Dyn Gwelw takes his pay with a reverent thank you and, somewhat at a loss, heads out to explore the city. Not having anything particular in mind, he will stroll down to the dockyards, he has always been fascinated by the sea. He will talk to sailors about their travels, eager to hear of far reaches. As he wanders among the throngs, he'll keep his eye out for anyone who show a certain grace in their movements that would suggest 'training' with a dancing master. He will head over to and cross the southern most Sebu River bridge and strolll through the Prince's Arbor watching who was there and what they were doing. As he goes about he will ask questions of people who are engaged in meditative activities, whether they be ones involving stillness or ones involving motion. 'Are there schools for disciplines in the city? and, if so, which districts are they in?' One of his goals, other than finding a doj, is to locate a good crossbow; darts just didn't cut it when it came to fighting from along ranges and Dyn Gwelw does not like the feel of being a hapless target or a potential pincushion and not being able to do anything about it. To this end, and to increase his meager wealth, he will sell seven darts and the shield for the best he can get for them. Another goal is some sort of gainful employment, so he will search public message boards, ask about such things of any persons he meets who seem knowledgeable and garrulous. Another thing he will look for as he wanders the districts, is the 'general' mood of the city, whether it varies from place to place (he is sure that it does, as would be expected in any conurbation), alert for any sort of extremes of difference in which attitudes prevail where.
Rollback Post to RevisionRollBack
Panic is a mechanism that strengthens the gene pool.
After celebrating his employment with Ingrid and helping out with a few items, Ednyss bids her a short farewell as he heads out to the Docks to see if he can perhaps earn some coin. Upon arriving at the Docks, he double checks his equipment and valuables although he left most of his gold in his room with Ingrid (Only brought 10 Gold). He then proceeds towards the nearest place where he might be able to find a game. Preferably Slaughterhouse, but a dice game would do as Ednyss is feeling lucky tonight.
Rollback Post to RevisionRollBack
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
"AB. OH. DOLL. UH." Varielky repeats. "Got it. Thank you, I'll be here at the moment the third bell strikes. Although..." She thinks for a moment. "Is there anything I could do, beyond the practice? Perhaps a gladiator-like fight or a competition, anything of sorts?"
RP#3 (Varielky)
Mr. Abadolla rolls his eyes in response, and says, “Do you realize that I have been managing this arena for ten years? And that we have games here almost every month, sometimes twice per month? And that someone, Some. How. I have managed to get the crowd entertained, even without your help? For ten years?” He shakes his head slowly. “Do you know how that happens, woman? It happens because of planning. Plan. Ning.” Taking a breath, he continues, managing his annoyance. “If you want to compete in The Games, I’m not the one to impress.” He focuses his gaze on another person, a Khazaran, far down the row, giving advice to a few warriors training near the far end of the arena floor. “He’ll be here. Later. Now if. You will excuse me.” And with that he dismisses you.
When you return at 3 Bells, which are rung by guardsmen at each of the city’s public fountains, , there is a different guard, to whom you show your slip of paper, and tell him its creator, and he allows you into the pubic training pens, to the left of the entrance. There are perhaps 200 people who filter in around the same time, and you find yourself in a practice match. You notice that both Mr. Abadolla, and the Khazaran he had pointed to earlier, are there, in the 2nd row, chatting. You think you see Abadolla has marked your entrance, said a word to the Khazaran, and then the latter’s eyes took you in momentarily, appraising.
All other warriors in the pens are unarmored, and for your first match, you find yourself with a long wooden baton, roughly short-sword length, facing a young Shian man with the same weapon. He eyes you delightedly.
(OOC: For this training session, please roll: initiative, and 5 rolls to hit and damage 1d4.)
Is Varielky just “in the zone,” or trying to impress? If the latter, also roll Intimidation.
This post has potentially manipulated dice roll results.
Varielky gives what she has to win. She could always come back to practice, but first impression is hard to change, she needs to win. It's unfortunate she can't use her shield or her armour though, but she fights her fights fairly.
"May we have a good, honourable fight." She says to her opponent before the fight begins.
Initiative: 20
Intimidation: 17
(I'm adding STR and proficiency. If they don't apply... you know.)
Mittens pores over the book fascinated. He pulls out his spellbook and records any necromantic techniques he finds, but he still pays close attention to everything else he read. When he finishes finishes later, he goes back over it with closer scrutiny. He cross references his notes with the rest until someone comes to escort him out. He exits satisfied with what he learned by delving into the texts about death, but he still wishes he learned some new spells.
((OOC: I'm fine with leaving it how it is at the moment unless you want me to do something else. Also, being a wizard is crazy expensive! I need 100 gold per spell level to write it down in my book, 50 gold if it is a Necromancy spell.))
Dyn Gwelw takes his pay with a reverent thank you and, somewhat at a loss, heads out to explore the city. Not having anything particular in mind, he will stroll down to the dockyards, he has always been fascinated by the sea. He will talk to sailors about their travels, eager to hear of far reaches. As he wanders among the throngs, he'll keep his eye out for anyone who show a certain grace in their movements that would suggest 'training' with a dancing master. He will head over to and cross the southern most Sebu River bridge and strolll through the Prince's Arbor watching who was there and what they were doing. As he goes about he will ask questions of people who are engaged in meditative activities, whether they be ones involving stillness or ones involving motion. 'Are there schools for disciplines in the city? and, if so, which districts are they in?' One of his goals, other than finding a doj, is to locate a good crossbow; darts just didn't cut it when it came to fighting from along ranges and Dyn Gwelw does not like the feel of being a hapless target or a potential pincushion and not being able to do anything about it. To this end, and to increase his meager wealth, he will sell seven darts and the shield for the best he can get for them. Another goal is some sort of gainful employment, so he will search public message boards, ask about such things of any persons he meets who seem knowledgeable and garrulous. Another thing he will look for as he wanders the districts, is the 'general' mood of the city, whether it varies from place to place (he is sure that it does, as would be expected in any conurbation), alert for any sort of extremes of difference in which attitudes prevail where.
RP#1 Dyn Gwelw
As Dyn makes his way down to the shipyard, which has two parts, an inner circular port for Jenghen ships of war, which surround a covered naval dock; and beyond a 100 meter-long canal, emanating from the naval part, the merchant port, which is used for transport and trade. It is on the road of the latter that Dyn Gwelw wanders, as seagulls wheel through the air above, and the sea salt smell is almost overpowering in the late afternoon. Dyn Gwelw sees barrels and boxes containing woven rugs, strong boxes, dates, books and scrolls, alcohol, and more, carried by strong seamen, and collected by merchant porters and importers, the entire choreography of the loading and unloading codirected by ship’s pursers and city bursars.
Dyn sees a sprightly vessel whose home port is Ignomar on the Sea, from The Kingdoms. He speaks briefly with a ship’s pilot as the tall man dressed in pants and vest over a cotton shirt with white puffy arms as he debarks, and the brief conversation in Kingdoms (Dyn’s mother tongue) raises his spirits.
Crossing the Sebu River to Prince’s Arbor, Dyn sees a funeral procession: a casket in a cart followed by several common horse-drawn carriages, moving slowly out of town from the Temple of Ritha Demsha -- perhaps a Yeoman or Forester’s family had lost someone. The row of Elven homes beside the temple and facing the park give him pause with their delicate organic beauty. There, he notes two members of the garrison, Khazarans -- from the lands immediately west of Orraca u Shia, across the mountains on the far coast. They are speaking about new leather bracers one of the pair has recently purchased, while keeping a careful eye on all that transpires around them.
