Difference between revisions of "Hook City (game)"
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'''Sergeant Capon''' – liaison between team and SouthHook Constablatory. High sense of duty, no sense of humor. Takes everything seriously | '''Sergeant Capon''' – liaison between team and SouthHook Constablatory. High sense of duty, no sense of humor. Takes everything seriously | ||
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+ | '''Inspector Aulander''' - detective for the Hook City Constablatory. Tough no-nonsense and skilled, appreciates effective assets. Has worked with the team before on cursed items. | ||
'''Brodery Family''' – Team saved family in MudTown and sponsored them to Hook City after their daughter was killed by assasins. They run “Brodery Apothecary” in Iron Tower Square. | '''Brodery Family''' – Team saved family in MudTown and sponsored them to Hook City after their daughter was killed by assasins. They run “Brodery Apothecary” in Iron Tower Square. |
Revision as of 16:18, 7 January 2013
Contents
The Game
Here you can find the latest posts in this game.
Current Events
The latest Great Migration of the Southern Continent has barely subsided and Hook City is already back to conducting business as usual. Do our selected group of heroes have what it takes to rise up from the muck of Mudtown to gain fame and fortune in Hook City?
The Story so far
Volume 1: Business as Usual (8th June 2009). Our heroes adventures began in a brawl in the watery streets of MudTown, where they were able to defeat a mind-flayer’s plot and gain ownership of Black Harris’ Emporium, and also gain access to the fabled wonders of Hook City.
Volume 2: Home of the Manfri (9th February 2010). Our heroes travel to a part of the Sargrass Plains that were still attached to Hook City since the Great Migration. There they assist the strange Manfri and stop a plot by a group of Witches.
Volume 3: Inbetween (23rd April 2010).
Volume 4: Night of the Zombies (11th November 2010) A prodigal son leads to a strange healer, then to a copse of corpses, then to a new way to make zombies, and then to the zombie master himself -- who is not who he seems to be. Having found a secret entrance to the catacombs beneath Hook City, the party follows tracks to the workshop of the evil Mr. E, a necromancer who has found a way to make a new kind of zombie. Mr. E turns out to be a disembodied spirit, housed in a Magic Jar-like necklace, who has possessed his great-great-great grandson. The party finds this out the hard way. Before the party can stop him, Mr. E unleashes a zombie horde on the city. The adventurers do what they can to give a warning. In the aftermath, Hook City authorities have questions.
Volume 5: The Ring of Malaphaz (20th July 2011)
Volume 6: The Girls (22nd November 2011)
Volume 8: The Death of Heather Brody (18th January 2012)
Volume 10: Fish On! (30th July 2012) Where our heroes rescued a dragon that had been balefully polymorphed into a giant goldfish with a bounty on its head!
Volume 11: Return to the Temple of the Illithid (14th December 2012) Where our heroes at last put to rest the Illithid demi-god and all of its imprisoned and kidnapped souls.
Volume 12: Southern Comfort (7th January 2013) Our heroes learn more about the secrets of the Southern Continent post-Great Migration.
Cursed and Evil Magic Items in Storage with Iron Adventurers
Sargrass Daggers. Two wickedly curved daggers (fate items) from the Sargrass that were used in an unknown ritual that summoned a weird spirit (the Sargrass is a blocked land, presumably destroyed. See ACDM or CDM for details.)
Skeleton Swords. Bosk has some skeletal hands that have swords fused to the wrist instead of hands. They have a faint evil aura and are worthless. They are mainly decorations in his room now and for nostalgia.
Teleporter Painting. A painting and a teleportation disk to the temple of the Illithid that radiated evil, but they are now deactivated and broken.
Branding Iron. a cursed branding iron. Successful attack requires Fort DC 18 and Will DC 18. Fail Fort = Baleful Polymorph to Acid Zombie (as zombie but explodes when killed for 3d6 acid splash damage). Fail Will = Dominate Monster spell under control of weilder.
Bronze Ring. The ring has a map and was owned by a Hook City elite from long ago with a strange accent that sucked the heroes inside for a series of arena battles. They do not know the significance of the map.
Red and Black Gem. Serves as a magic compass when placed in water. So far, it has pointed the team to a warehouse outside of Hook City, and to an Illithad Tadpole eating animal. They have no clue how it works.
Assasin Box. A box that the team cannot open and looks like it has a place to insert something like a signet ring. The Assassin that killed Heather had the box.
Archives
The full past history of game posts can be found here.
Characters
These are the characters, past and present, that have been featured in this game.
