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Bosk (James) AC: 16/11/15 HP 27 of 31 Spells  d20+5=12 ; d20-1=2 ; d20-1=9 ; 2d8+5=11 ;
Saturday October 16th, 2010 6:12:28 PM

As his mind clears and the massive taur realizes what he had done he prepares to make ammends and heal his victims when he spots his possessions on the ground, including several magical items. Although he has little time to puzzle through what happened, the fact that he is in the area where the cult members had been and were storing their prisoners in addition to his missing valuables lead him to believe that these men aren't the innocent passers by he had first thought. For a fleeting moment he thought about questioning the man, but who would respond...Yes, while you were out of it we tried to rob you blind and you were just about to kill us.

Bosk quickly draws his sword and swings at the man and follows up with a fourish of his horns.

Hit AC 12 for 11dmg
Hit ac 2 (miss)

Zeoll (HP14, AC17)  d20+11=17 ;
Monday October 18th, 2010 7:28:34 AM


Zeoll offers to say grace, thanking Mother Wold for her blessings. He enjoys the feast and offers to sing. Perform 17.



ACDM and Substitute DM Cayzle 
Monday October 18th, 2010 7:29:42 AM


Deducing that the two men were in the middle of mugging him, Bosk finishes the job his confused brain had correctly set out for him, cleans up, and heads home. By the time for the party, Bosk shows no outward sign of his trial nor his encounter.

At the party, Beri dances with Tallie, and Zeoll sings a lively tune. Everyone is happy, and the adventurers are the toasts of the event.

Ransy, AC 21/12/20 Hp 41 /41 
Monday October 18th, 2010 10:13:17 AM

Ransy tries to meet and have a little talk with all the guests at the party. He doesn't eat nor drink much, remembering the Manfri feast. Nevertheless he has a great time, especially when looking at the jugglers and rope dancers. He wishes Tallie and her parents all the best and blesses them in the name of Domi:
May Domi's courage and goodness be with you, now and forever.

Bosk (James) AC: 16/11/15 HP 27 of 31 Spells 
Monday October 18th, 2010 11:57:56 AM

Before leaving the two men Bosk will pick up all his items, check to make sure he has all his belongings, and will search both the two men and surrounding area for items.

Take 20 on the searches

Catacombs Items, let me know if you want anything.
2 x Magic studded leather armor +1 = 1175 gp each (2350 total)
2x magic short bows +1 = 2330 gp each
15 magic arrows total +1 merciful = 8090 gp, 7 sp, 5 cp
a magic amulet of natural armor +1 = 2000 gp


Maikill HP 31/39, AC 17 
Monday October 18th, 2010 2:05:14 PM

Maikill tries to be as polite and neat as possible as he eats the offered food. He does feel a bit out of place though, and though he tries his best he finds that soon his hands and bits of his clothes are smeared with food. He sits and quietly eats, letting the other talkative members of the group handle the conversation.

ooc: don't need anything, sell it all.

DM Buzz 
Monday October 18th, 2010 6:08:33 PM

Greetings my friends. I hope you are all well and looking forward to some fun adventures with me as your humble narrator and GM.

If you ever have a question or concern, please feel free to write to me and express those concerns. I am forever wanting all of you to enjoy yourselves and have as much fun as you can, while still having that anxious feeling of unassured success in your endeavors.

I will let Cayzle finish up with his party plans. I would like for this little episode to come to an end, before we get to the note you all found, back in the last encounter.

I still have quite a bit to do, looking over character sheets again and exploring your past, but I think we can move forward from here as we are.

Cayzle, please send me an email when you have wrapped this up with the loot and Catcombs and I will take it from there.

Thank you for this opportunity to be a part of YOUR GAME. This game can not exist without ALL OF YOU!

I appreciate your full cooperation in making this a great game for everyone.


Beriothian (Will)-- AC:18/15/13 HP:20/20 
Monday October 18th, 2010 8:24:12 PM

ooc: Looking forward to having you run our game Buzz. I will try to have my character sheet updated for you with the details from the level I just went up.

Zeoll 
Tuesday October 19th, 2010 7:52:12 AM


Zeoll enjoys himself as the party winds down, but a druid tends to rise and sleep with the sun. Soon he is yawning, and either gets ready to leave, if his friends are done, or else just finds a quiet corner in which to relax.

Finding Maikill in that quiet corner, the liontaur raises a glass with his comrade and enjoys watching the party with him.

OOC: Nah, sell it all, please, so far as I am concerned.

ACDM and Substitute DM Cayzle - handing over the reins. 
Tuesday October 19th, 2010 8:01:14 AM


Old business: Bosk, the two would-be muggers were dirt poor, with only daggers and rags to their names. They looked hungry.

At the Party: Ransy offers best wishes and blessings. Zeoll sits with Maikill until it is time to go, and the two enjoy watching the party as evening approaches.

Catacombs business: Sorry, the arrows are only worth 2,250 or so. I posted a note for the staffer on the CC board.

And with the loot dispersed and the party at a close, your temporary DM is most pleased to be able to hand the reins over to incoming DM Buzz. As a player who has been in Buzz's games before, I am very much looking forward to it.

Ransy, AC 21/12/20 Hp 41 /41 
Tuesday October 19th, 2010 9:07:44 AM

Ransy wants to sell all too.
OOC: I'll adjust my character sheet now: give away 200gp for the poor, no shield anymore. Welcome Buzz, I hope we're gonna have a great time!

Bosk (James) AC: 16/11/15 HP 27 of 31 Spells 
Tuesday October 19th, 2010 3:30:59 PM

ooc: Can I assume I have all my belongings then?

If the men are still able to be saved, Bosk will remove the men's weapons and heal them. He will then give them a gold coin to buy some food and 1 package of rations (Bosk only has one). He will then make them a deal similar to Glitter Tooth asking them to be his eyes and ears in Mud TOwn, and will pay them for any relevant information. He will instruct them not to follow him and wait several minutes before leaving (to ensure his safety, and in turn will agree to leave their weapons about 100 yards away for them to collect after he is gone. If they are beyond saving or try to follow him he will keep their daggers.

Zeoll (HP14, AC17) 
Wednesday October 20th, 2010 7:21:12 AM


After the party, Zeoll goes home and tends to his garden before sleeping in his Gazebo as usual. He tries to evaluate how long it will be before he can use the berries he is growing for Goodberry spells.

[OOC: I'm advancing Zeoll as a Stinger, and I had been planning to do so after the PF adaptation, but now I am not so sure. I may drop the Stinger option after conversion. Which is kinda sucky from an RP perspective, but oh well. Just to let you know.]

Maikill HP 31/39, AC 17 
Wednesday October 20th, 2010 10:56:28 AM

Escaping the party without too much embarrassment, Maikill goes back with Zeoll to the Inn and spends time in his room. He has never had a 'room', and finds it strange to think that the place is his. Still, it is in Mudtown. His luck holds, he finally gains a residence in the one place nobody wants to live.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Wednesday October 20th, 2010 12:43:54 PM

ooc: Last call for catacombs items. I will sell anything I donc't want tonight.

DM Buzz 
Wednesday October 20th, 2010 12:54:25 PM

ooc: Well gang, it is time for me to start posting and taking over for Cayzle. He was able to cover for me while I had some emotional downtime and now, it is time for me to start doing what I need to do.

I spoke with Jerry at length about Mudtown and Hook City. Mudtown is not really a town, but a place for people to wait their turn as they come and go from the city. There are no permanent structures in Mudtown or at the most, very few permanent structures in this area outside of Hook City. People generally sleep in tents and such, because the mud is so thick here, a proper foundation is not possible for buildings to stand soundly.

So, with this in mind, it is going to effect your business, as well as cost you all tons of money for constant upkeep on the premises. I will allow you all to still keep your business here in Mud Town if you desire, but all of your profits will be going to constant improvements OR we could just move your business into Hook City proper somewhere and you all can pay a 5% tax on all your BUSINESS income while actually making money and providing a quality service for those poor souls that finally make it in out of the mud.

This decision does not have to be immediate, but I do want a decision in a couple of weeks so we can work on the location and such.

I am sorry for the misunderstanding, but I have found, it is easier to keep areas the way Jerry wants them, then to try and do things the way we want them and pay for it later (i.e. The Taur bridges. Ask Cayzle if you don't know what this means.)

DM post will come this after noon or evening and the group is at this point resting comfortably inside the walls of Hook City, unless I get a notice from you as to where your character is at this time..


Zeoll (HP14, AC17) 
Wednesday October 20th, 2010 1:48:31 PM


OOC: I'm in favor of keeping the shop as a no-profit-making but self-sustaining business in Mudtown. Zeoll is both a druid and a bard, with a far-from-civilization background, and he feels a little less confined outside the city walls, sleeping under the stars (or at least, in his gazebo!). Plus we can eventually exorcise Ghost Tower and have that as an in-the-city residence as well. Of course, I'll go with the group consensus.

Ransy, AC 21/12/20 Hp 41 /41 
Wednesday October 20th, 2010 6:52:49 PM

OOC: I agree with Zeoll on the shop.

Ransy, in the morning after the party, wants to follow up the clue: "asking for more living bodies after a certain date, with a location -- the intersection of two streets in Mudtown. The note said not to show up until double new moon.". When will it be double new moon, he wonders?

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Wednesday October 20th, 2010 8:13:55 PM

I don't have a preference on the shop, but Hook City would make more sense.

Rise and Shine/DM Buzz 
Thursday October 21st, 2010 2:21:51 AM

A few days go by and all that the group needs to accomplish, easily comes to pass. The rain seems constant sometimes. It's steady patter on the canvas of tents and solid wood roofs, a reminder that the Southern Continent is still a wild and unpredictable land mass. Moving and shifting by the will of the gods or perhaps, The Jericho itself, one can not tell, but the recent migrations have stirred up quite a bit of drama in the few civilized locations that sprawl across the intelligent land.

The group is sitting in an inn named Doves Nest. A simple ten room hotel with a tavern attached. It's immaculate interior draws those with a few extra chits to spare. Patrons at the door are greeted by a friendly little gnome mage that will cast Prestidigitation for guests. The walls are of a fine lumber, stained to bring out the natural shapes and curves of it's form. Carpet covers the floor and tables rest upon these rugs. Ornate iron legs twist up from large brass feet to support a fine glass table top. White doilies elegantly placed under dishes and cups, highlight the red napkins resting beneath the five course silverware placed just left of the main plate.