To your inquiries, although not without rough questioning, quelled by the information that you’ve just mustered out of the provincial brigade, the soldiers point you north and back across the river to the Champions District for the best prices on weapons and equipment. They suggest avoiding the Docks and North Crossing after dark. Especially the Docks if he doesn’t want to be pressed into service against his will.
One of them thinks there is a room for rent in a common house across from Temple Market. The other answers that without knowing what kind of living Dyn wishes to make, he can’t say if there might be a job. (OOC: There are no job boards, you’d need to approach a person or place to ask for employment). As the afternoon wears on into evening, Dyn crosses back into Champions District, and finds a weapon sellers where he can sell/purchase what he wants.
Dyn notes that the citizens of Isha Ammah steer well clear of the garrison soldiers, but it will take time to note more about the city’s denizens, except for what he has heard. As a whole, Orracans are very religious folk, and Temple life is at the center of the thoughts of many.
As the sun begins to set, Dyn has not yet seen the kind of meditative look he seeks upon the countenance of anyone he has passed. Dyn knows that The Ways are an invention of The Human Kingdoms, and that no monasteries exist in The Jenghen Empire or its provinces. There may be individuals, but nothing organized. If he wished to ally with an institution of some kind, it would need to be along some other lines than The Way.
While at the Markets, Ka'imi notices clothing vendors selling garments which include furs and feathers from local creatures. Seeking a place outside of the city where he can set up as a trapper, Ka'imi heads out on the inland road along the river. One kilometer, two, three...every bit of arable land seems covered in farms feeding the great populace of Ishi Ammah. However, continuing on with energetic strides, the young elf finds a small forest some 5 miles inland, and in this environment, Ka'imi is at home and knows he could survive indefinitely off the land, feeding himself and accessing drinking water. He spends a full day's time among the junipers, hawthornes, and pistachio trees listening, observing, and communing with the living earth, from the tips of the tree's root systems up to their crowns, and out to the edge of the woods. While in this semi-meditative state, he smells and hears species of ground squirrels, wild goat-like sheep with orange-hued fur and small foxes called Fennecs. The latter's fur was used for glove and hat linings he saw being sold for a high price at the markets; squirrel fur was also used for less pricey gloves and boots.
(OOC: for hunting/trapping beyond what you need to survive, please roll a series of 3 survival rolls per day. If there are other skills whose use you can describe in supporting your trapping endeavors, tell me how you want to employ them, and make one separate roll for each one. How many days do you want to try to build up an inventory of furs to sell? Do you already know how to skin an animal in such a way that the coat is preserved perfectly?)
On a cooler morning I see traces of something foreign near the shelter. Working quickly to blend back into the trees and underbrush (OOC - Mask of the Wild) before realizing that whatever was there with him is either gone or incredibly stealthy.
After his recon trip to the market he decides on working to catch Fennecs and squirrels. Without any formal training in how to skin the beasts it's a game of figuring out how best to catch them first, and then finding a way to learn this new trade skill. A few days of watching the squirrels and fennecs near his shelter lead to figuring out how they move, when they're nervous and skittish, and where they seem to live. Squirrels seem to live in trees while the fennecs pop up from holes in the ground. One of the holes looks empty and I poke my head in to learn how a fennec burrow works. It takes a day or so but my body attunes back to Natural Explorer (you remain alert to danger even when you are engaged in another activity, you can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures, you learn the exact number, sizes, and how long ago they passed through the area.) and it becomes clear that I'll be able to find more than enough squirrels and fennecs both when the time is right. But the problem of what to do with them and how to skin them needs to be solved before I'm left with a large pile of rotting animal carcasses.
The next morning I hop down from the shelter and prepare to make my way to the market again. And it's there, that unmistakable feeling in the air again. There's something weird and foreign here and it might not mean me harm but it's definitely not a fairy ready to grant a boon or boost my skills.
The trip back to the city is uneventful. I find a fur vendor and ask who does their skinning and tanning. This is the person I need to find, and either barter to work with them or create a system where I trade carcasses for skins.
(OOC: I’m not quite sure about the weird feelings Ka’imi is getting. Please tell me what it’s about.)
RP #2 (Ka’imi)
Ka'imi heads back into Ishi Ammah, and at the Governor’s Market speaks with the seller of fine fur-lined clothing he had noted before, an orange-furred older Cat. His name is Imble Shu, and he invites you to purchase hand-sewn gloves, cloaks, tunics, and headscarves with fur linings, at prices which seem quite astonishing, until he understands that you do not wish to purchase clothes, you want to know where he gets his furs. Suddenly stone-faced, he looks at you with a sideways, keen-eyed glance, and smirking, informs you, “Oh, she very good, verrrrrrry good. Prrrrrrrr. I try remember her name, try, try, try….” His Jenghen, unlike his supplier, is not very good, you discern, but when you notice his open paw reaching straight out toward you, palm facing up, as he glances about, scratching his whiskers with the other hand, searching, it seems, for the answer to the question up among the clouds, you get the picture.
(OOC: I’m not quite sure about the weird feelings Ka’imi is getting. Please tell me what it’s about.)
RP #2 (Ka’imi)
Ka'imi heads back into Ishi Ammah, and at the Governor’s Market speaks with the seller of fine fur-lined clothing he had noted before, an orange-furred older Cat. His name is Imble Shu, and he invites you to purchase hand-sewn gloves, cloaks, tunics, and headscarves with fur linings, at prices which seem quite astonishing, until he understands that you do not wish to purchase clothes, you want to know where he gets his furs. Suddenly stone-faced, he looks at you with a sideways, keen-eyed glance, and smirking, informs you, “Oh, she very good, verrrrrrry good. Prrrrrrrr. I try remember her name, try, try, try….” His Jenghen, unlike his supplier, is not very good, you discern, but when you notice his open paw reaching straight out toward you, palm facing up, as he glances about, scratching his whiskers with the other hand, searching, it seems, for the answer to the question up among the clouds, you get the picture.
Do you pay for the information?
(OOC - I'm looking for a beast in the forest. Not sure how long we're going to be parallel role playing but was looking for a way to use the Favored Enemy skill.
Also, how much money do we have? My character sheet says 10 silver pieces.)
Ka'imi reaches into his pouch and hands Imble Shu 3 silver pieces. "I wish to learn how to skin animals and take their fur, that is my goal."
Varielky gives what she has to win. She could always come back to practice, but first impression is hard to change, she needs to win. It's unfortunate she can't use her shield or her armour though, but she fights her fights fairly.
"May we have a good, honourable fight." She says to her opponent before the fight begins.
Initiative: 9
Intimidation: 22
(I'm adding STR and proficiency. If they don't apply... you know.)
Attack: 19 Damage: 7
Attack: 25 Damage: 11
Attack: 13 Damage: 5
Attack: 13 Damage: 5
Attack: 8 Damage: 5
(Damn, crit with max dmg. That's one good hit!)
RP#4 Varielky
After circling each other, following the young man’s lead for a short while and exchanging a few feints and deflected blows, Varielky powers into him, sweeping his legs out from under him with a ferocious blow, and then landing both knees on his chest with the rod at his throat. He’s breathless and winded, but smiling as you help him up. “Ellosh take you, you’re good,” he says.