Group term in Hook City: Iron Adventurers
Current Roster
Beriothian [William] - Elf - Rogue 7
Bosk Deox [James] - Minotaur - Cleric 4 / Avenger 3
Restlin [Carl] - Human - Wizard 7
Wyaar [Jon L] - Human - Paladin 6 / Cradled 1
Zane [John C] - Minotaur - Monk 4 / Sorcerer 1 / Dragon Disciple 2
Zeoll [Cayzle] - Liontaur - Cleric 2 / Sorcerer 2/ Cradled 2 / Seer 2
Past Characters
Ariman Couatlfang [Jason] - Human / Cleric / 1
Lenwë Palantír [Ed] - Half-Elf / Wizard / 1
Naru Aetherwind] [Adam] - Human / Wizard (Enchantress) / 1
Padre Sixtus [Drew] - Human / Cleric / 1
Motley Anklebiter [Dominic] - Gnome / Barbarian / 1
Sanji Remeid [Eric] - Human / Rogue / 1
Grendel [Jay] - Half-Orc - Cleric 1/Wizard 1
Xeron [Alain] - Human - Rogue 3
Valla Crudarian [Marty] - Elf - Wizard 3
Ransy [Wilson] - Human - Paladin 2
Cesar [Nick] - Human - Fighter 2
Maikill [Kelly] - Half-Orc - Barbarian 3
Kyan [Jon] - Human - Ranger 6
Alexi [Jon T] - Human - Fighter 6
Beltrin [Keith] - Human - Barbarian / Wizard (Transmuter) 5
Yondrim [Jon L] - Centaur - Barbarian 2 / Oracle 4
NPCs
MudTown
Venbolio Penn - Quality spell component merchant and first employer of the group.
Gordo - Owner of the Bucket of Blood saloon
Sanji – former PC. Female Rogue. Runs Black Harris Emporium. Orphan, she is very loyal but hates bullies.
Hemust and Jillian - former Noodle gang members, who now work for the group at the shop. Jillian has short blonde hair and blue eyes, always suspicious. Hemust is half-elf, also blonde and blue eyed, and is arrogant.
Hook City
Magister Alistair - High level wizard in his 70s. irritable. Lives in North Hook. He has helped occasionally to navigate the government of the city. He can have a temper if pushed.
Sergeant Capon – liaison between team and SouthHook Constablatory. High sense of duty, no sense of humor. Takes everything seriously
Inspector Aulander - detective for the Hook City Constablatory. Tough no-nonsense and skilled, appreciates effective assets. Has worked with the team before on cursed items.
Brodery Family – Team saved family in MudTown and sponsored them to Hook City after their daughter was killed by assasins. They run “Brodery Apothecary” in Iron Tower Square. Jimbim. Now eldest brother. He's a nice guy. Expert herbalist. Clarissa. Sister. Penetrating stare. Expert alchemist. Katherine and Billy Boy. Youngsters. Very angry and vindictive. Gat. Cousin. Toss a coin to figure out that mans mood. He likes to fight and will take anything said to him as an insult. Expert crafter of common items.
Mara Weaver – VIP NPC, mother of another PC. She owns “Sargrass Weavings” on the Iron Tower Square. Very beautiful and makes beautiful carpets and anything woven. Master weaver moved from Rattledam before the destruction of the Sargrass. Can repair Steelgrass weavings.
Foes Who May Be Alive
De Rais - An Evil wizard (maybe) and his thrall children escaped into Hook City's sewers.
Geography
- The Iron Tower - the home of the Iron Adventurers in Hook City
The Iron Tower Neighborhood
The Iron Tower of the Iron Adventurers stands alone in the middle of a medium-sized square. It is downriver of the Bridge which is clearly visible only a ½ mile away, and situated on the border between LaborTown and South Hook. Quite fortuitous, really, as the mercantile activities of LaborTown is full of activities that provide information and are also full of people who will trade in gold as well as the magical chits of Hook City. And from the South Hook precinct, the group has access to the constablatory, magistrates, and the respectability which comes of living in Hook City itself.
The square itself is bordered by shop/homes where the street level is of one shop or another and the upper floors are the home of the crafters, merchants, and traders who run the shops. At first, the square was nearly deserted because of the events of the Haunted (Iron) Tower. Yet the Iron Adventurers have caused this neighborhood to revive, and several new families have moved in with their own businesses. In fact, once per week, an open market occurs in the square, with vendors of all sorts vying for the attention of any passersby.
History
Here you'll find links to all the events and history relevant to this game.
DM Pages
Here are all the resources a DM will need to run this game.
Hook City Fiction
Here are any stories written about Hook City Characters/Game Events