of any other spells I could use to boost your check? I'm coming up with bubkes. Jorran could probably Aid Another, which would allow him to do a bit of
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Quote:
Originally Posted by Lateral
Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
Sorry, I've not been feeling well; there's a post up now and I should be getting back to a more regular posting schedule. (Assuming my holiday baking doesn't get out of hand. I still have half of a very large pumpkin to butcher and puree, and I need to visit like five different [out-of-town!] bakeries to see if they have the right kind of bread for my pudding, and I need to figure out what kind of pumpkin soup I'll be making, and I need to make a test batch of rum sauce, and... Yeah, it shouldn't interfere, but it's going to take most of my free time. Thank goodness the results are so delicious. )
Candycorn, what do you think would be the best way to combine our GI skills on ? From what I gather from your sheet, you can hit +15 using an Inspiration Point, right? I can hit the same with divine insight, but it's self only. Do you know of any other spells I could use to boost your check? I'm coming up with bubkes. Jorran could probably Aid Another, which would allow him to do a bit of
Let's see....
I can hit +15 once per day, and +10 the rest of the time. Very reliable for Aid another, but not the best in the party, at least, not yet. (In a level or so, I'll have Divine Insight too, along with GI ranks)
Honestly, I'd think the highest single checks could be gained with you doing your insight checks, and me Aiding you (+17, 3 checks, then my +15 for 1)...
That would give better odds for high checks (30+), but lower odds for middling checks (20-25).
The alternative (the way we've been doing it, +15 x3 for you, +15 and +10 x2 for me), it gets quite a bit more 20-25 checks, and somewhat less 30+ checks.
I'd use the first method if we're going to devote an entire day to one or two difficult pieces of information, and the second when we're laying groundwork during macromanagement days.
Sadly, I know of no spells that would boost me appreciably, which would also be cast on me by another.
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All of this has happened before...
and all of this will happen again.
Moving. Internet access is a bit spotty.
Last edited by candycorn : 10-31-2012 at 01:16 AM.
I've been waiting for that reveal a long time Bet you didn't see that one coming.
Hah! Well played, sir. I certainly did not. I had a feeling something was coming after you used that devilish smiley face in that last post, but I was not expecting this.
With no ranks in Knowledge (the planes), I'm assuming Cael knows less-than-nothing about the City of Doors?
EDIT: Also, while the room itself has no windows, does the door to Liara's cell have a window in it? If so, does anyone appearing to looking through it?
Heh. So, I'm guessing there's nowhere in the hall Aya could stand where Rikrik would be the closest person to her? (Or at least, nowhere practical and reasonably close?)
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Thanks to Arokh for the avatar.
Yeah, the workshop and embassy fires are written up on the wiki. I'm still looking for the posts where you described the others, though. Hopefully I'll have them up tomorrow; I have a party to get ready for/go to today, and probably won't be able to be at my computer.
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Quote:
Originally Posted by Lateral
Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.