Varielky makes it easily to a second match, facing a young woman with a pony tail and wearing makeup. The men make way for her and she is brimming with confidence. "I haven't seen you around here before," She says as she drops into an aggressive crouch. "Enjoy being beaten much?" (OOC: same die rolls, please. Take +1 inspiration on one of the rolls.)
Dyn Gwelw takes his pay with a reverent thank you and, somewhat at a loss, heads out to explore the city. Not having anything particular in mind, he will stroll down to the dockyards, he has always been fascinated by the sea. He will talk to sailors about their travels, eager to hear of far reaches. As he wanders among the throngs, he'll keep his eye out for anyone who show a certain grace in their movements that would suggest 'training' with a dancing master. He will head over to and cross the southern most Sebu River bridge and strolll through the Prince's Arbor watching who was there and what they were doing. As he goes about he will ask questions of people who are engaged in meditative activities, whether they be ones involving stillness or ones involving motion. 'Are there schools for disciplines in the city? and, if so, which districts are they in?' One of his goals, other than finding a doj, is to locate a good crossbow; darts just didn't cut it when it came to fighting from along ranges and Dyn Gwelw does not like the feel of being a hapless target or a potential pincushion and not being able to do anything about it. To this end, and to increase his meager wealth, he will sell seven darts and the shield for the best he can get for them. Another goal is some sort of gainful employment, so he will search public message boards, ask about such things of any persons he meets who seem knowledgeable and garrulous. Another thing he will look for as he wanders the districts, is the 'general' mood of the city, whether it varies from place to place (he is sure that it does, as would be expected in any conurbation), alert for any sort of extremes of difference in which attitudes prevail where.
RP#1 Dyn Gwelw
As Dyn makes his way down to the shipyard, which has two parts, an inner circular port for Jenghen ships of war, which surround a covered naval dock; and beyond a 100 meter-long canal, emanating from the naval part, the merchant port, which is used for transport and trade. It is on the road of the latter that Dyn Gwelw wanders, as seagulls wheel through the air above, and the sea salt smell is almost overpowering in the late afternoon. Dyn Gwelw sees barrels and boxes containing woven rugs, strong boxes, dates, books and scrolls, alcohol, and more, carried by strong seamen, and collected by merchant porters and importers, the entire choreography of the loading and unloading codirected by ship’s pursers and city bursars.
Dyn sees a sprightly vessel whose home port is Ignomar on the Sea, from The Kingdoms. He speaks briefly with a ship’s pilot as the tall man dressed in pants and vest over a cotton shirt with white puffy arms as he debarks, and the brief conversation in Kingdoms (Dyn’s mother tongue) raises his spirits.
Crossing the Sebu River to Prince’s Arbor, Dyn sees a funeral procession: a casket in a cart followed by several common horse-drawn carriages, moving slowly out of town from the Temple of Ritha Demsha -- perhaps a Yeoman or Forester’s family had lost someone. The row of Elven homes beside the temple and facing the park give him pause with their delicate organic beauty. There, he notes two members of the garrison, Khazarans -- from the lands immediately west of Orraca u Shia, across the mountains on the far coast. They are speaking about new leather bracers one of the pair has recently purchased, while keeping a careful eye on all that transpires around them.
To your inquiries, although not without rough questioning, quelled by the information that you’ve just mustered out of the provincial brigade, the soldiers point you north and back across the river to the Champions District for the best prices on weapons and equipment. They suggest avoiding the Docks and North Crossing after dark. Especially the Docks if he doesn’t want to be pressed into service against his will.
One of them thinks there is a room for rent in a common house across from Temple Market. The other answers that without knowing what kind of living Dyn wishes to make, he can’t say if there might be a job. (OOC: There are no job boards, you’d need to approach a person or place to ask for employment). As the afternoon wears on into evening, Dyn crosses back into Champions District, and finds a weapon sellers where he can sell/purchase what he wants.
Dyn notes that the citizens of Isha Ammah steer well clear of the garrison soldiers, but it will take time to note more about the city’s denizens, except for what he has heard. As a whole, Orracans are very religious folk, and Temple life is at the center of the thoughts of many.
As the sun begins to set, Dyn has not yet seen the kind of meditative look he seeks upon the countenance of anyone he has passed. Dyn knows that The Ways are an invention of The Human Kingdoms, and that no monasteries exist in The Jenghen Empire or its provinces. There may be individuals, but nothing organized. If he wished to ally with an institution of some kind, it would need to be along some other lines than The Way.
Does he seek a room near Temple Market?
Yes he will seek out a room near the Market.
Rollback Post to RevisionRollBack
Panic is a mechanism that strengthens the gene pool.
After circling each other, following the young man’s lead for a short while and exchanging a few feints and deflected blows, Varielky powers into him, sweeping his legs out from under him with a ferocious blow, and then landing both knees on his chest with the rod at his throat. He’s breathless and winded, but smiling as you help him up. “Ellosh take you, you’re good,” he says.
Varielky makes it easily to a second match, facing a young woman with a pony tail and wearing makeup. The men make way for her and she is brimming with confidence. "I haven't seen you around here before," She says as she drops into an aggressive crouch. "Enjoy being beaten much?" (OOC: same die rolls, please. Take +1 inspiration on one of the rolls.)
"A bad warrior is a dead warrior. You have potential though, maybe you could beat me in the future."
"I'm new in the arena, but I'm not new to fighting. I don't find being beaten particularly fun, so I'll pass on your offer this time." Varielky grins. It's obvious she's famous among the men, will she be a tough opponent? Varielky fought tough opponents in the past. Many have beaten her, but even when using steel swords and other lethal weapons, she's still standing here today.
(OOC: I’m not quite sure about the weird feelings Ka’imi is getting. Please tell me what it’s about.)
RP #2 (Ka’imi)
Ka'imi heads back into Ishi Ammah, and at the Governor’s Market speaks with the seller of fine fur-lined clothing he had noted before, an orange-furred older Cat. His name is Imble Shu, and he invites you to purchase hand-sewn gloves, cloaks, tunics, and headscarves with fur linings, at prices which seem quite astonishing, until he understands that you do not wish to purchase clothes, you want to know where he gets his furs. Suddenly stone-faced, he looks at you with a sideways, keen-eyed glance, and smirking, informs you, “Oh, she very good, verrrrrrry good. Prrrrrrrr. I try remember her name, try, try, try….” His Jenghen, unlike his supplier, is not very good, you discern, but when you notice his open paw reaching straight out toward you, palm facing up, as he glances about, scratching his whiskers with the other hand, searching, it seems, for the answer to the question up among the clouds, you get the picture.
Do you pay for the information?
(OOC - I'm looking for a beast in the forest. Not sure how long we're going to be parallel role playing but was looking for a way to use the Favored Enemy skill.
Also, how much money do we have? My character sheet says 10 silver pieces.)
Ka'imi reaches into his pouch and hands Imble Shu 3 silver pieces. "I wish to learn how to skin animals and take their fur, that is my goal."
RP #3 Ka’imi
Imble Shu frowns deeply at the silver, but then rolls his eyes and quickly pockets the coins, shaking his head at Ka’imi derisively. His eyes suddenly widen, as if remembering something, and after a moment’s thought, he tells you, “His son come sooooonnnn...“Farmer, tanner called Amastan el Afid. Son is named Idder. You bring animals you catch, show us. Then maybe we make deal, I have big order. Then springtime coming…” this last he says, looking at the items he has for sale and again shaking his head. Remembering you are there as an afterthought, he repeats, “8 Bells on 20th Day of Glory,” (OOC: the third day after today, two full days between now and then. 8 Bells equals 8 o’clock a.m. The bells are rung at each of the public fountains.) "You come.” And with that he greets a well-heeled older Jenghen woman who has stepped up while you were speaking and you see a true salesman at work as you walk away.