The last few days have been good for the group of heros saving those being kidnaped. Some small word of their deeds have brought them a bit of respect and a little extra side work, which earned each in the party 1 White Chit. Ah yes, the monetary system of the city can be quite complex for some, but the group is learning to get used to it all. Living in Hook City is expensive though! Extravagance and prestige does not come cheap, so with the knowledge that the group owes two white chits for last night and the meal this morning, who is willing to pay on this occasion?

The haunted tower might well be the groups next course of action, seeing as an inn in the city is quite expensive. As well, it is not easy to get in and out of the city. Strict laws prohibit anyone from leaving with more money then the entered with, which is a strange way to do trade, but once in the gates and walls of The City of Magic, who would want to leave anyway? Still, that note the group found. It forebodes more problems in Mudtown. At the corner of two streets, intersecting in one of the few places for large structures to have a foundation has been named.

What will the group do now? Would they like to seek out something that may not occur? After all, word of The Iron Adventurers has spread like wild fire through the wagon churned roads of Mudtown. Perhaps, those seeking bodies are now inclined to take their nefarious machinations elsewhere?

What will these heros do?

Still waiting module approval, so please feel relaxed and ask any questions you might have. I do have one question for you all. Do you have the location of Valla's Tower written down somewhere?

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday October 21st, 2010 9:31:46 AM

ooc: Our group has a pass that grants us access to Hook City, so we can stay in Mud Town and go into Hook CIty at will. It is a single pass written out for the group, so until we open up a shop or take up permenant residence in the the city/tower, we do have to stay together within Hook City unless some of get dropped off at the WLA for training.

As for the tower, we all know the location and Zeoll has had a previous run in with the ghosts.

Rise and Shine/DM Buzz 
Thursday October 21st, 2010 11:02:22 AM

ooc: Which section of Hook City is the tower in then? Also, the group got in with their last job, so you still have your pass to use at another time, if some want to leave and some want to stay.

Zeoll (HP14, AC17) 
Thursday October 21st, 2010 12:07:11 PM

Which section of Hook City is the tower in then?

LOL! I have no idea! Presumably a more run down part of town, or else the local authorities or residents would have had a better idea of how to deal with it than just selling it to a bunch of muddy adventurers. :-)

Ransy, AC 21/12/20 Hp 41 /41 
Thursday October 21st, 2010 1:19:40 PM

If they're about to explore the tower, Ransy will prepare the spell protection from evil instead of blessed weapon. He doesn't want to be possessed.

The tower is not too far from the house of magister Alistair, a great magician.

Rise and Shine/DM Buzz 
Thursday October 21st, 2010 2:21:02 PM

ooc: Valla's Tower will be located in Northhook City, otherwise known as Soldier City. The players may decide which side of the Marble Causway it is located.

Maikill HP 31/39, AC 17 
Thursday October 21st, 2010 3:54:36 PM

ooc: I vote that it is on the right side of the causeway, so that when you cross the causeway from one of the directions it will be on the right. This is important, so I hope nobody else minds.

Zeoll (HP14, AC17) 
Thursday October 21st, 2010 4:01:05 PM

Location is fine with me, not sure why it matters, but ok.

Zeoll is eager to return to the Tower. He's hoping this time his good Will saves will keep him from being possessed. This time. LOL!

Zeoll adds that so far as he knows, there are only two ghosts, of two little girls. So only two of the Iron Adventurers can be possessed at the same time, right?

Rise and Shine/DM Buzz 
Thursday October 21st, 2010 5:09:28 PM

"not sure why it matters"

Muahahahahahahaha...

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Thursday October 21st, 2010 8:05:12 PM

ooc: I believe read in Maikill's bio that when he crosses a causeway with a haunted tower on his right he sprouts a pair of demon wings, triples in size, and can raise an army of zombie grasshoppers to do his bidding... but I doubt that has anything to do with it.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Friday October 22nd, 2010 12:43:26 AM

Bosk scratches his head. How do you fight a ghost? My father's spirit was only able to be put to rest after his name was cleared, but these children don't want help. They want to stay as they are in the tower. Do we know if our weapons will work against them?

Lazy morning/DM Buzz 
Friday October 22nd, 2010 3:01:07 AM

As appetites are filled and the last of the grape juice is swallowed, some wonder on how to deal with ghosts. Do the adventurers have the ability to defeat ghosts through spell or weapon? Perhaps a bit of information gathering is in order?

An attractive, middle aged woman name Shelly Dove has been serving you all over the last three days. The man that hired you, Quin Blackbottle, paid for those other nights, when he hired you all to clear out his new basement full of spiders. An easy enough job when you first took it, but come to find out, the workers building his basement uncovered a natural cave beneath this mans house and discovered it inhabited by large spiders and dire rats. After a few bites here and there, the success of the group is appreciated and Quin put you all up in Dove's Nest for the weekend, in addition to paying you all well, with a White Chit each. From what you understand, that cave will be his new library after the small vermin holes are filled in and covered up of course.

"Is there anything else I can do for you nice folks while you are here? Please let me know. Feel free to visit our tavern in front, many adventurers that make it in the walls visit us."

She puts the bill on the table and walks away. It is itemized, from the room bills for all her guests present as well as the meals for yesterday and this morning. Two White Chits.

Tips are not necessary in Hook City. Everyone charges exactly what their product or service is worth. The monetary value of the government is very unfamiliar to those new to this magnificent city and everyone must get used to it, if they are going to live and thrive in this bustling metropolis.

Of course, she is not rushing you out. There is plenty of time for more coffee, tea or perhaps a morning cocktail. Time to discuss more on options, like where would the group begin asking questions on this tower or theirs?

Zeoll (HP14, AC17)  d20+7=17 ;
Friday October 22nd, 2010 7:15:47 AM


Zeoll smiles. "Bosk, this is a challenge that will not be won by weapons, at least not dirrectly. If you destrroy a ghost with a weapon, it just comes back. What we need to do is find out what keeps these ghosts in the Wold, anchorring them against the forrce that pulls them towarrd the afterrlife. When we find out why they arre herre, then we can accomplish whateverr it is that will set them frree."

"The two courrses of action that come firrst to mind arre: one, we go ask them. and two, we ask arround to find out morre about the historry of the towerr and those who once lived therre."

Bard Lore roll in general on ghosts: 17. That's either to justify posting my thoughts above, and possibly as a hook for our generous and kindly DM to feed us some relevant story of old about ghosts.

[OOC to DM: We also have a lead on the kidnappers, for the time when both moons are new. When is that?]

Ransy, AC 21/12/20 Hp 41 /41  d20+11=21 ; d20+2=7 ;
Friday October 22nd, 2010 7:23:16 AM

OOC: how can Ransy get white chits, except by earning them with a job?

Ransy prepares "prot. fr. evil" as his daily spell.

Ransy pays his one chit and asks the rest of the bill to be put on credit. "I'll be staying and working some more time in Hook City, so I'll get back to you when I have earned another chit. Please, I can assure you that I will not betray you; you must have heard of the deeds of our group; we are a scourge to kidnappers and people who take what's not theirs by right. So you can understand that we wouldn't dream of not paying our debt when we're able to. I will return in a day or two, but I won't be staying here anymore, I feel it's above my present level of income. Diplomacy = 21.

Ransy takes his stuff and gear out of his room and proceeds to the tavern in front and starts making enquiries about how to battle ghosts. He asks people who look like seasoned adventurers (paladins especially): Do they know about the tower and its two little ghosts? What is binding them to the tower? How can we defeat them or send them to their eternal rest? Perhaps magic weapons? Would a bless weapon spell help? Magic amulets as protection?
gather info = 7

Maikill HP 31/39, AC 17 
Friday October 22nd, 2010 12:07:12 PM

Maikill decides to regal his comrades with a magic trick he learned.

See how we sit? Ransy is on my left and Bosk is on my right.

he correctly knows his right and left hands, which is impressive in itself. He then gets up and moves to the opposite side of the table

See, now Ransy on my right and Bosk on my left! Tower work same way, it be on the right side of causeway too. If not, we just need turn around.

He sits with a smug look on his face, waiting for the others to deal with small matters such as paying the bill.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20=6 ; d20=7 ; d20=18 ;
Friday October 22nd, 2010 11:59:41 PM

Bosk looks at the bill and explains the value of chits to the others. One white chit is the value of one cantrip spell or 100gp. Given the cost here, I suggest that if we are to be staying in town that we clear out the tower and move in before we go broke.

After the meal Bosk attempts to find a way to use his healing and mending cantrips or a CLW spell to earnsome chits. (What type of roll would that be? I rolled an 18 without any modifiers)

He then tries to gather information on the ghosts around town (6) and at the WLA (7)

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+3=20 ;
Sunday October 24th, 2010 5:05:35 PM

Beriothian sits at the table, his brunch finished with the exception of a cocktail composed primarily of coffee.
We really have little choice in when we investigate the kidnappings. I haven't heard anything about the double new moons being today, but I don't remember it being almost moonless the last night, so we may have a few days, or even weeks before we can act on the note we received. In the mean time I think I'll drop by to check on Grendel at the wise Magister Alistair's home. Alistair seemed to be very knowledgeable about creatures such as doppelgangers and mind flayers, so there is a good change I may be able to get some info about defeating ghosts.
When Beri finishes his coffee he pays off his bill and heads over to see Grendel. If he is unable to find anything out there he will continue to gather information.

ooc: Just a quick note since you may not know these people yet. Grendel is a former party member who left to go study under the tutelage of Magiser Alistair. Alistair is a wise mage we have spent time with who lives in Hook City. As a high level mage he is unlikely to actually help low level people like us (unless the situation itself interests him, as with the doppelganger incident), so Beri is primarily going to see if Grendel knows or has been taught anything that may help.

Gather Information = d20+3=20 ;

Also, I just wanted to check with you about the writ of passage. You said earlier that "you still have your pass to use at another time, if some want to leave and some want to stay." If I am reading that correctly, it sounds like you are saying it's a one use item.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Monday October 25th, 2010 10:35:45 AM

The items were sold in the catacombs for 10,753gp.
We each get 1,792.16gp

Highlight to display spoiler: {6453 (sold in catacombs)+1800 (Amulet Bosk Bought)+2500 (Gold and Gems)=10753
I will add the details onto my CS and post the like.
}

Ransy, AC 21/12/20 Hp 41 /41  d20+2=18 ;
Monday October 25th, 2010 6:16:05 PM

OOC: checking in. I thought the 'writ of passage' was a permanent item: giving us permission to come and go as we like.

If Ransy hears nothing of interest at the tavern, he'll go with Bosk to the WLA and gather information about the ghosts and the way to combat them, there.
gather info = 18.

