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Season 1, Episode 1 - Highway To Hell


prophane

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Location: Last Chance Inn, outskirts of Rookroost, Bandit Kingdomsimage.png.f1bb679ac97ff73771b1fa39411ffd8d.png
Date: Godsday, Fourth of Growfest (festival week)
Time: well after sunset
Weather: Cool, 50°, partly cloudy skies and moderate wind out of the northwest
Sunrise/set: just after 6am/ just before 6:30pm


HD wallpaper: cityscape, sunset, architecture, concept art, silhouette, dark  | Wallpaper Flare

Amira, Spice MerchantAmira, the Baklunish merchant, tells everyone to stick around and that tomorrow. After she sells her wares, she will be able to pay the group and possibly have lead on her next job. She says she will no doubt need more escorts and would be happy to work with the group again. She explains that she must get into the city then to the Dirty Dog Tavern, where she has arrangements to offload her current cargo and plans to meet with her buyers. She also recommends it as a place to stay while in Rookroost. "It's not the cleanest, or the safest, but it is a far cry from the worst!" she says with a laugh. "I know and trust the owner, much like this place, though it is inside the city. Getting through the gates can be, um, well, interesting at best, and difficult most other times. I have a contact at the Funery Gate which should get us through with no trouble. Speaking of that, is there any reason that any of you might have trouble getting into the city? None of you are wanted buy the," she leans in and lowers her voice, "none of you are in trouble with Iuz or any of his cronies, right? If so, let me know now and we can part ways. I don't need any of that kind of trouble right now! My cargo is very clean, though let's just say that sometimes I transport things some people don't think I should, if you catch my drift. My contact at the gate is good, but I don't want any additional trouble if the Iuzites are looking out for you. It would really strain my relationship with Grindell. Took far too long and way too much gold to get him in my pocket!" She smirks and continues her meal.


OOC

 

 

Character Status

Arwi HP 12/12 FP 10/12 Combat Move/Dodge 5/9 (1) ||

Finn HP 10/10 FP 9/10 Combat Move/Dodge 5/9 (0) ||

Iranna HP HP 9/9 FP 11/12 Combat Move/Dodge 5/8 (0) ||

Kelarith HP 12/12 FP 8/10 Combat Move/Dodge 4/7 (1) ||p

Nessia HP 12/12 FP 10/12 Combat Move/Dodge 4/7 (1) ||

 

 

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NESSIA DESCRIPTION | THREAD

STATISTICS

ST: 10 DX: 10 IQ: 13 HT: 12 HP: 11/11 FP: 4/12


DMG: 1d+2/1d BL: 20 PER: 10 Basic Speed: 5.25 Dodge: 8 Basic Move: 5 Encumbrance: 20/40/60/120/200


Age: Adult Appearance: Attractive


Culture Familiarity: Ket (Native), Central Flanaess Languages (Spoken): Baklunish (Native), Common, Giant (Accented), Goblin (Accented), Orc (Accented) Languages (Written): Baklunish, Common


Advantages: Clerical Investment, Mind Control (Emotion Only), Power Investiture 3


Disadvantages: Discipline of Faith (Ritualism), Klutz, Odious Personal Habit (Finds Omens ALL OVER), Reduced Basic Speed (0.25), Sense of Duty (Large: Istus' Faithful)


Quirks: Broad-Minded, Careful, Minor Handicap (Sacroiliitis), Vow (Pay 10% of Income to Religious Affiliation)


Skills: Body Language 9, Brawling 10, Diplomacy 11, First Aid (TL 3) 13, Fishing 10, Fortune-Telling 13, Hiking 11, History 13, Knife 10, Meditation 11, Observation 10, Occultism 13, Religious Ritual 13, Staff 10, Survival (Plains) 9, Thrown Weapon 11


Spells: Analyze Magic 14, Armor 14, Aura 14, Awaken 14, Darkness 14, Death Vision 14, Foolishness 14, Forgetfulness 14, Identify Spell 14, Lend Energy 14, Lend Vitality 14, Light 14, Minor Healing 14, Recover Energy 14, Sense Spirit 14, Shield 14


Nessia purses her lips and looks at her companions. "I have only ever been on my best behavior, so I should bring no trouble your way at all." While her words are sincere, they also carry a very unique mixture of surprise and uncertainty...