Any other tasks while in the city, or do you turn around and get right to work in your woods (for another ½ day of trapping)?
(OOC: for hunting/trapping beyond what you need to survive, please roll a series of 3 survival rolls per day. If there are other skills whose use you can describe in supporting your trapping endeavors, tell me how you want to employ them, and make one separate roll for each one. Keep in mind that ground squirrels hibernate, and Midwinter's Day has just passed.)
(OOC: you DO sense an unusual beast in the vicinity of your woods, not the usual forest animal…)
Mittens pores over the book fascinated. He pulls out his spellbook and records any necromantic techniques he finds, but he still pays close attention to everything else he read. When he finishes finishes later, he goes back over it with closer scrutiny. He cross references his notes with the rest until someone comes to escort him out. He exits satisfied with what he learned by delving into the texts about death, but he still wishes he learned some new spells.
((OOC: I'm fine with leaving it how it is at the moment unless you want me to do something else. Also, being a wizard is crazy expensive! I need 100 gold per spell level to write it down in my book, 50 gold if it is a Necromancy spell.))
RP #6 Mittens
As the afternoon draws to an end, with Mittens lost in his detailed note-taking, the other occupants filter out one by one. First to go is the older Jenghen, who smiles and leaves a sizeable purse on the table in front of the acolytes. “For the Rites of Beauty,” he says in a windy voice, and one of the acolytes, a young Orracan whose features speak of breadth - wide shoulders, a broad forehead over a wide nose and thick, smiling lips. She kindly stands and offers the Jenghen man her assistance up the steps to the sanctum door, then returns to her seat. A short while later, the chimp rises, stretches with loud popping sounds from his joints, throws a cloak around himself, and walks out, wordlessly, also leaving a purse with broad-featured acolyte.
The second acolyte, some time later, whispers goodbye and takes her leave. Not long after, the broad-featured woman turns and says gently from her seat, “I don’t think I have ever seen a newcomer take such an interest in ‘The Question of Ages.’ Will we be seeing you tomorrow? I’m afraid our visiting hours are over at 6 bells, which just rang.” (OOC: 6 bells = 6 o’clock, and actual bells are rung at the public fountains).
After celebrating his employment with Ingrid and helping out with a few items, Ednyss bids her a short farewell as he heads out to the Docks to see if he can perhaps earn some coin. Upon arriving at the Docks, he double checks his equipment and valuables although he left most of his gold in his room with Ingrid (Only brought 10 Gold). He then proceeds towards the nearest place where he might be able to find a game. Preferably Slaughterhouse, but a dice game would do as Ednyss is feeling lucky tonight.
RP #3 Ednyss
As he walks south to the Docks, Ednyss passes Governor’s Market as items for sale are being brought back indoors for overnight storage, and as street performers take to the plaza while restaurants put out seats for dining and drinking. Ednyss carefully studies each man or woman he passes, trying to read into their thinking and oil the gears so to speak, for a night of cards.
He wanders to the Docks, which have quieted down significantly with sundown, although there are still many seamen walking about in groups or solo, stopping at pubs, getting into shouting matches. Nothing too rowdy, for the night is still young. Ednyss peeks into a pub as he walks. All seats full, men quietly sipping drinks or eating…he decides to move on. Turning a side street, he passes a chimp of indeterminate age dancing slowly in the street, eyes glazed over, and the sweet smell of burnt opium emanates from a cellar whose door is open, a single frowning man standing in the dim light. Ednyss keeps moving, returns to the water’s edge, and is drawn to the sound of instruments and happy shouting coming from a large three-storey pub at the corner, with a tall wooden sign hanging on hooks announcing it with bright blue and golden yellow paints as the “Prince’s Sail.”
He enters, and here can find food and drink, and in a back area, away from the music, sees men and women playing cards, throwing dice, arm wrestling and throwing small knives at targets on the walls. The salt smell of the sea air blows in, the aroma of roasted meat drifts out, and at the entryway, Ednyss takes a moment to completely refresh his memory of the rules of the games of chance he can expect to play.
(OOC:
Card game: “Slaughterhouse” (based on the Orcan game "Slaughter," but now with animal pictures of 6 possible suits, as opposed to human stick figures and only one suit in the original, which was very up to interpretation and almost always led to physical fights). Up to 6 players play at once, a full table is called a Troop.
There are 6 suits, called Legends: Temple, Palace, Dungeon, Ship, Farm, Mountain.
Each suit has 10 cards, called Faces: Flea, Rat, Cow, Wolf, Bear, Lion, Stallion, Hawk, Iguana, Fish.
To play, pay a given amount into the ante, usually 1GP in city games. Roll one each: Insight, Investigation, Sleight of Hand, Deception, Perception. Then roll once again for the skill from this list with your highest bonus, and apply any inspiration to that roll. Add all the rolls together. Players compare the sums. If playing vs NPCs, beat the number 72, and you win the ante. If you lose, then you lose your ante+1d6GP (i.e., 2 to 7GP). If you win, you can play a second hour. If you win again, you “beat the Troop” and take home the table’s ante x1d6GP (i.e., for 6 players, 6 to 36GP). If you lose the 2nd game, you lose your ante+1d6GP (i.e., 2 to 7GP). Each roll represents one hour of play, two 72+ combined rolls in a row are needed to beat the Troop.
Dice games: Flocks, Spit, and Highrise. Roll 1d20. Above 10 = # of GP won in a night. Below 10 = # of GP lost in a night. 10 = break even.)
After circling each other, following the young man’s lead for a short while and exchanging a few feints and deflected blows, Varielky powers into him, sweeping his legs out from under him with a ferocious blow, and then landing both knees on his chest with the rod at his throat. He’s breathless and winded, but smiling as you help him up. “Ellosh take you, you’re good,” he says.
Varielky makes it easily to a second match, facing a young woman with a pony tail and wearing makeup. The men make way for her and she is brimming with confidence. "I haven't seen you around here before," She says as she drops into an aggressive crouch. "Enjoy being beaten much?" (OOC: same die rolls, please. Take +1 inspiration on one of the rolls.)
"A bad warrior is a dead warrior. You have potential though, maybe you could beat me in the future."
"I'm new in the arena, but I'm not new to fighting. I don't find being beaten particularly fun, so I'll pass on your offer this time." Varielky grins. It's obvious she's famous among the men, will she be a tough opponent? Varielky fought tough opponents in the past. Many have beaten her, but even when using steel swords and other lethal weapons, she's still standing here today.
Initiative: 14
Intimidation: 15
Attack: 12 Damage: 5
Attack: 23 Damage: 4
Attack: 7 Damage: 7
Attack: 20 Damage: 7
Attack: 19 Damage: 4
Inspiration: 4 added to the first attack.
RP#5 Varielky
Pony Tail woman, although more agile than Varielky, seems unable to read her opponent and falls flatfooted from the beginning of the match. Perhaps she was ruffled by Varielky’s forthright response to her taunt.