Zeoll (HP14, AC17) 
Monday October 25th, 2010 6:49:01 PM


OOC: If it turns out that the double new moon is more than a couple days away, we should do the Ghost Tower first. Either way, we should absolutely put a sign up in front of the Haunted Tower: "Warning! Keep Out! Haunted Tower! Danger! -- Iron Adventurers, prop."

Lazy morning/DM Buzz 
Tuesday October 26th, 2010 10:06:34 AM

ooc: I'm sorry I missed a post last night. I went to bed with a splitting head ache and I still have it.

Big post will come today to get us all caught up and ready to move forward.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Tuesday October 26th, 2010 10:31:24 AM

ooc: Please update the gold on your charactersheets, I am trying to get everything current for Buzz. I have noticed some mistakes and some of you have more gold than you realize.

8.25.10 Each Player recieved 1792.16gpfrom the items sold yesterday.

8.26.10 In addition I am giving everyone 232.28gp. This is splitting up the gold in the group loot that was going to be Valla's share if he ever returned.

9.22.10 Several people failed to add the 1485 gp they recieved on 9-22-10 for the sale of the 5 scrolls of contingency.

Beri double checkfor me, I think you missed adding 2322.82gp for the catacombs sale on 8-31-10 when we sold the illithad treasure and sack of potions.

Maikill, I think you are current assuming your gold addition on 9/2 is combining the gold from 8/31 and 9/22 (Which I think it is).

Zeoll, I couldn't check your gold status.

Bosk I still have to add my attribute point and skill points for my new level. (Yeah, I get behind too).


Maikill HP 31/39, AC 17 
Tuesday October 26th, 2010 11:39:36 AM

ooc: I try and get what is mine. Now I will add the 232 gp

Ransy, AC 21/12/20 Hp 41 /41 
Tuesday October 26th, 2010 2:14:25 PM

Checking in.

Zeoll (HP14, AC17) 
Tuesday October 26th, 2010 5:45:17 PM


OOC: Here is a full tally of Zeoll's gold since he started the game. The dates below signify the date of the post in which you can find the award given in the game archives.

Starting gold: 12
June 21: +166 loot
July 24: -200 gazebo and fence
Sept. 2: +2,322 mind flayer loot
Sept. 30: +1,485 contingency scroll loot
Oct. 12: -285 upkeep and miscellany
Oct. 25: +1,792 Gary Glittertoth's loot
Oct. 26: + 232 correction for Valla's share
Total: 5,524 gp

Zeoll also has gear worth about 835. So his net worth is 6,359 gp. For a 4th level PC, the suggested wealth is 5,400 gp. For a 5th level PC, the suggested total is 9,000 gp. Zeoll is a little over 4th, so that's not too far off.

I'll add this to my PC sheet later tonight.

Zeoll (HP14, AC17) 
Tuesday October 26th, 2010 5:46:32 PM


PS: Clearly, I have to go shopping! Though there is something to be said for keeping my assets liquid until I get an item crafting feat! :-)

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Tuesday October 26th, 2010 7:45:40 PM

ooc: Bosk, it looks like you are right. I had removed that line when you told me the numbers were incorrect, and forgot to update it when you posted the corrected numbers. Man, I can't have this much gold laying around burning a hole in my pocket... time for a catacombs trip!

My sheet is now up to date.... until we start the conversion to Pathfinder.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Tuesday October 26th, 2010 10:38:24 PM

ooc: Don't expect me to be this nice in the future. I may decide failure to update your sheet meant you refused the money and let Bosk keep it :)

Up until now/DM Buzz  d100=44 ; d4=3 ;
Wednesday October 27th, 2010 4:13:40 AM

The time has gone by rather fast over the last few days. Fast that is after you all entered the city. There is quite a bit of processing to go through when anyone enters this immaculate and spacious city. First, there is always someone asking you all kinds of questions. It doesn't matter who you are or how well the person doing the interviewing knows you. Each person is put into a room by themselves and asked for the reason for the visit to Hook City. The interrogator isn't even present with you. They are in another room, using advanced illusions, so they do not pick up type of disease you may have contracted while in Mud city or beyond. Sometimes, the questions are rather personal, like what you might have in your back packs and yes, to keep contraband out of the city, they even go through your dirty underwear.

Oh, but that's not all. Next, you are looked over by a local paladin. One that is immune to whatever crud someone like you all, could bring in here. With their consent, you are then led to the Money Changes guild. It is an adjacent building, so one does not leave the entry center without having the proper resources to buy and sell properly. This is where it is important to pay attention, because the exchange rate varies per day. Sometimes, you gold is worth more in chits then other days. On this occasion, the gold is worth equal to the value if Hook City money, so any exchange done will not count for or against the group. Please let me know how much money you convert to Chits. The Catacombs will take either monetary measure.

It is good to get away from that bureaucratic red tape, as well as the snobbish attitude some have toward the working class citizens of this city like yourselves. After you job is done, you can now set to the more pressing matters, your haunted dwelling.

Alistair can tell you much about the place, as he has been here for quite some time. "It was thought to be an accident. The girls were found dead on the floor of the main dining room. Their bodies tangled up in the enormous chandelier that once adorned the place. Some think they somehow climbed onto the suspended wrought iron structure filled with glass baubles for illumination, when the supports broke, dashing them to the cold, stone floor. Yet, no one knows how they might have climbed up the twenty feet for this to happen."
This is all that is known on the subject. The single widower, the last of his family now dead, moved away to never be seen again. Defeating them is somewhat easy, but it's keeping them away the following nights, that will prove difficult. Unless some form of communication can be established, it will take very powerful magic to forcible remove the duo.

The twin moons will be full in three days. For those that want to visit the Catacombs one last time, feel free to do so. As well, each person will need to mark off one White Chit per day you stay in the city without having a residence.

For those looking to make money outside of the soldiers life, like curing and mending people or objects, there are guilds for that you must join. They have a very, very strict business practice in this city and part of the interrogation upon entry, is to establish your reason to being here. If one wants to join the healers guild, they will be directed to that area.

ooc: With this, I believe I covered all the Gather Information rolls as well as other questions. Please let me know if I missed anything. Thanks again for you patience everyone.



Ransy, AC 21/12/20 Hp 41 /41 
Wednesday October 27th, 2010 6:07:06 AM

OOC: I have a question.
At the woldipedia I read about Hook City: "This is prevented, however by a city policy mentioned above which magically rates the value of their wares upon entering the city. Fair trade practices allow for profit, with one catch: the chit value of magic you bring into the city must exactly equal the amount you leave with."
- Does that mean that all Ransy's magic items have been appraised on entry into Hook City and that he cannot leave with magic items which are worth more than that? If that's the case, Ransy asks at how much chits his magic items have been valued (amulet of natural armor +1, ring of protection +1)?
If Ransy visits the catacombs now, will the value of his purchases still be added to this 'entry-value'?


Zeoll (HP14, AC17) 
Wednesday October 27th, 2010 6:36:25 AM


Here is Zeoll's idea on how to talk with the girls. First, one person will be the medium. That person is disarmed, and a harness/rope is securely tied to the person so they are tethered. The second person is the negotiator, and that person gets a Protection from Evil spell. This person also gets a tether and harness.

The medium and the negotiator walk into the tower, tethered, with the rest of the party holding the tethers outside the tower so that they can pull them back out of the tower if needed. The medium and the negotiator call out hellos to the girls. Maybe they appear incorporeally, and a conversation can follow. Or maybe, as they did before, they will attempt to possess the visitors, but only the medium will be vulnerable to that, because of the Protection from Evil. The medium, in that case, should choose to fail the save. Then the negotiator can talk with the girls through the medium.

Things to ask: What their names are, why are they here? Do they want anything? Do they want to join any friends or loved ones who are waiting for them in the Lands of Rest? What happened to them when they were alive? How did they die?

It is important for the party members outside to be tracking that Protection from Evil duration and be ready to haul the others out.

Comments?

[OOC: Going shopping. Thanks, DM Buzz, for the excellent background info. Zeoll would like to convert, say, 10 chit's worth? What's the exchange rate?]

Things I missed/DM Buzz 
Wednesday October 27th, 2010 11:07:03 AM

The chit system is as follows:

100 gp = 1 white chit = 1 Cantrip*
500 gp. = 5 white chits = 1 red chit = 1 1st Level Spell*
1,500 gp. = 3 red chits = 1 orange chit = 1 2nd Level Spell*
3,000 gp. = 2 orange chits = 1 yellow chit = 1 3rd Level Spell*
6,000 gp. = 2 yellow chits = 1 green chit = 1 4th Level Spell*
12,000 gp = 2 green chits = 1 blue chit = 1 5th Level Spell*
24,000 gp. = 2 blue chits = 1 indigo chit = 1 6th Level Spell*
48,000 gp. = 2 indigo chits = 1 violet chit = 1 7th Level Spell*
96,000 gp. = 2 violet chits = 1 black chit = 1 8th Level Spell*
192,000 gp. = 2 black chits = 1 clear chit = 1 9th Level Spell*

Miss Dove has received only one white chit out of the two necessary to pay your bill.

The interrogators only measure your financial wealth, not your personal wealth, so if you are bringing objects into the city for sell, they will be appraised. In other words, don't try to sell your gear unless you do it in the Catacombs, unless you declare the items for sell when you enter.

So, in addition to what you all brought in with you in gold, silver, etc., you all had one extra White Chit for the job you did clearing out the basement.



Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Wednesday October 27th, 2010 11:41:37 AM

I agree with you about the tower Zeoll, and I can prepare Hide from Undead to aid us in the endevor. You and Beri are the best speakers in the group, and one of you should serve as the negotiator. If you want I could act as the medium. I have a decent chance of being able to over come thier powers if necessary.

After thinking about it for a few more minutes he adds, We might also try bringing them a gift of makeup and tea, since you and Valla discovered thier liking for such things. It might just help us get on thier good side.

On the way to the tower Bosk will stop at the catacombs to make a purchase. He will also stop by the guilds to find out about selling his spells when not working with the group or training at the WLA.

ooc: Bosk will get 11 white chits, and give what he owes to Miss Dove.

Ransy, AC 21/12/20 Hp 41 /41 
Wednesday October 27th, 2010 11:46:42 AM

Ransy exchanges 2400 gp for 1 orange chit, 1 red chit and 4 white chits. He pays one of these white chits to the tavern owner for his stay there. so he is left with 1 or, 1 re and 3 wh chits.