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Location: Last Chance Inn, outskirts of Rookroost, Bandit Kingdomsimage.png.f1bb679ac97ff73771b1fa39411ffd8d.png
Date: Godsday, Fourth of Growfest (festival week)
Time: well after sunset
Weather: Cool, 50°, partly cloudy skies and moderate wind out of the northwest
Sunrise/set: just after 6am/ just before 6:30pm


HD wallpaper: cityscape, sunset, architecture, concept art, silhouette, dark  | Wallpaper Flare

Amira looks to Nessia with a wry smile, "You do realize that we're in the Bandit Kingdoms, currently under the rule of Iuz, right? Being on YOUR best behavior could seriously make other people very upset with you!"


OOC

 

 

Character Status

Arwi HP 12/12 FP 10/12 Combat Move/Dodge 5/9 (1) ||

Finn HP 10/10 FP 9/10 Combat Move/Dodge 5/9 (0) ||

Iranna HP HP 9/9 FP 11/12 Combat Move/Dodge 5/8 (0) ||

Kelarith HP 12/12 FP 8/10 Combat Move/Dodge 4/7 (1) ||p

Nessia HP 12/12 FP 10/12 Combat Move/Dodge 4/7 (1) ||

 

 

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Finn chuckles wryly and replies in a low voice, "I'm pretty sure that's the only offer of honest work any of us will hear for quite some time. So yeah, I'm in." He looks over at Nessia and holds out his closed hand to her, extending just his little finger and says, oddly serious, "I think we can help keep each other out of trouble. I suspect we share an impulse to do the wrong things for all the right reasons. . ." glancing at Amira as he does so.

 

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Location: Funery Gate, outskirts of Rookroost, Bandit Kingdomsimage.png.f1bb679ac97ff73771b1fa39411ffd8d.png
Date: Waterday, Fifth of Growfest (festival week)
Time: around 8am
Weather: Cold, 33°, cloudy skies and moderate wind from the south
Sunrise/set: just after 6am/ just before 6:30pm


HD wallpaper: cityscape, sunset, architecture, concept art, silhouette, dark  | Wallpaper Flare

Everyone sleeps in, being exhausted from the long trip to Rookroost. Eventually, Amira gets everyone up and moving. A quick breakfast and coffee helps.

Outside, the air is cold, just barely above freezing, but still warmer than recent mornings. Despite the cold, there are huge crowds of people everywhere. The walls and spires of the City of Ravens loom in the background as Amira leads her wagon along the Great Northern Way toward the Funery Gate, one of the main entrances into the city. This major thoroughfare passes through a noisy, chaotic shanty town which assaults nearly all the senses simultaneously.

As you approach the gate, the air becomes thick with the smells of fire and sickness. Human faces of all types regard you desperately from open tents as you pass, most of them shouting pleas for charity, though the menace of crossbows high up on the walls keeps the mob at a respectful distance. 

“I need to chat with the commander of the gate before we enter the city proper,” Amira says loud enough for you to hear her over the din. “Stay here and don’t let THEM touch anything,” she says while pointing at the rabble. She then reins the oxen to a stop and leaps out of the wagon before saying, “You, Iranna, you're with me," grabbing the foreign woman by the arm and pushing her way through the crowd.

As soon as Amira is gone, the sea of desperate, unwashed masses closes in, calling out their stories and begging for assistance. 

 


OOC

I'd like each of you to make a series of rolls. They can accompany you response post or just make them in the OOC thread or even on the Discord channel.

I first need Per roll, followed by Streetwise (if you have it), then an additional Per or IQ roll (whichever is higher)

 

Character Status

Arwi HP 12/12 FP 12/12 Combat Move/Dodge 5/9 (1) ||

Finn HP 10/10 FP 10/10 Combat Move/Dodge 5/9 (0) ||

Iranna HP HP 9/9 FP 12/12 Combat Move/Dodge 5/8 (0) ||

Kelarith HP 12/12 FP 10/10 Combat Move/Dodge 4/7 (1) ||p

Nessia HP 12/12 FP 12/12 Combat Move/Dodge 4/7 (1) ||

 

 

Edited by prophane (see edit history)
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Arwi ignored the begging and yelled at the crowd near him to get back away from the wagon.