The match begins, and Varielky once again leaps in to attempt to quickly overpower her opponent. But even after Varielky lands a pair of early blows, Pony Tail woman’s quick wits allow her to keep her footing and riposte, connecting with Varielky’s side and thigh. But her strikes are glancing blows, and don’t slow down Varielky, who keeps the advantage. Over the course of a long match involving many feints, dodges, grunts, and whooping attacks -- three full minutes -- Varielky, finally scores enough repeat blows to win, although both fighters are still standing.
Your opponent seems very disappointed, and both of you sense that she probably should have taken the match. Her experience showed in every move. She frowns but joins in a firm warrior’s handshake, conceding with honor. You find out she is called Benita la Cass, and after the match, you see her walk, head held high, to Abodolla and seems to be answering his questions. When you look, he holds your gaze for a moment, calculating, it seems.
There is a brief break as the brackets are drawn for the third match, and you note Abodolla’s eyes upon you.
A horn blows a short blast, and a third match is set for 8 pairs of fighters. You are in the pen with an Orracan, heavy-set, muscular, no necked brute. Short stubble, Varielky guesses, was probably left this morning after he shaved with a dagger. Some of the younger fighters are now just watching, and the Orracan is known to them, you gather from their encouraging shouts, as “Bali.” “You got this Bali. Don’t kill this one, Bali.” But there are a few shouting “Come on New Girl!” for Varielky. In the pen, Bali faces away from you, cracking his neck, back muscles rippling like waves.
You’ve been given new weapons, still wooden. Yours is shaped like a hammer or axe, his, like a broadsword. You each wear a wooden shield on your left arm.
Bali turns to face you and crashes his weapon to his shield as a salute. The horn blows and the match begins.
Please make the same rolls, this time 1d6 for damage.
After celebrating his employment with Ingrid and helping out with a few items, Ednyss bids her a short farewell as he heads out to the Docks to see if he can perhaps earn some coin. Upon arriving at the Docks, he double checks his equipment and valuables although he left most of his gold in his room with Ingrid (Only brought 10 Gold). He then proceeds towards the nearest place where he might be able to find a game. Preferably Slaughterhouse, but a dice game would do as Ednyss is feeling lucky tonight.
RP #3 Ednyss
As he walks south to the Docks, Ednyss passes Governor’s Market as items for sale are being brought back indoors for overnight storage, and as street performers take to the plaza while restaurants put out seats for dining and drinking. Ednyss carefully studies each man or woman he passes, trying to read into their thinking and oil the gears so to speak, for a night of cards.
He wanders to the Docks, which have quieted down significantly with sundown, although there are still many seamen walking about in groups or solo, stopping at pubs, getting into shouting matches. Nothing too rowdy, for the night is still young. Ednyss peeks into a pub as he walks. All seats full, men quietly sipping drinks or eating…he decides to move on. Turning a side street, he passes a chimp of indeterminate age dancing slowly in the street, eyes glazed over, and the sweet smell of burnt opium emanates from a cellar whose door is open, a single frowning man standing in the dim light. Ednyss keeps moving, returns to the water’s edge, and is drawn to the sound of instruments and happy shouting coming from a large three-storey pub at the corner, with a tall wooden sign hanging on hooks announcing it with bright blue and golden yellow paints as the “Prince’s Sail.”
He enters, and here can find food and drink, and in a back area, away from the music, sees men and women playing cards, throwing dice, arm wrestling and throwing small knives at targets on the walls. The salt smell of the sea air blows in, the aroma of roasted meat drifts out, and at the entryway, Ednyss takes a moment to completely refresh his memory of the rules of the games of chance he can expect to play.
(OOC:
Card game: “Slaughterhouse” (based on the Orcan game "Slaughter," but now with animal pictures of 6 possible suits, as opposed to human stick figures and only one suit in the original, which was very up to interpretation and almost always led to physical fights). Up to 6 players play at once, a full table is called a Troop.
There are 6 suits, called Legends: Temple, Palace, Dungeon, Ship, Farm, Mountain.
Each suit has 10 cards, called Faces: Flea, Rat, Cow, Wolf, Bear, Lion, Stallion, Hawk, Iguana, Fish.
To play, pay a given amount into the ante, usually 1GP in city games. Roll one each: Insight, Investigation, Sleight of Hand, Deception, Perception. Then roll once again for the skill from this list with your highest bonus, and apply any inspiration to that roll. Add all the rolls together. Players compare the sums. If playing vs NPCs, beat the number 72, and you win the ante. If you lose, then you lose your ante+1d6GP (i.e., 2 to 7GP). If you win, you can play a second hour. If you win again, you “beat the Troop” and take home the table’s ante x1d6GP (i.e., for 6 players, 6 to 36GP). If you lose the 2nd game, you lose your ante+1d6GP (i.e., 2 to 7GP). Each roll represents one hour of play, two 72+ combined rolls in a row are needed to beat the Troop.
Dice games: Flocks, Spit, and Highrise. Roll 1d20. Above 10 = # of GP won in a night. Below 10 = # of GP lost in a night. 10 = break even.)
Smiling as he walks, Ednyss releases a deep breath. It has been too long since he has been at a table of Slaughterhouse with other gamblers and he is excited to see if his luck will hold. Before he approaches the table, he subtly draws upon the guidance of Takal Demesh to guide him in his first game to counterbalance the time that it has been since he last played. Settling down at the table, Ednyss glances surreptitiously at the hand that he was dealt and looks to examine the other players analyzing their possible hands.
After losing the first game, Ednyss is a bit bothered, but he brought enough money for another game, so he antes up for the next hour and pitches another gold piece in the pot.
Although Ednyss accidentally slipped and let his face show his winning hand, he managed to use his understanding of the other players' hands as well as a bit of lucky inspiration to pull of a win with this hand. "Hah! A Palace Lion! I win." Ednyss says throwing his cards on the table at the end of the round. Cracking his knuckles, he prepared for his third and final hour of play, hoping to win back some of the gold that he had lost in the first hour.
Barely losing the last hand, Ednyss grumbles as he passed three more gold pieces to the winner of the Troop. Deciding that his luck hasn't held for the night, Ednyss walks dejectedly back to Ingrid's shop where he promptly falls asleep. He knows he has to wake up early in the morning to check in at the temple again, and although his luck may not have held in the card games tonight, he could always go back and try again another time.
Mittens rubs his eyes and says as he closes the book, “I would love to come back tomorrow, but the High Priest said I could only read this book. So unless...” he fades off as a thought seizes him. He asks after pondering for a moment, “Could you set up a meeting with the High Priest for me?”
Mittens rubs his eyes and says as he closes the book, “I would love to come back tomorrow, but the High Priest said I could only read this book. So unless...” he fades off as a thought seizes him. He asks after pondering for a moment, “Could you set up a meeting with the High Priest for me?”
RP#7 Mittens
The young woman’s brows rise and she quietly laughs for a moment, not in an unkind way, and the sound is like honey. “I do not set meetings with the Learned One, he is the one who tells me what to do!” She pauses for a moment, collecting herself, and looking brightly at Mittens, she continues, “But do not be saddened, he would not have invited you into the library for nothing. Perhaps he...” and she trails off just as Mittens had a few moments before, her modest gaze dropping to her lap. She seems to change her mind and asks, “Can’t you pay the tithe? I can allow you to copy a spell for 25 gold pieces, if there are any here you need?” And she gestures gracefully to the room in general.
Mittens’s gaze snaps up to meet her eyes as a goofy grin splits his face, gazing into her eyes to see if she was being honest. He happily says, “I would love to do that. Could I come back by tomorrow to copy a few down?” A more serious expression comes across his face as he asks, “What were you going to say before you changed your mind?”