He says to Zeoll: that's a great plan, Zeoll. I am volunteering for the negotiator role, and I have a protection from evil which lasts 2 minutes. AFter that, if necessary, someone else can take over negotiations.

Maikill HP 31/39, AC 17 
Wednesday October 27th, 2010 3:59:19 PM

Maikill exchanges 500 gps for 5 white chits.

He seems a bit puzzled about the exchange, and gets even more puzzled when the plan about the ghost girls is mentioned.

Girls take over body, like last time maybe? If Bosk person girls take over, his horns make good weapon. How you make sure he not hurt you? Maybe you should make medium someone small and weak, maybe like Beri? No offense Beri.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Wednesday October 27th, 2010 4:10:15 PM

Bosk holds back a small snicker after hearing Maikill's comment. Who to pick will be a challenge. Although my horns are dangerous, Beri is the most likely to be able to escape if tied up. I do have some magic chains that can bind any one creature for 24 hours (it is a goblin seal) and I am sure there are ways to bind people so they cannot move.

Zeoll (HP14, AC17) 
Wednesday October 27th, 2010 4:15:50 PM


"Eh, I am not too worrried," says Zeoll. "They arre playful girrls. They did no harrm to me and Valla, aside frrom wounding ourr prride. We just want to talk with them. I'm not even parrticularrly hoping to send them off, since it would be neat to have frriendly ghosts haunting one's home."

He volunteers to be the negotiator or the medium.

Ransy, AC 21/12/20 Hp 41 /41 
Wednesday October 27th, 2010 5:04:08 PM

"If Zeoll wants to be the negotiator, I could be the medium. I am less dangerous than my horned friend, I think. I could leave my weapons outside, so that I don't hurt Zeoll, at least not with my weapons. Zeoll, do you have a way to knock me out if I start to get violent?"

Zeoll (HP14, AC17) 
Wednesday October 27th, 2010 6:08:25 PM


"Um, no, but if I put up my Towerr Shield, that'll likely keep you at bay."

"Then everrybody else can haul you back."

"How long will the Prrotection spell last?"

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Wednesday October 27th, 2010 8:24:43 PM

Before entering Hook City Beriothian decides to pay Bosk for the amulet of protection he realized he can't use (1,800gp). Upon returning through the gate Beri trades for six white chits (bringing his total to seven). Two of these chits he pays to Miss. Dove to cover his bill. He will later make a trip to the catacombs to buy gloves of dexterity, however he will use gold for this as the chit system still has his mind reeling.

I actually think it might be fun to be the one to go in and talk with these ghosts. However, I fear that I do not have the strength of will to overcome a person powerful enough take control over a persons body. As for bringing them a gift of tea, I like the concept, but it may come across as insensitive. After all, these girls probably can only drink tea when commandeering one of our bodies. Bringing them dolls may be a better choice. If they can slam doors the can probably pick up a doll.

ooc: I may be silver tongued and an escape artist, but my will saves are a joke.

Zeoll (HP14, AC17) 
Wednesday October 27th, 2010 9:53:30 PM


Dolls sound very nice. If no one else does so, Zeoll will stop at a shop and buy a few.

Questions about chits:

Is the bill 2 chits each or two total for the party?

If the smallest chit is worth 100 gp, how do you get change when you buy a loaf of bread or a sword?

No Chit, there I was/DM Buzz 
Thursday October 28th, 2010 11:14:24 AM

Chit policy for Hook City.

No one may leave with Chits. All money made or earned while in the city must be converted back into a precious metal standard of coin. If anyone came into the city with one thousand gold pieces and they convert five hundred of that into Chits. The remaining five hundred gold is all but worthless unless it is getting smelted down into jewelry. If they earned ten White Chits when they are done with their selling, those White Chits must be converted back to gold or whatever at the current exchange rate of the city, when they leave. Those ten White Chits may not leave the city proper. (Any other questions on this, please do not hesitate to ask. I want us all to be sure we understand how this works.)

Exchange rates are based daily (Game day, not our time)

1%-10%, there is a 10% decrease in the value of gold.
11%-40% there is a 5% decrease in the value of gold.
41%-60% the exchange is even.
61%-90% there is a 5% increase in the value of gold.
91%-100% there is a 10% increase to the value of gold.

Characters will not know the exchange rate until they attempt to enter or leave. (That is when I will roll the percentage.)

The bill is two chits total for the entire group. If you need to buy something valued at less then a White Chit, you receive store credit.

That is the only thing I can think of. The Chit thing has me scrambling for answers myself. We will get it all worked out soon and this mundane crap will soon be behind us.

DM post coming this afternoon. Sorry guys, I injured my leg at fighter practice and on valium. This will not be a habit of late or no posting. Thank you for your understanding.

Moving things along/DM Buzz 
Thursday October 28th, 2010 11:30:46 AM

If you all would like to make the plan, then inact it, the next DM post will put you all in front of your residence entering the building.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday October 28th, 2010 1:41:03 PM

I suggest Beri and Zeoll go inside with ropes tied around them (Beri's hands bound) and the appropiate defensive spells cast. If there is a problem we will try to pull them out. Zeoll has a +10 will save and can defend himself from Ber,i and we will have enough strength outside to keep the door open or break it down if necessary to pull them all out. It will also give us players on the outside with some decent saves (my will save is +8, +9 if the catacombs sale is completed in time), the hide from undead spell, and two players who can cast turning incase we need to charge in and rescue Zeoll and Beri. I can also cast resistance to give a player a +1 bonus to saves for 1 min.

Ransy, AC 21/12/20 Hp 41 /41 
Thursday October 28th, 2010 4:28:51 PM

OOC: I thought the bill was 2 white chits each, so Ransy paid two. But now it appears to be 2 for the whole group. That means no one else has to pay.
(Ransy's will save is only +5 BTW)

Ransy says: "I concur with the plan, but who will tie him up so that he can't escape? It would be much easier to let Beri tie me up, I think. I'm not an escape artist like Beri. But if Beri wants to go, that's fine with me; you should be aware of the risk, however; we may have to knock you out. Can I borrow your sap, just in case, Beri?"


Zeoll (HP14, AC17) 
Thursday October 28th, 2010 6:03:49 PM


Zeoll changes 500 gp of his money into 5 white chits.

He does not use one to pay the bill at the Dove's Nest. He does tell Ransy thanks, and that he owes him.

He does use a chit to buy three dolls at a toy shop. These had better be freakin' masterwork dolls for 100 gp! LOL! He gets a store credit, presumably. What the heck, he'll get a toy tea set too. And commission a liontaur doll. That should help eat up the chit.

He makes sure that the harnesses on himself and on Ransy are secure, by tugging on them. He also is happy to take a Resistance Spell and a Pro Evil spell just before entering the Tower. Then it is time to go in.

He enters, calling out, "Hello! We came to visit you. We have some prresents." He lays the toys on the floor.

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+8=26 ;
Thursday October 28th, 2010 7:50:33 PM

As much as he dislikes the though of needing to fight off a mental attack, Beri feels agrees that their best chance of success is to talking to the girls. Knowing his small stature and youthful appearance would be more likely to set the girls at ease (as well as being easier to knock out should things take a turn for the worse) Beri agrees to enter with Zeoll.

Beri removes all weapons from his body and hands them to Bosk, with the exception of the sap that he hands to Ransy. He then allows the others to bind and tether him.

Beri watches Zeoll cross the threshold and lay the toys on the floor. Beri gives a light tug on Zeoll's arm to get him to take a step back, away from the gifts and a little closer to the door, though this is mostly as an act of peace, showing the girls they are not trying to enter their home without their permission.

We promise not to enter any farther. I am Beriothian, or Beri for short, and this is Zeoll. I believe you had a tea party with him earlier. We were hoping we could talk to you for a couple minutes, if that's all right.

Diplomacy = d20+8=26

ooc: It looks like Ransy and I both payed 1 chit of the Dove's Nest bill, so that bill is now taken care of.

Going ape chit./DM Buzz 
Friday October 29th, 2010 2:39:51 AM

ooc: By the way. For those people that are exchanging chits, those chits are spells. You can activate those spells within the city if you do not turn them in as a "gold piece" value. So, select the spell chits you desire, that may be necessary. This is wizard spells only I believe and I will check with Jerry on specifics over the weekend.

Immediate entry/DM Buzz 
Friday October 29th, 2010 3:18:10 AM


A large door awaits those that dare enter the dwelling of those that have perished in anguish. What torment might set a course for any creature, into a damned world of torment in the after life? Those not willing to meet the final will of the one called Gargul, little of which is really known in this region of the Wold.

What would bring the final summation of ones existence, to a shallow haunting of a single abode? The Iron Adventurers are not ones to destroy the unknown, but solve a mystery and perhaps, make right that which has been wronged for far to long.

The mission must still take it's course and their path will not be easy. Powerful undead reside in a place they call home and the group must navigate a steady vector of force and diplomacy, when dealing with any such creatures, especially those of whimsical little girls, perhaps dealing with adolescence before their demise.

The preparations are set and it appears, the least able to cause physical harm, is the one set to accept any haunting that may transpire.

A large door awaits those that dare enter the dwelling... it is easily opened to reveal a grand hall, in a circular fashion. Three exits, besides the door, lead to other rooms. Off to the left, a small arch leads away to some other area. To the right, an obvious kitchen and storage area, leading into the main hall for grand occasions. This room is also seen to have a dumb waiter, which may operate to work on various floors. The main arch, leads to stairs leading up into the main tower.

The main hall is of course the grandest hall of the building. It is made for balls and parties. A short platform was made to be a stage for a few musicians, maybe even, perhaps a solo singer or poet. An ambience of tales told from this room is perhaps long lost, at least for now. The center of attention though, are the holes in the ceiling, twenty feet up, just as described by Magister Alistier. Four bolts once held some heavy object, but now, that heavy object is not present. Looking at the stone floor beneath the obvious chandelier mount, one can see without little doubt, a heavy hard structure crashed into the floor, breaking the tile and depreciating slightly the value of the abode. Not so mush as it being haunted, but still, once these minor, superficial damages are repaired, the "home"will be worth a few hundred white chits more then before.

No immediate response is solicited. What time of day perhaps would the group be doing this?

Dolls, saucers and cups/DM Buzz 
Friday October 29th, 2010 3:35:32 AM

When searching for toys, to establish some relation ship with your occupants, one can not find anything that is made for shear profit. The quality of work put into all items, in this Magic City, are of the most supreme quality. The requirements to even work in the city proper mandates guild membership into the given expertise of the proprietors field. Then, they must apprentice for an entire year with a known master of the city, before they are given a license to work as a sole proprietor. It is then, by the right of a guild peerage, that one can take an apprentice themselves.