"Get back. This isn't for you.", he shouted staying with an arm's reach of the wagon. He wished that he had a stick or something less lethal than his falchion to get his point across. He glanced around for something to help him.

Edited by Caffeine11 (see edit history)
Name
Perception - 12
15
3d6 6,4,5
Streetwise - 10
9
3d6 2,2,5
Perception - 12
8
3d6 1,1,6
Scrounging - 12 impact weapon.
13
3d8 2,8,3
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NESSIA DESCRIPTION | THREAD

STATISTICS

ST: 10 DX: 10 IQ: 13 HT: 12 HP: 11/11 FP: 4/12


DMG: 1d+2/1d BL: 20 PER: 10 Basic Speed: 5.25 Dodge: 8 Basic Move: 5 Encumbrance: 20/40/60/120/200


Age: Adult Appearance: Attractive


Culture Familiarity: Ket (Native), Central Flanaess Languages (Spoken): Baklunish (Native), Common, Giant (Accented), Goblin (Accented), Orc (Accented) Languages (Written): Baklunish, Common


Advantages: Clerical Investment, Mind Control (Emotion Only), Power Investiture 3


Disadvantages: Discipline of Faith (Ritualism), Klutz, Odious Personal Habit (Finds Omens ALL OVER), Reduced Basic Speed (0.25), Sense of Duty (Large: Istus' Faithful)


Quirks: Broad-Minded, Careful, Minor Handicap (Sacroiliitis), Vow (Pay 10% of Income to Religious Affiliation)


Skills: Body Language 9, Brawling 10, Diplomacy 11, First Aid (TL 3) 13, Fishing 10, Fortune-Telling 13, Hiking 11, History 13, Knife 10, Meditation 11, Observation 10, Occultism 13, Religious Ritual 13, Staff 10, Survival (Plains) 9, Thrown Weapon 11


Spells: Analyze Magic 14, Armor 14, Aura 14, Awaken 14, Darkness 14, Death Vision 14, Foolishness 14, Forgetfulness 14, Identify Spell 14, Lend Energy 14, Lend Vitality 14, Light 14, Minor Healing 14, Recover Energy 14, Sense Spirit 14, Shield 14

"O...of course..." Nessia stuttered at Amira. Then, to Finn, she smiles.


Once all was said and done in the morning, and her coffee very much enjoyed, Nessia sets out with the rest of her companions. She makes it a point to ask the propietor or service staff - whomever is available - where the coffee came from, and suggests adding options for cinnamon or nutmeg for flavor at an extra cost.

But, then comes beggars. A legion of them. "Stand away." Anyone too ambitious will be gently prodded away with her quarter staff. Her tone is very much that of an exasperated older relative fast losing their patience.

Name
Nessia - Perception
13
3d6 5,2,6
Nessia - Streetwise
11
3d6 3,3,5
Nessia - IQ
9
3d6 2,4,3
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Location: Funery Gate, outskirts of Rookroost, Bandit Kingdomsimage.png.f1bb679ac97ff73771b1fa39411ffd8d.png
Date: Waterday, Fifth of Growfest (festival week)
Time: around 9am
Weather: Cold, 33°, cloudy skies and moderate wind from the south
Sunrise/set: just after 6am/ just before 6:30pm


HD wallpaper: cityscape, sunset, architecture, concept art, silhouette, dark  | Wallpaper Flare

Arwi looks around for anything to use to keep the crowd at bay but finds nothing. Nessia has a slightly better time keeping them back but eventually the press becomes to much for her. Everyone seems to be calling out a story, the reason they're begging for food. It seems as if all the stories of strife and tragedy run together. Clearly things are bad out there. Word of open rebellion against Iuz's forces abound as well as the retaliatory strikes they take at the general populace in return. Other stories speak of monsters, ghosts, monstrous ghosts, and worse, though the details get muddled.