Imble Shu frowns deeply at the silver, but then rolls his eyes and quickly pockets the coins, shaking his head at Ka’imi derisively. His eyes suddenly widen, as if remembering something, and after a moment’s thought, he tells you, “His son come sooooonnnn...“Farmer, tanner called Amastan el Afid. Son is named Idder. You bring animals you catch, show us. Then maybe we make deal, I have big order. Then springtime coming…” this last he says, looking at the items he has for sale and again shaking his head. Remembering you are there as an afterthought, he repeats, “8 Bells on 20th Day of Glory,” (OOC: the third day after today, two full days between now and then. 8 Bells equals 8 o’clock a.m. The bells are rung at each of the public fountains.) "You come.” And with that he greets a well-heeled older Jenghen woman who has stepped up while you were speaking and you see a true salesman at work as you walk away.
Any other tasks while in the city, or do you turn around and get right to work in your woods (for another ½ day of trapping)?
(OOC: for hunting/trapping beyond what you need to survive, please roll a series of 3 survival rolls per day. If there are other skills whose use you can describe in supporting your trapping endeavors, tell me how you want to employ them, and make one separate roll for each one. Keep in mind that ground squirrels hibernate, and Midwinter's Day has just passed.)
(OOC: you DO sense an unusual beast in the vicinity of your woods, not the usual forest animal…)
I leave right away for the woods and 1/2 day of trapping.
Survival Rolls for Trapping this half day: 12 Survival Rolls for Trapping next day: 192210 Survival Rolls for Trapping second day: 23614
My focus is on the fennecs if the ground squirrels are hoping to hibernate. I start in a straight line north from my shelter six hundred yards, and then work clockwise in a circle looking for the fennecs to trap.
Using my tracking skills (Natural Explorer - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.) I try to see if there's any particular place or burrow that holds a large number of hibernating ground squirrels, hoping that a large find might make me more valuable to the skinners: 20
After the second day I head back to the shelter and take the four hour trance before waking and heading to see Imble Shu and Amastan el Afid.
Dyn Gwelw takes his pay with a reverent thank you and, somewhat at a loss, heads out to explore the city. Not having anything particular in mind, he will stroll down to the dockyards, he has always been fascinated by the sea. He will talk to sailors about their travels, eager to hear of far reaches. As he wanders among the throngs, he'll keep his eye out for anyone who show a certain grace in their movements that would suggest 'training' with a dancing master. He will head over to and cross the southern most Sebu River bridge and strolll through the Prince's Arbor watching who was there and what they were doing. As he goes about he will ask questions of people who are engaged in meditative activities, whether they be ones involving stillness or ones involving motion. 'Are there schools for disciplines in the city? and, if so, which districts are they in?' One of his goals, other than finding a doj, is to locate a good crossbow; darts just didn't cut it when it came to fighting from along ranges and Dyn Gwelw does not like the feel of being a hapless target or a potential pincushion and not being able to do anything about it. To this end, and to increase his meager wealth, he will sell seven darts and the shield for the best he can get for them. Another goal is some sort of gainful employment, so he will search public message boards, ask about such things of any persons he meets who seem knowledgeable and garrulous. Another thing he will look for as he wanders the districts, is the 'general' mood of the city, whether it varies from place to place (he is sure that it does, as would be expected in any conurbation), alert for any sort of extremes of difference in which attitudes prevail where.
Panic is a mechanism that strengthens the gene pool.
After celebrating his employment with Ingrid and helping out with a few items, Ednyss bids her a short farewell as he heads out to the Docks to see if he can perhaps earn some coin. Upon arriving at the Docks, he double checks his equipment and valuables although he left most of his gold in his room with Ingrid (Only brought 10 Gold). He then proceeds towards the nearest place where he might be able to find a game. Preferably Slaughterhouse, but a dice game would do as Ednyss is feeling lucky tonight.
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
RP#3 (Varielky)
Mr. Abadolla rolls his eyes in response, and says, “Do you realize that I have been managing this arena for ten years? And that we have games here almost every month, sometimes twice per month? And that someone, Some. How. I have managed to get the crowd entertained, even without your help? For ten years?” He shakes his head slowly. “Do you know how that happens, woman? It happens because of planning. Plan. Ning.” Taking a breath, he continues, managing his annoyance. “If you want to compete in The Games, I’m not the one to impress.” He focuses his gaze on another person, a Khazaran, far down the row, giving advice to a few warriors training near the far end of the arena floor. “He’ll be here. Later. Now if. You will excuse me.” And with that he dismisses you.
When you return at 3 Bells, which are rung by guardsmen at each of the city’s public fountains, , there is a different guard, to whom you show your slip of paper, and tell him its creator, and he allows you into the pubic training pens, to the left of the entrance. There are perhaps 200 people who filter in around the same time, and you find yourself in a practice match. You notice that both Mr. Abadolla, and the Khazaran he had pointed to earlier, are there, in the 2nd row, chatting. You think you see Abadolla has marked your entrance, said a word to the Khazaran, and then the latter’s eyes took you in momentarily, appraising.
All other warriors in the pens are unarmored, and for your first match, you find yourself with a long wooden baton, roughly short-sword length, facing a young Shian man with the same weapon. He eyes you delightedly.
(OOC: For this training session, please roll: initiative, and 5 rolls to hit and damage 1d4.)
Is Varielky just “in the zone,” or trying to impress? If the latter, also roll Intimidation.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Varielky gives what she has to win. She could always come back to practice, but first impression is hard to change, she needs to win. It's unfortunate she can't use her shield or her armour though, but she fights her fights fairly.
"May we have a good, honourable fight." She says to her opponent before the fight begins.
Initiative: 20
Intimidation: 17
(I'm adding STR and proficiency. If they don't apply... you know.)
Attack: 22 Damage: 5
Attack: 14 Damage: 7
Attack: 23 Damage: 6
Attack: 25 Damage: 6
Attack: 20 Damage: 6
(Damn, crit with max dmg. That's one good hit!)
Varielky
Mittens pores over the book fascinated. He pulls out his spellbook and records any necromantic techniques he finds, but he still pays close attention to everything else he read. When he finishes finishes later, he goes back over it with closer scrutiny. He cross references his notes with the rest until someone comes to escort him out. He exits satisfied with what he learned by delving into the texts about death, but he still wishes he learned some new spells.
((OOC: I'm fine with leaving it how it is at the moment unless you want me to do something else. Also, being a wizard is crazy expensive! I need 100 gold per spell level to write it down in my book, 50 gold if it is a Necromancy spell.))
DM- Azalin's Doom
DM- Surviving the Unsurvivable
RP#1 Dyn Gwelw
As Dyn makes his way down to the shipyard, which has two parts, an inner circular port for Jenghen ships of war, which surround a covered naval dock; and beyond a 100 meter-long canal, emanating from the naval part, the merchant port, which is used for transport and trade. It is on the road of the latter that Dyn Gwelw wanders, as seagulls wheel through the air above, and the sea salt smell is almost overpowering in the late afternoon. Dyn Gwelw sees barrels and boxes containing woven rugs, strong boxes, dates, books and scrolls, alcohol, and more, carried by strong seamen, and collected by merchant porters and importers, the entire choreography of the loading and unloading codirected by ship’s pursers and city bursars.
