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 12.2 Eastport - The Western Docks (Everyone else) 
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Joined: Tue Aug 08, 2017 12:55 pm
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Location: Black Company
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As the adventurers head to the docks, the smell of sea comes back to them in potency with the smell of septic and human sweat odors. The place while normally a flowing port has been locked down and without a way for ships to come and go legally the smell has grown near unbearable.

Working around and asking questions the adventures are able to find Alice Saddler within about half an hour paying only minimal bribes. However splitting the resource money between the two groups does make the bribes paid feel like more than it should.

AS you come to her shop the sounds of stomping and slamming can be heard from just outside the door. Walking in you can see Alice seems to be in a generally hostile mood as two men are leaving, both with their heads down look like they would rather be anywhere but here.

Seeing the rangers enter, she looks up and with a gruff harrumph says. "And just what do you want?"

OOC Comments
A quick notice roll (no modifier)
All her supplies are near empty and she has very little left, some of the jars are broken as if the place was recently robbed.

She is unfriendly and a Persuasion roll will be needed if you expect much cooperation.

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Shaping Worlds Together
The 99's Game Master Bennies 10
    +8 Players
    +2 Sidekicks

Nash bennies 3
    None Spent

12 bennies 3
    None Spent

13 bennies 3
    None Spent


Jane Toppan bennies 1
    -1 to extra Effort on Ace of Spades versus interrupt


Shaintar Game Master Bennies 8
    +8 Players


Nightbane Game Master Bennies 6
    +6 Players


Sat Aug 11, 2018 10:42 am
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Joined: Wed Jul 18, 2018 6:01 pm
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Notice 8
Notice: 1d6 (2)
Wild: 1d6 (6) Ace: 1d6+6 = 8 (2)
Sroxl enters the room first, alert for any threats which may present themselves. He doesn't see any immediate danger, but the place looks obviously ransacked by thugs - and recently, too.

"Greetingss. Misss Ssaddler, I asssume? My friendss would like to sspeak with you," Sroxl greets her.

He stands just a little too close, smiling down at her with his pointed, reptilian teeth. She also gets a good look at the many scars covering his face before he nods towards his friends and backs up.

Sroxl keeps an eye on the door and any other possible entrances and exits. He seems a little excited to play good guard, bad guard - but it wouldn't be readily apparent to those who didn't know Sroxl or Dregordians well.

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Sroxl, Dregodian Berserker
Sroxl, Dregodian Berserker
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Combat-Relevant Edges & Abilities:
    Battle Rage: Spirit roll at the beginning of each round, failure results in only being able to make wild attacks and suffering from the effects of Bloodthirsty.
    Berserk: Smarts roll when wounded; Failure = Parry -2, +2 to Fighting, Strength, melee damage, and Toughness. Also ignore all wound modifiers. Cannot use skills, Edges or maneuvers which require concentration (Including Shooting and Taunt, but not Intimidation). Fighting roll of 1 results in hitting an adjacent random target.
    Frightening: +Charisma as a positive modifier to Intimidation rolls.
    Kayakor Initiate: +1 Fighting against anyone armed iwth a Reach 0 Weapon. Opponents lose one point of Gang Up bonus against Sroxl.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
Adventure Cards
  • Moment of Glory: Every Hero in Spirit radius of the character loses Shaken status; ignores all wound and fatigue; and gains the benefits of a Joker (do not receive the Benny) for the remainder of the round.
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Sat Aug 11, 2018 11:27 am
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Joined: Mon Oct 16, 2017 8:21 am
Posts: 135
Location: Buffalo, NY
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OOC Comments
Notice
1d6 (6)
1d6 (4)


After the last few encounters in the cities, Tieronar no longer trusts any city dwellers until proven otherwise. Remembering how the villains escaped a few weeks ago, the Brinchie moves around the back of Saddler's place, ready to kill anyone who comes out the back.

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Charisma: -2; Pace: 8; Parry: 6 (8/9), -1 TO BE HIT (Skein of the Ages), Opponents at -1 Gangup against me. , Toughness: 9 (3) Bennies: 3+1+1/3 +1+1
+ 1 Golden Benny


Sat Aug 11, 2018 1:20 pm
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Joined: Sun Oct 15, 2017 7:42 am
Posts: 92
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RFT wrote:
AS you come to her shop the sounds of stomping and slamming can be heard from just outside the door. Walking in you can see Alice seems to be in a generally hostile mood as two men are leaving, both with their heads down look like they would rather be anywhere but here.

Seeing the rangers enter, she looks up and with a gruff harrumph says. "And just what do you want?"



Notice
Notice = 1d6 (4), Wild = 1d6 (3) +2 (racial) Total = 6


"Good day Mistress Saddler, be not afeared of my companions, though they be of stern demeanour I can assure you that they mean you no harm"

Lysennia looks around the room taking in the scene.
"Something has happened here, and judging by the womans reaction, pretty recently"

"We came here with the intent of doing business, yet it seems something is amiss. Unless I miss my guess, your shop has been ransacked by some ruffians, and recently too. Is there anything we can do to offer aid? Perhaps send word to the watch before the miscreants are too far away to be apprehended?"

Persuade
Persuade = 1d6 (4), Wild Die = 1d6 (2) +2 Charisma, Total = 6


Lysennia watches the woman gauging her reaction.

_________________
Let creatures of Flame beware my wrath. . .
Novice Eldakar Druid (16xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 10/10
Bennies: 3/3
Fatigue: 0
Wounds: 0

Adventure Card: Focus - Play this card to gain +4 on any single oppossed roll. Or if the character is an Adept the bonus is +6.


Mon Aug 13, 2018 12:13 pm
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Joined: Mon Oct 16, 2017 8:21 am
Posts: 135
Location: Buffalo, NY
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Tieronar looks around the area, taking in the local sights and smells.

OOC Comments
Notice 1d6 (3) 1d6 (1)


He enjoys people-watching and this den of thieves that calls itself a city is providing him with plenty of opportunity.

More importantly, he is watching to see who is watching him.

_________________
Charisma: -2; Pace: 8; Parry: 6 (8/9), -1 TO BE HIT (Skein of the Ages), Opponents at -1 Gangup against me. , Toughness: 9 (3) Bennies: 3+1+1/3 +1+1
+ 1 Golden Benny


Tue Aug 14, 2018 12:40 pm
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Joined: Mon Oct 16, 2017 8:10 pm
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Notice (Critical Failure)
1d6 (1)
Wild 1d6 (1)


The congestion, and unsanitary conditions, caused by the number of ships in harbour horrifies Aronan. The Korindian has never seen such human filth and the sights, sounds, and smells of it all are really overwhelming to his islander senses. The pervasive press of humanity is almost overwhelming and makes him long for the dark jungles and high mountains of his homeland. His senses are so assailed the the Korindian is oblivious to the shop's condition or the ruffians leaving Aronon is happy to let the others do the talking. Instead, he tries to steady himself.

"I will keep watch outside," he volunteers. Although the outside offers no relief either.

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Aronan
Charisma: -2; Pace: 6; Parry: 9; Toughness: 7 (2)

Golden Benny: 1
Benny's: 3


Wed Aug 15, 2018 7:05 pm
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