Alas, this narrator rambles and let it be said, the dolls bought are easily twenty gold pieces each, after haggling. Looking at the stock, the descriptions are unique unto themselves. Joints that would have a noticeable articulation are actuated through small buttons in the back. All races have nongender, physical, anatomical members.

The highest quality for certain, as well as the tea set, which actually works, by placing three "tea" candles in the base of the boiling pot, by the time they burn out, one knows the tea has been boiled and steeped, ready to serve. The fine inlaid porcelain has a image of humming birds on all eight cups, where the large, flat kettle is inlaid with the picture of a rose. Each cup rests on a saucer depicting a leaf and a branch, from the thorny, yet beautiful bush.

A White Chit well spent, with absolutely no money left over, but the finest quality is always guaranteed.
Reciept:
Three "Freakin" Masterwork Dolls @ .2 White Chits each.
One "Freakin" Liontaur Masterwork Doll @ .2 White Chits each.
One ornate, masterwork, tea set, safe for ages eight years and older @ .2 White Chits each.


Highlight to display spoiler: { Of course, I tease my fellow DM, as he has me in the past. All is in good nature and fun. :)}

Ransy, AC 21/12/20 Hp 41 /41 
Friday October 29th, 2010 4:59:06 PM

OOC: I think this will be done at 3 o'clock in the afternoon.

Ransy will wait just outside the door to the streets. He has the sap ready in his right hand. He suggests that Zeoll and Beri should search a few rooms while the protective spells last. Maybe there's a clue to the ghosts in one of the rooms.

Maikill HP 31/39, AC 17 
Saturday October 30th, 2010 11:35:27 AM

Maikill will also wait outside, his hands firmly grip the rope attached to the two who have entered the tower.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Monday November 1st, 2010 12:42:01 AM

ooc: are we in the room with the fallen chandelier?

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Monday November 1st, 2010 9:09:40 AM

Bosk waits outside, keeping the door open and holding onto the rope.

Zeoll (HP14, AC17)  d20+11=22 ;
Monday November 1st, 2010 9:45:21 AM

Zeoll will stick with Beri and move around the main floor.

In the room with the chandelier, he will sing a wordless song that is both lively and a little sad. Perform 22.

[OOC: The tune I am thinking of is "Blackbird" by the Beatles.]

Blackbird singing in the dead of night
Take these broken wings and learn to fly
All your life
You were only waiting for this moment to arrive

Blackbird singing in the dead of night
Take these sunken eyes and learn to see
all your life
you were only waiting for this moment to be free

Blackbird fly,
Into the night of the cold dark sky.




I forgot about the baths/DM Buzz 
Tuesday November 2nd, 2010 3:16:54 AM

The Cradle be rocked. Your narrator forgot to explain to you all about the time between your paladin inspection and your trip to the Money Changers Guild. This city is opulent in all manners and allowing someone in from Mudtown, just is not allowed, without them being presentable to the populace and those they must deal with. The group is taken into a giant bath house, for public use of course, where everyone entering the city must clean up. There are private stalls for twenty five gold pieces each, for those that are bashful and if someone is in a hurry, they may purchase a prestidigitation spell, to clean themselves up for one hundred gold pieces. Customers can use their own spells if they desire, but the baths are quite pleasant, with attendants bringing you in towels and even scrubbing those hard to reach places, for those that can't seem to reach them. As well, if you do not have presentable attire, your clothes will be washed throughly by an attendant. At any rate, no one sees the money changers or enters the city, without being inspected both visually and through olfactory means.

But back at the tower.

The small doorway on the right leads to the pantry. The jamb was built of an argent brick and has tiny rose mosaics embossed upon the smooth silvery stone. It is made large enough for food carts to come and go to the kitchen, where there is a long, wood burning oven, built for banquets. A table along the opposite wall is easily six foot wide and eight feet long. It is a butchers table as the many hack and cut marks have marred the wooden surface, which is now showing signs of age, through drying out and cracking along the grain of the large slab of wood. Cupboards are empty and opening up closets reveals no food or utensils left behind. Hooks on the walls, where pots and pans were once hung, now rest upon the wall empty. Between the two an island made from a solid piece of marble. It's counter top still as smooth and hard as the day the master stonemason removed his hands from his piece of art and announced, it was then for sale. Bowls, cups and a number of other devices of preparation have rested upon it's surface, at one time. Yet now, it and room are empty of anything that could not be carried out. There is now a loneliness in this chamber where there was once the bustling heart of the residence.

In the main hall, looking straight back is another exit, a large doorway with the same argent stone as the kitchen area and other exits. This room is thirty feet by thirty feet and against the left hand side of the room is a stone bar five feet tall and two feet wide. A mirror once adorned the wall behind or perhaps s valuable painting? The mounting of such a large frame is still evident. In the center of this room is a ten foot wide beautiful, circular stairway leading up in a tight, corkscrew fashion. Precious marble make up a solid platform, almost enclosing the walkers in a tunnel. The stairway is five foot wide but takes up ten feet of space in the center of the thirty by thirty foot room. If one is to walk up the stairs, the right arm would be to the inside, smaller turn of the ascending passage. This design is used for defense of the upper rooms. A right handed person fighting upward and against the bend is penalized, where a right handed attacker fighting down, has bonuses to their maneuvers. Looking up the center of the stairwell, it goes up pretty high, with small landings for other floors.

In the back of the kitchen, is a door, with stairs leading down into a basement. A quick examination reveals, it is a cold storage unit. Meat is hung and vegetables are kept in air tight bins, sealed with honey. Theses bins have little peg holes in the face of each door so the staff could tell how long each item has been stored, to cut down on waste. The pins are not present.

The arch to the left leads to a storage space, as well as eight by ten rooms for servants of the house hold. A small talisman is found in the back of one of the rooms. It is brass and tarnished and would require some form of knowledge to know if it has some meaning or is a worthless piece of costume jewelry.

The search took lots of time and lots of rope. To cover the entire first floor area would take around three hundred feet for both characters entering.

Then, music becomes present. Did Zeoll take the stage? and it is a sad song but well performed. All is quiet for a moment, then, from the stair well area it seems, some may have taken it the wrong way.

"Did he just call us crows?"

Another voice, softer and younger.

"I'm not a crow, that's just mean!"

The first voice.

"I'm tellin! Your mean calling us crows."

Then the second voice asks.

"Do you know Kookabura?"

The first voice excited.

"Yes, that is a fun song."

ooc: I'm not sure if you were given descriptions of your place before, so unless you completely object, we will use this description. Remember, everything about this city is of the finest qualities. Even though a tower is built for security and defense, in every manner this place is not built, it is crafted. You will have to furnish the place yourselves. To do it with items from the city would be very expensive. One could purchase their wares in Mudtown though. Many merchants would rather sell their stock then go through the hassle of entering The Magic City.

Also, Alistair mentioned the girls tragedy occurred in the dining room, but I meant the great hall. The entry way area leading off to the kitchen, stairs and servants quarters. There is no longer a chandelier present in the room.


Zeoll (HP14, AC17)  d20+7=11 ; d20+7=11 ; d20+11=12 ; d20+4=14 ; d20+4=23 ;
Tuesday November 2nd, 2010 7:28:16 AM


Zeoll thinks about the many many songs he has heard over his long years. [Bard Lore 11, darn. Using my last hero point for a reroll ... 11 on the reroll, LOL! Last two hero points I used have been epic fails!] and he does not recall any song called "Kookaburra" -- not surprising, since he is very new to this Southern Continent. So he decides to make one up, doing his best to make it a fun song [Perform (song) 12, a nat 1, d'oh]:

Kook-a-burrra! Whateverr can you be?
Could you be a kitty hiding underr a flea?
Could you be a lady in a coconut trree?
Could you be a biscuit on a platterr forr tea?
Could you be a puzzle frrom these girrls forr me?


[In addition to singing, Zeoll also dances and pantomimes each of these things he is singing about, hopefully in a funny way. Untrained Perform Dance: 14 and Untrained Perform Comedy: a 23. Well, his singing and dancing leave something to be desired, but at least he's laughable!]

Kook-a-burrra! Wherre have you gone today?
Maybe to the mountains where the ocean loves to spray?
Maybe to a parrty on the Forrty-fourrth of May?
Maybe wherre the snow won't melt because it's hot all day?
Kook-a-burra, please oh please, come out and play!


DM Buzz: It has been awhile since Zeoll was a child, but even this type of song would not be that hard to remember. DM gives a DC 10 for such a song. No Hero point needed, but nice improve, just in case.

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+3=18 ; d20+3=10 ;
Tuesday November 2nd, 2010 9:25:07 AM

Beriothian believes he remembers from his youth the song the girls are requesting. Beri starts to sing it for the children, hoping the Zeoll recognizes the lyrics and joins in. The elf knows his voice doesn't have the enchanting sound people typically expect of elves, but he had an average singing voice and feels comfortable singing a children s song if Zeoll doesn't know the words.


Kookaburra sits in the old gum tree
Merry, merry king of the bush is he
Laugh, Kookaburra! Laugh, Kookaburra!
Gay your life must be

Kookaburra sits in the old gum tree
Eating all the gum drops he can see
Stop, Kookaburra! Stop, Kookaburra!
Leave some there for me

Kookaburra sits in the old gum tree
Chasing all the monkeys he can see
Stop, Kookaburra! Stop, Kookaburra!
That's not a monkey that's me!

Kookaburra sits on a rusty nail
Gets a boo-boo in his tail
Cry, Kookaburra! Cry, kookaburra!
Oh how life can be


ooc: Zeolll, you may not have needed to use that hero point. A popular children's song likely has a low dc check (though it's obviously the dm's call).

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20+3=23 ; d20+3=13 ;
Tuesday November 2nd, 2010 10:21:03 AM

Bosk keeps a weary eye out as Beri and Zeoll try to make contact with the ghosts. Although he is nervous at first, the soothing sound of the two singing leads him to believe that they are alright and have made contact with the girls. If it sounds like (or he can see) that they are in trouble he wil begin pulling on the rope to haul them back out. As he waits he spends his teim examining what he can see of the interior of the house, looking for anything that may indicate trouble or provide a clue into the girls motives or a into thier deaths.

Listen = 23
Spot = 14

Ransy, AC 21/12/20 Hp 41 /41 
Tuesday November 2nd, 2010 12:48:29 PM

Ransy enjoys his stay at the giant bathhouse, taking off his armor and enjoying a swim in the pleasant water. Not used to walking around naked, he keeps his loincloth on, though it might occasionally slip off during his swim. In that case, he'll try to sink to the bottom and pick it up again, resurfacing with a sly smile on his lips. Anyway, he'll emerge clean and full of energy from the bathhouse.