Arwi and Finn both catch someone trying to steal something from them while Kelarith sees a young woman grab a sack of goods from the wagon and bolt into the crowd.

 


OOC

 

Character Status

Arwi HP 12/12 FP 12/12 Combat Move/Dodge 5/9 (1) ||

Finn HP 10/10 FP 10/10 Combat Move/Dodge 5/9 (0) ||

Kelarith HP 12/12 FP 10/10 Combat Move/Dodge 4/7 (1) ||p

Nessia HP 12/12 FP 12/12 Combat Move/Dodge 4/7 (1) ||

 

Edited by prophane (see edit history)
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NESSIA DESCRIPTION | THREAD

STATISTICS

ST: 10 DX: 10 IQ: 13 HT: 12 HP: 11/11 FP: 4/12


DMG: 1d+2/1d BL: 20 PER: 10 Basic Speed: 5.25 Dodge: 8 Basic Move: 5 Encumbrance: 20/40/60/120/200


Age: Adult Appearance: Attractive


Culture Familiarity: Ket (Native), Central Flanaess Languages (Spoken): Baklunish (Native), Common, Giant (Accented), Goblin (Accented), Orc (Accented) Languages (Written): Baklunish, Common


Advantages: Clerical Investment, Mind Control (Emotion Only), Power Investiture 3


Disadvantages: Discipline of Faith (Ritualism), Klutz, Odious Personal Habit (Finds Omens ALL OVER), Reduced Basic Speed (0.25), Sense of Duty (Large: Istus' Faithful)


Quirks: Broad-Minded, Careful, Minor Handicap (Sacroiliitis), Vow (Pay 10% of Income to Religious Affiliation)


Skills: Body Language 9, Brawling 10, Diplomacy 11, First Aid (TL 3) 13, Fishing 10, Fortune-Telling 13, Hiking 11, History 13, Knife 10, Meditation 11, Observation 10, Occultism 13, Religious Ritual 13, Staff 10, Survival (Plains) 9, Thrown Weapon 11


Spells: Analyze Magic 14, Armor 14, Aura 14, Awaken 14, Darkness 14, Death Vision 14, Foolishness 14, Forgetfulness 14, Identify Spell 14, Lend Energy 14, Lend Vitality 14, Light 14, Minor Healing 14, Recover Energy 14, Sense Spirit 14, Shield 14

Nessia groans and grits her teeth. Looking half to her companions, she says, "It sure would be nice there was some... pidgin language that Amira and that Gate Commander could use. I've seen better behavior from spoiled children..." To the nearest grasper or keeper that she can see, she mouths a very stern "NO!", and shakes her head.

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Kelarith starts after the woman, making a show of lashing out with his walking stick and chasing her off, before retreating to the relative security of the wagon when the press of the crowd grows too thick.

He glares at the crowd in what he hopes is a menacing fashion. 'There wasn't really much I could do, and besides, what do I care if some petty thief gets a meal? Good on her for taking advantage of a weakness. Got to make a good show of it, though, or I won't get payed.' He lashes his stick at an urchin who git too close to the wagon.

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Location: Funery Gate, outskirts of Rookroost, Bandit Kingdomsimage.png.f1bb679ac97ff73771b1fa39411ffd8d.png
Date: Waterday, Fifth of Growfest (festival week)
Time: around 9am
Weather: Cold, 33°, cloudy skies and moderate wind from the south
Sunrise/set: just after 6am/ just before 6:30pm


HD wallpaper: cityscape, sunset, architecture, concept art, silhouette, dark  | Wallpaper Flare

Seeing Kelarith and Nessia's reaction, the crowd backs off a bit. Some larger, tougher looking folk seem to want to play push and shove with Arwi and Finn, but they, too, back off when they realize there is a concentrated effort to protect the wagon and its contents.