Dyn sees a sprightly vessel whose home port is Ignomar on the Sea, from The Kingdoms. He speaks briefly with a ship’s pilot as the tall man dressed in pants and vest over a cotton shirt with white puffy arms as he debarks, and the brief conversation in Kingdoms (Dyn’s mother tongue) raises his spirits.
Crossing the Sebu River to Prince’s Arbor, Dyn sees a funeral procession: a casket in a cart followed by several common horse-drawn carriages, moving slowly out of town from the Temple of Ritha Demsha -- perhaps a Yeoman or Forester’s family had lost someone. The row of Elven homes beside the temple and facing the park give him pause with their delicate organic beauty. There, he notes two members of the garrison, Khazarans -- from the lands immediately west of Orraca u Shia, across the mountains on the far coast. They are speaking about new leather bracers one of the pair has recently purchased, while keeping a careful eye on all that transpires around them.
To your inquiries, although not without rough questioning, quelled by the information that you’ve just mustered out of the provincial brigade, the soldiers point you north and back across the river to the Champions District for the best prices on weapons and equipment. They suggest avoiding the Docks and North Crossing after dark. Especially the Docks if he doesn’t want to be pressed into service against his will.
One of them thinks there is a room for rent in a common house across from Temple Market. The other answers that without knowing what kind of living Dyn wishes to make, he can’t say if there might be a job. (OOC: There are no job boards, you’d need to approach a person or place to ask for employment). As the afternoon wears on into evening, Dyn crosses back into Champions District, and finds a weapon sellers where he can sell/purchase what he wants.
Dyn notes that the citizens of Isha Ammah steer well clear of the garrison soldiers, but it will take time to note more about the city’s denizens, except for what he has heard. As a whole, Orracans are very religious folk, and Temple life is at the center of the thoughts of many.
As the sun begins to set, Dyn has not yet seen the kind of meditative look he seeks upon the countenance of anyone he has passed. Dyn knows that The Ways are an invention of The Human Kingdoms, and that no monasteries exist in The Jenghen Empire or its provinces. There may be individuals, but nothing organized. If he wished to ally with an institution of some kind, it would need to be along some other lines than The Way.
Does he seek a room near Temple Market?
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
(OOC: I’m not quite sure about the weird feelings Ka’imi is getting. Please tell me what it’s about.)
RP #2 (Ka’imi)
Ka'imi heads back into Ishi Ammah, and at the Governor’s Market speaks with the seller of fine fur-lined clothing he had noted before, an orange-furred older Cat. His name is Imble Shu, and he invites you to purchase hand-sewn gloves, cloaks, tunics, and headscarves with fur linings, at prices which seem quite astonishing, until he understands that you do not wish to purchase clothes, you want to know where he gets his furs. Suddenly stone-faced, he looks at you with a sideways, keen-eyed glance, and smirking, informs you, “Oh, she very good, verrrrrrry good. Prrrrrrrr. I try remember her name, try, try, try….” His Jenghen, unlike his supplier, is not very good, you discern, but when you notice his open paw reaching straight out toward you, palm facing up, as he glances about, scratching his whiskers with the other hand, searching, it seems, for the answer to the question up among the clouds, you get the picture.
Do you pay for the information?
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
(OOC - I'm looking for a beast in the forest. Not sure how long we're going to be parallel role playing but was looking for a way to use the Favored Enemy skill.
Also, how much money do we have? My character sheet says 10 silver pieces.)
Ka'imi reaches into his pouch and hands Imble Shu 3 silver pieces. "I wish to learn how to skin animals and take their fur, that is my goal."
RP#4 Varielky
After circling each other, following the young man’s lead for a short while and exchanging a few feints and deflected blows, Varielky powers into him, sweeping his legs out from under him with a ferocious blow, and then landing both knees on his chest with the rod at his throat. He’s breathless and winded, but smiling as you help him up. “Ellosh take you, you’re good,” he says.
Varielky makes it easily to a second match, facing a young woman with a pony tail and wearing makeup. The men make way for her and she is brimming with confidence. "I haven't seen you around here before," She says as she drops into an aggressive crouch. "Enjoy being beaten much?" (OOC: same die rolls, please. Take +1 inspiration on one of the rolls.)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Yes he will seek out a room near the Market.
Panic is a mechanism that strengthens the gene pool.
"A bad warrior is a dead warrior. You have potential though, maybe you could beat me in the future."
"I'm new in the arena, but I'm not new to fighting. I don't find being beaten particularly fun, so I'll pass on your offer this time." Varielky grins. It's obvious she's famous among the men, will she be a tough opponent? Varielky fought tough opponents in the past. Many have beaten her, but even when using steel swords and other lethal weapons, she's still standing here today.
Initiative: 21
Intimidation: 21
Attack: 12 Damage: 4
Attack: 21 Damage: 5
Attack: 16 Damage: 4
Attack: 15 Damage: 4
Attack: 13 Damage: 6
Inspiration: 6 added to the first attack.
Varielky
RP #3 Ka’imi
Imble Shu frowns deeply at the silver, but then rolls his eyes and quickly pockets the coins, shaking his head at Ka’imi derisively. His eyes suddenly widen, as if remembering something, and after a moment’s thought, he tells you, “His son come sooooonnnn... “Farmer, tanner called Amastan el Afid. Son is named Idder. You bring animals you catch, show us. Then maybe we make deal, I have big order. Then springtime coming…” this last he says, looking at the items he has for sale and again shaking his head. Remembering you are there as an afterthought, he repeats, “8 Bells on 20th Day of Glory,” (OOC: the third day after today, two full days between now and then. 8 Bells equals 8 o’clock a.m. The bells are rung at each of the public fountains.) "You come.” And with that he greets a well-heeled older Jenghen woman who has stepped up while you were speaking and you see a true salesman at work as you walk away.
Any other tasks while in the city, or do you turn around and get right to work in your woods (for another ½ day of trapping)?
(OOC: for hunting/trapping beyond what you need to survive, please roll a series of 3 survival rolls per day. If there are other skills whose use you can describe in supporting your trapping endeavors, tell me how you want to employ them, and make one separate roll for each one. Keep in mind that ground squirrels hibernate, and Midwinter's Day has just passed.)
(OOC: you DO sense an unusual beast in the vicinity of your woods, not the usual forest animal…)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
RP #6 Mittens
As the afternoon draws to an end, with Mittens lost in his detailed note-taking, the other occupants filter out one by one. First to go is the older Jenghen, who smiles and leaves a sizeable purse on the table in front of the acolytes. “For the Rites of Beauty,” he says in a windy voice, and one of the acolytes, a young Orracan whose features speak of breadth - wide shoulders, a broad forehead over a wide nose and thick, smiling lips. She kindly stands and offers the Jenghen man her assistance up the steps to the sanctum door, then returns to her seat. A short while later, the chimp rises, stretches with loud popping sounds from his joints, throws a cloak around himself, and walks out, wordlessly, also leaving a purse with broad-featured acolyte.
The second acolyte, some time later, whispers goodbye and takes her leave. Not long after, the broad-featured woman turns and says gently from her seat, “I don’t think I have ever seen a newcomer take such an interest in ‘The Question of Ages.’ Will we be seeing you tomorrow? I’m afraid our visiting hours are over at 6 bells, which just rang.” (OOC: 6 bells = 6 o’clock, and actual bells are rung at the public fountains).
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
RP #3 Ednyss
As he walks south to the Docks, Ednyss passes Governor’s Market as items for sale are being brought back indoors for overnight storage, and as street performers take to the plaza while restaurants put out seats for dining and drinking. Ednyss carefully studies each man or woman he passes, trying to read into their thinking and oil the gears so to speak, for a night of cards.