Later, when he hears the singing, he whispers: "that's good, I like that. put those troubled spirits to rest with a soothing song. I don't understand why we didn't think of that earlier on. I hope it works."

The laughing stops for now/DM Buzz 
Wednesday November 3rd, 2010 3:37:07 AM

(ooc: Email has been sent to Kelly/Mikail about attendance.)

The song goes over well, with a little assistance and back up from Beriothian to keep the tune going. Their voices and laughter are heard to carry across the room as well. Sometime in the song though, the laughing seems to end and any signs of the girls are now gone. Are they playing hide and seek? How would someone find a ghost?

Perhaps, their time in the material world has expired and they will not be seen again for another day. It is hard to tell with these types of undead creatures.

At any rate, the party can search the rest of their residence if they desire and they also know, tomorrow night will be the twin full moons of Wardd and Kerracles. Where will the group go now to rest? Their residence is all but dusty, with no furniture or bedding. Will they find another inn or will they cash out all of their chits and return to the home they knew before in Mud Town?

They have around twenty four hours to prepare and prepare they better, because no one knows entirely what they are up against with whoever is abducting people from the muddy streets of Mudtown.

ooc: I will say, your tower has four floors total, with a basement making five. If you all want to design the structure, I will approve it after I see it or I can do it for you if you all don't really care what it's layout is. If you make the design, I will need specifics on designs and cosmetics. This place, like all the other residences of the city, was well crafted with art work designed into the building itself. Any descriptions should also have this information, so when a future DM comes in, they can read the layout and not wonder at it's physcial appearence.

Maikill HP 31/39, AC 17 
Wednesday November 3rd, 2010 9:51:18 AM

Holding the slack rope in his hand, Maikill listens to the singing.

What we doing here? They no seem in danger and we are running out of rope. What we do Bosk?

Maikill peaks through the door, wondering if it is safe to enter.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Wednesday November 3rd, 2010 10:49:34 AM

We keep waiting. This might be a trap, or the ghosts might be only be able to come for a little while each day. The magic will only protect Beri and Zeoll for a few minutes. They will have to search the building quickly and will be out soon.

Zeoll (HP14, AC17) 
Wednesday November 3rd, 2010 12:20:22 PM


After looking around, Zeoll leaves the toys, calls out, "These arre forr you!" and then leads Beri out. Then he tells everyone what happened.

He's not sure what to do next. He does not think the ghosts are gone for good. So a warning sign out front seems like a reasonable precaution given the circumstances.

Ransy, AC 21/12/20 Hp 41 /41 
Wednesday November 3rd, 2010 5:54:51 PM

Ransy says: "I think I can find them, the ghosts, with my detect evil ability. Is that okay with you guys? I propose that I cast my protection from evil spell on myself, enter the tower and walk around fast detecting evil in various directions. How does that sound?"

Zeoll (HP14, AC17) 
Wednesday November 3rd, 2010 6:20:47 PM

Zeoll answers the paladin, "Fine by me. But I do not think they arre evil."

Ransy, AC 21/12/20 Hp 41 /41 
Wednesday November 3rd, 2010 6:31:05 PM

Ransy puts his plan into action. He takes off his heavy armor. He can now move 30' each round, because he must use his standard action to detect evil. His prot. fr. evil spell lasts 20 rounds, so he can move 450' inward in 15 rounds (up the stairs to the second level etc.; detecting evil all the way), then he must run back to the door, moving about 100' per round (max speed running is 120' per round).
If he finds something evil, he won't stay to investigate, but continue on his way. He just wants to know how many 'spots' he can find in the tower and to note mentally where they are approximately.

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+12=30 ;
Wednesday November 3rd, 2010 7:57:22 PM

Beriothian decides to look for clues as to the chandelier accident, paying special attention for signs of foul play where the chandelier was once attached, or a way that two little girls could have climbed up that high.

Search = d20+12=30

Are we done yet?/DM Buzz 
Thursday November 4th, 2010 12:25:54 AM

It appears, the group is not yet ready to prepare for the twin full moons, as the investigation into the little girls deaths take presidence with the Iron Adventurers, as well as searching for evil on their property.

On the inside, Zeoll offers up his tribute to the small girls and hopes they can hear him and enjoy their new toys. They are the only furnishings that are in the house. Letting others know their residence is haunted also seems like a good idea. While Ransy can see, the upstairs is a beautiful library or it was once a library. Now it is full of empty shelves built into the walls, with lamp sconses set throughout the room, made of brass, again, tarnished. In this room, as well, is a beautiful, stone carved fireplace. The mantle is made of a very rare Taurwood. It's hard grains make it ideal for construction and it has a reddish hue like oxygenated blood, but a little bit softer. The library takes up the entire second floor. No evil or traces of evil are found in the residence. What this would mean requires a Knowledge Religion check of DC 20 to determine. The circular stairwell continue up further to the bed rooms, but more rope would be needed to explore that far.

It is hard for Beriothian to examine the twenty foot high, vaulted ceiling without being up there and close, but looking at the holes in the rock, where the chandelier was once mounted, it appears the bolts have been ripped from the stone. The crack in the tiles on the floor are sure indication as to how heavy the iron frame work must have been, before the weight of the girls caused it to collapse, if that is indeed what happened. How two children could get up that high without assistance seems near impossible. This narrator says "near impossable", because that is what appears to have happened, at least through the rumor mill where Alistair received his information.

Those outside patiently wait for the others inside.

Two young women walk by the tower while Bosk and Maikill wait outside. It is pretty easy to notice a minotaur and a half orc barbarian standing around holding slack ropes that lead into an open door and the attractive ladies stop and look at you both for a minute, before moving on with giggles. They are dressed in finery and are likely "middle class" for this city. Perhaps, they are the daughters of a militia officer or they could be married to a small time merchant of the city. Either way, they continue their course, looking back at the two with some small amusement. Sense Motive DC 15

ooc: Alright gang. If you want to do more with the tower, that is fine, but I also have to move you along to the next module. We are a week behind schedule, so if you have more to do here in your residence, include that in with the information I need to know, like what are you guys doing for tonight's rest and what are you going to be doing in the morning. Spoiler alert Highlight to display spoiler: { Your residence has nothing to do with your module!}

Ransy, AC 21/12/20 Hp 41 /41  d20+7=16 ;
Thursday November 4th, 2010 8:53:32 AM

knowledge religion = 16.
Ransy tells the others that he hasn't seen anything evil in the tower and that he doesn't know what that means. He suggests that they stay in the same tavern as last night. As much as he has enjoyed the bath this morning, he doesn't want to waste more time on such trivialities. we still have the three white chits earned with the vermin job: Ransy and Beri paid their 2 white chits, that means the others still have it.

Ransy suggests that perhaps the 2 girls were not up on the chandelier at all, but some evil creature (ghost or otherwise) entered the tower and made the chandelier fall down while they were playing or sleeping underneath it. Perhaps some enemy of the family?

Ransy suggests further that they should go to the meeting with the kidnapper-buyers. It would be best to use a trick: bind one of us as if we had kidnapped him and wanted to sell him to the buyers. It should be someone who could easily escape from such bonds.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday November 4th, 2010 9:48:18 AM

Bosk shakes his head in disagreement. I see no reason to remain in the city tonight and waste so much gold on such luxuries as spending the night in this city when we have a perfectly good place back in Mud Town that we can sleep for free. Our only reason to stay in Hook City for the night would be to check on the ghosts tomorrow before we start our investigation of the kidnappers, which would cut into our spells for the day. I suggest we go back to Mud Town tonight and have one or two of us in disguise pass by the area where the transaction is to take place, just to get an idea of the lay out. My thoughts are that we visit Gary and confirm he will not be showing up and see if he recieved any more information. When the meeting time comes one of us can use the helm of disguise to take on Gary's appearancy and the some of us can go looking as his captives with hands and arms bound in such a way that we looked tied up, but can instantly pull free and lose the cords to fight. If we are lucky there might even be a good hiding place or two that we could use for an ambush. After our last fight I think we need a little more planning before this one.


Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20=7 ; d20=13 ;
Thursday November 4th, 2010 12:31:27 PM

ooc: Forgot to fail my spot check.

Maikill HP 31/39, AC 17  d20+2=16 ; d20+5=21 ;
Thursday November 4th, 2010 1:04:14 PM

Maikill does as Bosk asks, though he hesitates as the women walk by and laugh.

Why women always laugh at me? he asks Bosk.

Either women afraid, or they laugh. Women not smile much at me. I not like Hook City any more than mudtown. I hope we go away soon.

sense motive 16
spot 21

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday November 4th, 2010 2:50:57 PM

I don't think they were laughing at us. Think of how this looks for a minute. We are both very large standing outside of a haunted house holding onto a rope. Maybe they think we are trying to lasso a ghost, or they think Zeoll is inside wearing makeup and and having another tea party. Bosk laughs a little at the thought of Zeoll and Valla's last trip inside. You have to admit, that was a funny story/

Zeoll (HP14, AC17) 
Thursday November 4th, 2010 3:37:08 PM


"Maybe they hearrd my funny song. Let us not be concerrned."

"I think we should overrnight in Mudtown. That would give us a chance to check out the site firrst, a day or two beforre we arre scheduled to be therre."

"I like the idea of a disguise. That's harrderr forr me and Bosk," he adds, ruefully.

Ransy, AC 21/12/20 Hp 41 /41 
Thursday November 4th, 2010 4:00:41 PM

"I like the idea of disguise too, but I don't like to surrender to the kidnappers without any weapon or armor. I don't know about you, but there's a lot of horrible things they could do to me before I even get a chance to throw off the rope-bonds and defend myself. For now, I am thinking of going to the catacombs and buying a potion of invisibility, so that I can accompany you invisible."

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday November 4th, 2010 5:22:14 PM

I hadn't thought about taking our armor off, but wearing it would look suspicious. Perhaps we could have a cart with decoys in it and maybe one or two of us hidden laying on the bottom.

The potions are a good idea, but they would work better if you were already hidden in the area and drank it as they approached as opposed to accompaning us, just in case they take longer than expected. The potions only last a minute and it would be a shame to drink it too soon.


ooc: The helm of disguise can make the wearer appear one size cateogory smaller than normal per a DM ruling. We found it on either an orc or a half orc disguised as a goblin. If need be Zeoll or I could go disguised as Gary.