After a few more moments, which seems like forever while keeping the throngs of refugees and beggars at bay, Amira comes back. Surprisingly, Irana is no longer with her. The Baklunish merchant has a tight look on her face. "There was a patrol, the little water genie seemed to catch their attention. When they approached us, Iranna bolted into the crowd. They tried to question me, but I pretended like I did not know her. I waited for a few moments for her, but felt that looked suspicious. She knew we were headed for the Dirty Dog Tavern inside the city. Hopefully she can catch up to us there. Anyway, I made contact with Grindell, we're ready to go," she explains. Then, whipping out with a club, "Get BACK or I'll brain you!" she cries at a couple of Halfling children trying to climb up one of the wagon wheels.

GrindellLed by Amira, the group wends its way through the crowd and quickly approaches the gate, which is huge and guarded by Orcs in the grinning skull livery of the Old One. Oddly, several hobgoblin soldiers up higher on the city’s wall seem to be keeping an eye more on the gate guards than on the traffic entering the city. Amira makes a beeline for one particularly ragged looking Half-Orc. Despite his shoddy appearance, he seems to be in charge here as Orcish soldiers collect the five Silver Ladies5 silver pieces, or 5$ tax needed to enter the city. A many-notched greataxe rests across his shoulders while several throwing axes rest in his belt.

Amira murmurs under her breath, but loud enough for everyone to hear, “That's Grindell, he's usually easy to deal with, but some days he can be a right pain.” She turns to Arwi, he doesn't like Elves or Half-Elves, pull your hood up to cover your ears, please." As Amira's wagon approaches, the Half-Orc’s dull eyes turn your way. Despite the look of stupidity displayed on his face, the he seems alert and good at his job. In fact, you note that he gives you the once-over before turning to look at Amira and motioning for her to bring her wagon to pass in front of him next.


OOC

@Caffeine11 I will let Arwi make a Stealth or Streetwise roll to hide the fact that he's a Half-Elf if you want to try to hide this fact from the gate guard, Grindell the Half-Orc

Character Status

Arwi HP 12/12 FP 12/12 Combat Move/Dodge 5/9 (1) ||

Finn HP 10/10 FP 10/10 Combat Move/Dodge 5/9 (0) ||

Kelarith HP 12/12 FP 10/10 Combat Move/Dodge 4/7 (1) ||p

Nessia HP 12/12 FP 12/12 Combat Move/Dodge 4/7 (1) ||

 

Edited by prophane (see edit history)
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After hearing Amira's warning, Arwi held up behind the wagon for a moment. He pulled his hair down around his face to hide his ears and them raised up the hood of his cloak. He didn't want to attract any attention from the guards.

Name
Stealth - 12
13
3d6 5,6,2
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Location: Funery Gate and Dirty Dog Tavern, Rookroost, Bandit Kingdomsimage.png.f1bb679ac97ff73771b1fa39411ffd8d.png
Date: Waterday, Fifth of Growfest (festival week)
Time: around 10am
Weather: Cold, 33°, cloudy skies and moderate wind from the south
Sunrise/set: just after 6am/ just before 6:30pm


HD wallpaper: cityscape, sunset, architecture, concept art, silhouette, dark  | Wallpaper Flare

The Half-Orc guard, Grindell, glares at Arwi, then turns toward Amira, "You didn't say nothing about bringing no knife-ears into our wonderful city." The Half-Orc spits on the ground and glares again at Amri. He smiles, revealing his sharp teeth and nods his head to keep things moving along into the city. Arwi can feel the Half-Orc's gaze burning a hole in his back as the group moves away from the gate.

Amira leads the way through the city, which is full of randomly placed buildings and seems to have been designed with no thought at all. This section of Rookroost is just as crowded as the area outside the walls, though the people here look slightly better off, not by much, just not destitute refugees.

After making far too many right turns to make sense, Amira drives the wagon down the narrow streets of Rookroost. The residents seem tense as they dart about the city, minding their own business. Everyone gives a wide birth to the Iuzian patrols, and all muster a hearty, “Hail, Iuz!” when the clerics glare at them. Up above, dark, winged shapes occasionally pass overhead.