He wanders to the Docks, which have quieted down significantly with sundown, although there are still many seamen walking about in groups or solo, stopping at pubs, getting into shouting matches. Nothing too rowdy, for the night is still young. Ednyss peeks into a pub as he walks. All seats full, men quietly sipping drinks or eating…he decides to move on. Turning a side street, he passes a chimp of indeterminate age dancing slowly in the street, eyes glazed over, and the sweet smell of burnt opium emanates from a cellar whose door is open, a single frowning man standing in the dim light. Ednyss keeps moving, returns to the water’s edge, and is drawn to the sound of instruments and happy shouting coming from a large three-storey pub at the corner, with a tall wooden sign hanging on hooks announcing it with bright blue and golden yellow paints as the “Prince’s Sail.”
He enters, and here can find food and drink, and in a back area, away from the music, sees men and women playing cards, throwing dice, arm wrestling and throwing small knives at targets on the walls. The salt smell of the sea air blows in, the aroma of roasted meat drifts out, and at the entryway, Ednyss takes a moment to completely refresh his memory of the rules of the games of chance he can expect to play.
(OOC:
Card game: “Slaughterhouse” (based on the Orcan game "Slaughter," but now with animal pictures of 6 possible suits, as opposed to human stick figures and only one suit in the original, which was very up to interpretation and almost always led to physical fights). Up to 6 players play at once, a full table is called a Troop.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
RP#5 Varielky
Pony Tail woman, although more agile than Varielky, seems unable to read her opponent and falls flatfooted from the beginning of the match. Perhaps she was ruffled by Varielky’s forthright response to her taunt.
The match begins, and Varielky once again leaps in to attempt to quickly overpower her opponent. But even after Varielky lands a pair of early blows, Pony Tail woman’s quick wits allow her to keep her footing and riposte, connecting with Varielky’s side and thigh. But her strikes are glancing blows, and don’t slow down Varielky, who keeps the advantage. Over the course of a long match involving many feints, dodges, grunts, and whooping attacks -- three full minutes -- Varielky, finally scores enough repeat blows to win, although both fighters are still standing.
Your opponent seems very disappointed, and both of you sense that she probably should have taken the match. Her experience showed in every move. She frowns but joins in a firm warrior’s handshake, conceding with honor. You find out she is called Benita la Cass, and after the match, you see her walk, head held high, to Abodolla and seems to be answering his questions. When you look, he holds your gaze for a moment, calculating, it seems.
There is a brief break as the brackets are drawn for the third match, and you note Abodolla’s eyes upon you.
A horn blows a short blast, and a third match is set for 8 pairs of fighters. You are in the pen with an Orracan, heavy-set, muscular, no necked brute. Short stubble, Varielky guesses, was probably left this morning after he shaved with a dagger. Some of the younger fighters are now just watching, and the Orracan is known to them, you gather from their encouraging shouts, as “Bali.” “You got this Bali. Don’t kill this one, Bali.” But there are a few shouting “Come on New Girl!” for Varielky. In the pen, Bali faces away from you, cracking his neck, back muscles rippling like waves.
You’ve been given new weapons, still wooden. Yours is shaped like a hammer or axe, his, like a broadsword. You each wear a wooden shield on your left arm.
Bali turns to face you and crashes his weapon to his shield as a salute. The horn blows and the match begins.
Please make the same rolls, this time 1d6 for damage.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Smiling as he walks, Ednyss releases a deep breath. It has been too long since he has been at a table of Slaughterhouse with other gamblers and he is excited to see if his luck will hold. Before he approaches the table, he subtly draws upon the guidance of Takal Demesh to guide him in his first game to counterbalance the time that it has been since he last played. Settling down at the table, Ednyss glances surreptitiously at the hand that he was dealt and looks to examine the other players analyzing their possible hands.
Rolls:
Insight: 20
Investigation: 5
Sleight of Hand: 11
Deception: 11
Perception: 8
Insight (Repeat): 8
Inspiration: 1
Guidance: 4
Total: 59 (Fail)
Amount Lost: 7 GP
After losing the first game, Ednyss is a bit bothered, but he brought enough money for another game, so he antes up for the next hour and pitches another gold piece in the pot.
Rolls:
Insight: 19
Investigation: 19
Sleight of Hand: 5
Deception: 15
Perception: 16
Insight (Repeat): 22
Inspiration: 6
Guidance: 1
Total: 78 (Success)
Although Ednyss accidentally slipped and let his face show his winning hand, he managed to use his understanding of the other players' hands as well as a bit of lucky inspiration to pull of a win with this hand. "Hah! A Palace Lion! I win." Ednyss says throwing his cards on the table at the end of the round. Cracking his knuckles, he prepared for his third and final hour of play, hoping to win back some of the gold that he had lost in the first hour.
Rolls:
Insight: 18
Investigation: 13
Sleight of Hand: 13
Deception: 8
Perception: 6
Insight (Repeat): 20
Inspiration: 1
Guidance: 3
Total: 68 (Fail)
Amount Lost: 6 GP
Barely losing the last hand, Ednyss grumbles as he passed three more gold pieces to the winner of the Troop. Deciding that his luck hasn't held for the night, Ednyss walks dejectedly back to Ingrid's shop where he promptly falls asleep. He knows he has to wake up early in the morning to check in at the temple again, and although his luck may not have held in the card games tonight, he could always go back and try again another time.
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Mittens rubs his eyes and says as he closes the book, “I would love to come back tomorrow, but the High Priest said I could only read this book. So unless...” he fades off as a thought seizes him. He asks after pondering for a moment, “Could you set up a meeting with the High Priest for me?”
DM- Azalin's Doom
DM- Surviving the Unsurvivable
RP#7 Mittens
The young woman’s brows rise and she quietly laughs for a moment, not in an unkind way, and the sound is like honey. “I do not set meetings with the Learned One, he is the one who tells me what to do!” She pauses for a moment, collecting herself, and looking brightly at Mittens, she continues, “But do not be saddened, he would not have invited you into the library for nothing. Perhaps he...” and she trails off just as Mittens had a few moments before, her modest gaze dropping to her lap. She seems to change her mind and asks, “Can’t you pay the tithe? I can allow you to copy a spell for 25 gold pieces, if there are any here you need?” And she gestures gracefully to the room in general.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Mittens’s gaze snaps up to meet her eyes as a goofy grin splits his face, gazing into her eyes to see if she was being honest. He happily says, “I would love to do that. Could I come back by tomorrow to copy a few down?” A more serious expression comes across his face as he asks, “What were you going to say before you changed your mind?”
DM- Azalin's Doom
DM- Surviving the Unsurvivable
I leave right away for the woods and 1/2 day of trapping.
Survival Rolls for Trapping this half day: 12
Survival Rolls for Trapping next day: 192210
Survival Rolls for Trapping second day: 23614
My focus is on the fennecs if the ground squirrels are hoping to hibernate. I start in a straight line north from my shelter six hundred yards, and then work clockwise in a circle looking for the fennecs to trap.
Using my tracking skills (Natural Explorer - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.) I try to see if there's any particular place or burrow that holds a large number of hibernating ground squirrels, hoping that a large find might make me more valuable to the skinners: 20
After the second day I head back to the shelter and take the four hour trance before waking and heading to see Imble Shu and Amastan el Afid.