Ransy, AC 21/12/20 Hp 41 /41 
Thursday November 4th, 2010 5:52:26 PM

"That's okay, I'll hide in the area and only drink it at the right time, but I think it lasts longer than a minute."
OOC: invisibility is a 2nd level spell, so potion is CL 3, making duration 3 minutes.
Ransy will visit the catacombs (if possible) before leaving Hook City.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Thursday November 4th, 2010 9:00:42 PM

Beriothian listens to the group discussing going in as a captive without armor on. As Beri walks past Bosk he "borrows" the hat of disguise that Bosk is carrying, then steps behind him (and out of view of most of the party because of Bosk's size) and puts the helm on his head.

When Beri comes back into view he is disguised as a much shorter version of Bosk.
Wearing our armor would indeed looks suspicious. If only we had a means of magically disguising ourselves as an unarmed prisoner...

Beri smiles, pats Bosk on the back, and returns the hat of disguise.

ooc:
Bosk, I rolled in private for the slight of hand. If you like you can roll to see if you detected me, but I still succeed even if you did.

Decision made/DM Buzz 
Friday November 5th, 2010 5:51:13 AM

Ransy doesn't know enough about ghosts to guess their nature or what traces of alignment they might have and has a different opinion on their deaths. he is also prepared to make a plan for the abductors. Preferably in the city, where it is nice and comfortable, with a delicious hot meal in ones belly and without the stink of the Mudtown residents.

Maikill wonders why girls laugh at him, but deep inside, he felt as if the ladies were sizing up, in a good way, the large masculine creatures that towered over them. Maybe you will get to talk to them again sometime?

Bosk is much more frugal and believes they should stay at their other place, free of charge. Even if entering the city is a pain in the rear. He doesn't see any danger in the area around the tower and is secure in the fact that Hook City, if anything, is much safer then the wilds of the Southern Continent.

Zeoll adds that his own humor was likely the catalyst for their out burst. The belief the group should stay outside the walls is with him as well. It is easier to plan in the area one must work in. Subterfuge is a key asset when dealing with any potential enemy and agrees a disguise is beneficial.

Beriothian swoops an item from a friend and disappears around a corner, long enough to don an item and reappear as someone else, perhaps momentarily putting the group on guard. He flaunts his talents with an easy smile as his demonstration reveals a way to wear armor.

With a majority vote of two to one, the group exits much easier then they entered and now, they must go through the tedious process of Cashing in their chits.

If you all wanted to leave some chits in your tower, you could, as long as they don't leave the city. I need to know how many of your chits you want to cash in, before I roll to see if they are worth more or less then when you entered.

I know, tedious now, but in a few months, it will be a standard operating procedure and easy to do.


Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Friday November 5th, 2010 9:25:13 AM

ooc: As a Catacombs employee should I always assume the exchange to be even on that board for buying and selling.

DM Buzz: Yes. There will never be an exchange rate in the Catacombs. Unfortunately, once you leave the city, you will have to go through an exchange rate to visit the Catacombs again once you enter.

Maikill HP 31/39, AC 17 
Friday November 5th, 2010 10:46:27 AM

Maikill laughs at the situation that Bosk has described, and Zeoll adds to it.

That funny I guess.

Maikill looks through his pockets, and frowns.

I thought I buy white chips, but they not here. Maybe I forget do it. Need to learn to write down things.

He prepares to enter mudtown and get the stink of freshness out of his nose.

Ransy, AC 21/12/20 Hp 41 /41 
Friday November 5th, 2010 12:27:30 PM

Ransy has spent the red and 1 of the white chits in the catacombs (waiting for approval),
he leaves the other chits (1 orange and 3 white) in the tower.
So he won't be exchanging any chits.

I think we have to be cautious and assume for now that our adversaries are smart. So I could just walk to the meeting place, but then I would easily be seen if they were watching that place too. So I think it would be better for me to use 2 potions of invisibility: with 1 I can reach the area invisibly, covering my noises by walking behind a cart or something similar; with the 2nd I can become invisible again when I see the adversaries entering the area and then I can try to follow them.

Zeoll (HP14, AC17) 
Friday November 5th, 2010 1:52:33 PM

Huh? I thought we spent Gold in the Catacombs and Chits everywhere else? So confused!

DM Buzz: The Catacombs is open to the public, not just adventurers. I mentioned earlier, that this branch of the Catacombs will take either Chits or coins. The citizens of Hook City would not buy from an establishmnet where they have to touch filthy coins, that may have been digested by a dragon, after eating a nosey halfling. How disgusting! No, these citizens keep their chits close.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Friday November 5th, 2010 3:33:22 PM

ooc: I have a few quick questions about leaving our money in the City.
Is there much crime in Hook City?
How safe would our our money be in the tower?
Is there a bank or similar place to store our money in the city?

DM Buzz: All good questions and each will be addressed.
Q#1 "Is there much crime in Hook City?"
A#1 "Much" is a relative term. To some, there is to much crime in the city. Leave it to say, you are likely safe in public and unless you start to turning the citizens of Hook City against you, so is your tower.

Q#2 "How safe would our our money be in the tower?"
A#2 The Iron Adventurers are beginning to make a name for themselves, but they are not rich enough to bother with at this time and likely won't be messed ith until you all start to wander into the dark side of Hook City. By then though, you will have a fully furnished residence and can afford to protect it. The ghosts though. They do have powers not seen yet. They might be able to move it around to where it will not be in the same place you left it.

Q#3 "Is there a bank or similar place to store our money in the city?"
A#3 I'm sure there is and we can role play that out if your characters decide to start looking for one.




Zeoll (HP14, AC17) 
Friday November 5th, 2010 5:27:59 PM

Zeoll is in favor of leaving the chits in the Tower, maybe in a lockbox or small chest. That's what he'll do (with his 4 remaining? I have to look it up.)

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Friday November 5th, 2010 6:30:54 PM

Can we wait by the gates and adk those entering what they got for an exchange rate?

DM Buzz: Sure, you can ask the Money Changers Guild if you want to. Nothing secret, but I will still have to roll. on each occassion.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Saturday November 6th, 2010 6:03:32 PM

Ransy, following an ambusher back to their base probably is a bad idea. If your potion wears off you could find yourself confronting multiple enemies alone. I think it would be better to map out the area in advance, and to make notes of key ambush points. Once we know that we may be able to set a trap of our own for them, or at the very least we can avoid being caught off guard by their attacks.

ooc: Beri will transfer all his chits back into gold.
Also, I just wanted to confirm that the bath houses are free so long as we aren't using a private stall.

Muddy waters/DM Buzz  d100=88 ;
Sunday November 7th, 2010 1:17:48 AM

The exchange rate is 5% higher then when you all came in and those cashing out feel a bit better about taking their chits with them to the Money Changers guild. The processing going out is much easier then coming in and the customer service is much more friendly.

The baths only cost money if you want a private stall or a spell cast upon you. All options are used regularly and those providing the service seem inclined to do their jobs throughly. There is of course seperate areas for men and women.

Once outside, the sounds of people waiting in line assault you, as do people coughing from the cold spell that is coming this way. Ones breath can be seen at night and thankfully, you have someplace besides a tent to stay tonight.

As you are walking away, you can hear the guards declair, the city gates will be closing soon and mercants with markers after a certain number are told to return to their spot in line the following morning.

Now, it is beginning to sprinkle as you all look arounf at the dramatic change one sees, in just twenty feet of distance and a door. Wet roads crate a sucking sound as horses and wheels make their way through the streets. The smells of wood fires for the evening fills the air, an indication, the evening will be getting colder.

I'm pretty much a stickler to the rules my friends. If you have a lockbox on your character sheet, then you can keep your chits in it while it rests in the tower. If you don't have one, you can buy one tonight in the Mudtown Bazzar, a place where merchants set up to avoid the necessity of going into Hook City, hoping to sell their wares before then. Common items are rare, but findable, but most things are made of Masterwork quality, or they would never make it through inspections. I suggest getting the things you need here if you have to and mark the gold piece value of your character sheets please.

Sorry for all the typos. I was expecting to have access to a computer last night, but just got to it today and I don't have a spell checker here. Have a good weekend.


Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20+3=4 ; d20+4=24 ;
Sunday November 7th, 2010 1:01:55 AM

Bosk is glad he thought to check at the Money Changers Guild to determine the exchange rate before leaving the city. Although it is later than he would have liked, he insists on visiting the cross roads at night to get a feel for the shadows and to identify not only places for the group to hide, but also potential places where they could get ambushed the following day. In addition he makes note of how many other people are on the street at that time of night, if it is possible for thier archer (Beri) to get onto a roof top, and the most likely routes to and from the area (can we get a map for planning purposes?). He also tries to determine if it will rain tomorrow night (survial = nat 1), but this late at night and with the temperature dropping he is unsure and decides to try again when it is light out and he can use the clouds for reference.

In the morning he plans to see Gary Glittertooth (thier contact) to get more information on how exchanges like this are usually made, to make sure he won't be there with captives of his own, and to get any more information that he may have obtained for them.

Actions
Search for places to hide= Take 20
Spot enemies or anything out of place Nat 20= 24
Survival / determine weather = Natural 1

ooc: Don't worry about the typos. I can't tell you how often I post from my phone.


Zeoll (HP14, AC17) 
Monday November 8th, 2010 7:24:05 AM


Zeoll takes out his dagger and soap, carves a hollow in the soap, puts his extra four white chits in the soap, and hides this in a wall sconce in the tower.



Maikill HP 31/39, AC 17 
Monday November 8th, 2010 9:53:58 AM

ooc: Hey all, I am not loving my character or a city campaign setting. Usually I like to plan a more nature oriented character and campaign. Maikill was a quick tap character that I adapted to play when I was put into this game. I don't think it is working for me. Let me know how you want me to withdraw, I am not trying to give anyone the shaft.

Ransy, AC 21/12/20 Hp 41 /41 
Monday November 8th, 2010 9:57:52 AM

Ransy hasn't got a lockbox, but he will buy one on the Mudtown bazaar tonight. How much does it cost?
If you want me to roleplay that transaction, please send me an email.

For now, Ransy follows Zeoll's example and hides his orange chit and 3 white chits in a piece of soap. (I suppose it isn't possible anymore to change them to gold?)

In the morning Ransy accompanies Bosk in his visit to Gary and then walks through the area where the meeting is supposed to take place. He walks alone, with a purposeful gait, as if he's underway to another part of mudtown. But he looks around for good hiding places.
Spot places to hide, take 20, result 22.