"Vrocks, demons in the service to Old Wicked," Amira explains. "They don't normally bother folk down on the streets, but they come in an instant if one of his patrols calls for help. I have NO desire to have any dealings with one of those thing!" She shakes her head as another of the winged, vulture faced demons passes over head. A distant call sends the beast flying away quickly.

Eventually, Amira stops her wagon in front of the Dirty Dog Tavern. The loud sounds of raucous entertainment drift through the tavern’s doors and windows. It seems a minstrel is inside and that the patrons are singing along in high spirits. She ignores the music and removes a key from her belt and unlocks a small chest sitting by her feet, removing a thin leather pouch and clinking its contents before handing it over. “This is my destination and there are worse places to spend your wages, well at least half of them,” she says, nodding at the tavern sign. “I should make you help me unload my goods and actually WORK for your pay, but a deal’s a deal. You were hired as security and escort, not freight handling." She motions for everyone to get down from the wagon. She looks tired, as if the thought of sleeping in an actual bed for the night is wearing her out even more. "Speaking of which, just about everything here is wholesale, so I’ll be leaving again tomorrow morning, heading south. I expect to hire more experienced guards before then, but I wish you the best. I will have the rest of your pay before I leave. So meet me here by the 9th bell, maybe you'll be looking for more work, and I will happily hire you all on for another run if you're interested. And of course, you can probably get a room here at the Inn if you want to keep an eye on me, make sure I don't run off with the rest of your pay," she says with a wink and a smile. She waits for you to finish climbing down out of the wagon, sighs heavily, and then nudges the horses forward and past the open gate that leads into the stable and warehouse area.

 


OOC

anyone feeling kind and helpful can go help her, you can head into the Dirty Dog and see about food, drink, room, etc, or you can head off into the city.

She pays each of you 150$ in silver (1$) and gold (10$)coins and still owes you another 150$

Character Status

Arwi HP 12/12 FP 12/12 Combat Move/Dodge 5/9 (1) ||

Finn HP 10/10 FP 10/10 Combat Move/Dodge 5/9 (0) ||

Kelarith HP 12/12 FP 10/10 Combat Move/Dodge 4/7 (1) ||p

Nessia HP 12/12 FP 12/12 Combat Move/Dodge 4/7 (1) ||

 

Edited by prophane (see edit history)
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NESSIA DESCRIPTION | THREAD

STATISTICS

ST: 10 DX: 10 IQ: 13 HT: 12 HP: 11/11 FP: 4/12


DMG: 1d+2/1d BL: 20 PER: 10 Basic Speed: 5.25 Dodge: 8 Basic Move: 5 Encumbrance: 20/40/60/120/200


Age: Adult Appearance: Attractive


Culture Familiarity: Ket (Native), Central Flanaess Languages (Spoken): Baklunish (Native), Common, Giant (Accented), Goblin (Accented), Orc (Accented) Languages (Written): Baklunish, Common


Advantages: Clerical Investment, Mind Control (Emotion Only), Power Investiture 3


Disadvantages: Discipline of Faith (Ritualism), Klutz, Odious Personal Habit (Finds Omens ALL OVER), Reduced Basic Speed (0.25), Sense of Duty (Large: Istus' Faithful)


Quirks: Broad-Minded, Careful, Minor Handicap (Sacroiliitis), Vow (Pay 10% of Income to Religious Affiliation)


Skills: Body Language 9, Brawling 10, Diplomacy 11, First Aid (TL 3) 13, Fishing 10, Fortune-Telling 13, Hiking 11, History 13, Knife 10, Meditation 11, Observation 10, Occultism 13, Religious Ritual 13, Staff 10, Survival (Plains) 9, Thrown Weapon 11


Spells: Analyze Magic 14, Armor 14, Aura 14, Awaken 14, Darkness 14, Death Vision 14, Foolishness 14, Forgetfulness 14, Identify Spell 14, Lend Energy 14, Lend Vitality 14, Light 14, Minor Healing 14, Recover Energy 14, Sense Spirit 14, Shield 14

Nessia says little in response to the vrocks, but does make a point to memorize Amira's account of them.

 

Once Amira has departed, Nessia turns to her companions. "What sounds the better course of action to you? Keep with Amira, or...?"

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