Zeoll (HP14, AC17) 
Monday November 8th, 2010 11:04:10 AM

[OOC: Zeoll can work fine in town or in Mudtown and beyond. I cannot find the reference, but I seem to recall DM Buzz saying that we can do about half of our adventuring in Hook City, and about half out. Sorry, my brain is not performing at peak efficiency. Anyway, half and half would be fine by me. I hope it would be okay by Maikill. I would be sorry to see him go. He's a great character.]

Oh, and Zeoll puts up a warning for the benefit of any who might enter. Since he is illiterate, he hangs two lengths of rope across the door on the outside to make a letter "X". He cuts himself with an arrow and, at the intersection of the X, he ties the bloody arrow.

"That should send the rright message," Zeoll declares.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Monday November 8th, 2010 1:47:42 PM

ooc: Kelly, I hope we can work something out. We don't want to lose you. Bosk is up for anything and anywhere from the city to dungeon crawling.

Ransy, AC 21/12/20 Hp 41 /41 
Monday November 8th, 2010 5:26:03 PM

Yes, Kelly, you can do a bit of character surgery and make Maikill more suited to your wishes when converting him to pathfinder.

Maikill HP 31/39, AC 17 
Monday November 8th, 2010 7:25:10 PM

ooc: it is more of the campaign setting and character mix for me, I spent the first couple of years in cinnamon valley playing an elf ranger. I really like the outdoor settings and was never much for either dungeon crawls or city play. Sorry, just giving you a heads up to look for another player. I will stick in for a while but won't bother doing a pathfinder conversion for a character I don't really like that much anyway.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Monday November 8th, 2010 8:15:26 PM

I don't see a need to put a sign on our tower, I say if somebody tries to rob us we should just let the girls torment them for a few days. Then, if they are still alive we can let Maikill introduce them to the sharp end of his axe.

ooc: I know that none of us want to see you go Kelly. I've loved playing with you over the last year. I hope you will still be part of the Wold, even if you decide this campaign isn't the best fit for you.

Zeoll (HP14, AC17) 
Monday November 8th, 2010 9:11:20 PM

Honestly, the Uncharted Heroes is pretty much entirely an outdoor adventure. Well, unless the party ends up in a floating lizard city, in which case it becomes urban subterfuge, diplomacy, and culture war. LOL!

I guess what I'm saying is, do talk with Jerry about moving to a new setting. I wish you would not leave Hook City. But it would be a REAL shame if you left the Wold!

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Monday November 8th, 2010 9:48:14 PM

I only said dungeon crawl because I concider it the opposite extreme, and meant to say I am up for anything. If this character / setting / or campaign aren't for you we understad. Hopefully surgery, the new DM, or another campaign will help. We all want you to stay. If not here, please stay in the Wold.

ooc/DM Buzz 
Tuesday November 9th, 2010 2:39:53 AM

Let us put this in email. I will initiate an email later this morning, to find out Kelly would like to do. There are many options available to him. Kelly, I know the DM's and PTB of the Wold want thier players to be happy with whatever they are playing.

Visual map and description/DM Buzz 
Tuesday November 9th, 2010 3:08:04 AM

There are patches of warehouses throughout Mudtown. They are scattered between pockets of mud churned over and over again, as well as tents, both small and large are scattered where ever there is a plot available and not likely to be run over by a drunk driving a wagon.

The intersection in question is one of the lowest parts of Mudtown. Here, the soil is softest and the rain waters flow down hill and gathers here the most, as well as filth light enough to float. Many buildings have collapsed and what isn't used for heating wood is whole enough to find some beggar or a victim of Marteus domain existing within.

Four buildings rest at an intersection that resembles more a pool of water then any road. Two of the buildings appear abandoned while a third is occupied and the fourth seems to be full of stock with armed men at the entrance.

Each building is 100 feet apart from each other, in a square pattern. The Northeast building has the guards out front. The Northwest corner is the occupied warehouse. Their lights shining from within and the windows have fine blinds covering the interior view. The Southeast building has a lease price on the open door and a man sitting just inside the storage facility, leaning back in a chair, watching the street.
The Southwest building needs a lot of construction. The roof is half missing and what remains appears unsafe. The northern wall is leaning heavily outward, as if attempting to break free from the rest of the structure.

There is plenty of light out as the twin moons circle over your heads making it very easy to see the area. Tomorrow night should be even brighter, as a double full moon is considered a very good omen and celebrated by most. There should be some interesting parties tomorrow night.

The prices for items, if not in the book, will be whatever you would like to spend on a quality item. For instance, a lock box. You can get a cheap one for five silver and it could be popped open like a boiled crustaceans, or, if someone spends 1000 gold on a lock box, it will likely be water proof, air tight, Masterwork puzzle lock. Highlight to display spoiler: {Might even have a poison needle set up <nudge, nudge, wink, wink>}

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20+3=12 ;
Tuesday November 9th, 2010 9:14:01 AM

ooc: Would this count as difficult terrain, and if so are there any penalties other than each square of difficult terrain counting as 2 squares of movement and being unable to run or charge across difficult terrain.

Bosk tries once again to determine the weather for the night, but anything short of big black clouds and water hitting him in the face seems to be too subtle a hint for the cleric. Turning to Ransy he says, That Southeast building could be a good vantage point. Perhaps we should speak to the man and inquire as to the lease price and asks about the surrounding buildings and crime in the area. It might be possible to get the building for just a few days. Bosk, not being the groups best or most convincing speaker, will wait for Ransy's reply and go with him if he chooses to speak to the man.

Survival Check = 12 (a 15 is needed to determine the weather 24 hours in advance).

ooc: Mudtown in general is considered difficult terrain, unless in a building or a pavillion. The constant sucking at the boots will find one digging it out now and again to return it to the foot.

About Gary Glittertooth/DM Buzz 
Tuesday November 9th, 2010 5:10:23 PM

ooc: I apologize for not answering questions about him yet. I have not forgotten though. :)

Zeoll (HP14, AC17) 
Tuesday November 9th, 2010 5:23:30 PM

My fault! I have to communicate better with DM Buzz! Sorry, busy!

Ransy, AC 21/12/20 Hp 41 /41 
Tuesday November 9th, 2010 5:59:59 PM

I don't think that's a good idea, Bosk. That man could belong to the group of kidnappers. AFter all, who would dream of leasing such a building in this awful rainy spot of town? No customers are ever going to go this way to visit a shop here, I think. Probably that man is just a kind of scout or lookout who's observing the people around here, and trying to lure us into speaking with him. That way, we would give our plans away too easily, I think.



Maikill HP 31/39, AC 17 
Tuesday November 9th, 2010 6:07:18 PM

Unsure of what to do, Maikill follows along until Bosk tells him what he wants from him. Mostly, it looks like he isn't needed unless a fight starts.

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+3=11 ;
Tuesday November 9th, 2010 7:06:25 PM

Beriothian looks up at the rooftops to see if any of them would be easily reachable, whether someone would be able to hide up there without being seen. Beri also tries to judge the weather for tomorrow, but the magical influence on this are make it difficult for him.

Survival = d20+3=11

ooc: Do the buildings look flamable.... not that we have a history of torching buildings. Well, not intentionally burning them down.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Tuesday November 9th, 2010 9:40:58 PM

Bosk agrees with Ransy. Perhaps your right. The cleric keeps an eye out for trouble and doesn't wish to linger long in the area and risk drawing attention to themselves. He continues on towards Gary's.

A nip in the air/DM Buzz 
Wednesday November 10th, 2010 2:34:52 AM

The air is cold and damp and bits of sleet make their way from the sky, Bosk is unable to determine how long the weather will last and neither does Beriothian. The Southern Continent once again, unpredictable.

The group is wary and when it is mentioned they should speak with the man who is asking for a tenant, Ransy get's a bit nervous with the thought. There is business done down here though. In one building, storage is guarded. A merchant likely waits inside with his goods with more guards, playing dice or who knows what. Another building obviously occupied, with no signs of mischief obvious. The man, may very well just be a man, with a building for rent.

Maikill underestimates his worth to a group of adventurers. Strength is not just used for fighting and for those occasions when the Iron Adventurers must enter the savage world of an intelligent land, they could use this brave barbarian soul to keep them alive with keen survival instincts.

Zeoll proclaims an apology for not praying more to the hand the rocks The Wold's Cradle. He gives no other opinion on the next course for the group to take. He needn't take it so hard though. It is a busy life, dealing with kidnappers and ghosts.

The buildings look flammable and all of them are two stories tall, at about 35' high.

Zeoll (HP14, AC17)  d20+11=23 ; d20+7=20 ;
Wednesday November 10th, 2010 7:57:09 AM


OOC: LOL! Buzz, you make me laugh!

Zeoll says little, not really having an option for stealth. But as they leave this place and head back to their Mudtown shop, he stops in at local taverns (that is, for example, maybe, a wagon where an entrepreneur has rolled up a few big barrels of drink and is selling them by the dipper or the mug, if you have brought your own mug) and asks around. Maybe he stops on a "corner" and offers a song (Perform 23), just to attract a few passers by and engage them in conversation. The upshot is to Gather Information about the businesses that constitute the corner in question. What do they do there? Who owns them? Anything shady?

Gather Info check: 20.

Ransy, AC 21/12/20 Hp 41 /41 
Wednesday November 10th, 2010 8:37:46 AM

While Bosk walks on, Ransy (who looks like a guard in his heavy armor) goes to the northeast building and speaks to the armed men in front of it:

"pardon me sirs, I am looking for a temporary guard job. Is your employer perhaps looking for additional guards? The thing is, I am on my own for a few days, because the man whom I served has entered Hook City and left me to fend for myself awhile. But my service may be needed again in a few days.
(OOC: this is not a lie: magister Alistair took us (including Ransy) with him to search for Jacob and afterwards left us on our own. And Ransy's service might be needed again by someone who hires the Iron Adventurers in a few days, though probably not Alistair himself.)
Ransy continues:
So I'm looking for a guard job for two or maybe three days. I am a very sturdy guard, I've done battle before and I know how to stand my ground. Do you think your boss might be interested in hiring me?

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Wednesday November 10th, 2010 8:02:53 PM

Beriothian walks away with Bosk so as not to arouse suspicion while Ransy makes his job inquiry.

Maikill HP 31/39, AC 17 
Wednesday November 10th, 2010 9:05:53 PM

Maikill walks along with Bosk and Beri, he is tired of all the mud and misery.

"I have some money now, I think I buy farm. Go away from here, tired of killing bad people."

His head hangs a bit as he walks along, clearly depressed at his lot in life.

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