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begooler
2013-06-12, 11:00 PM
Objects of Value

You are a newcomer to this land in the realm, called Accordance. This is the place in the world where most magic items and technology come from. You are familiar with the magic items produced here as your home country imports them in large quantities. Many of these items are flawed and not nearly as reliable as those produced by your people, however the prices and abundance of magic items from Accordance is unmatched in your realm.
A large continent, with many large cities both modern and ancient, Accordance provides opportunities unavailable in your quiet homeland.

OOC Thread (http://www.giantitp.com/forums/showthread.php?p=15370411#post15370411)

Here is the history you know about Accordance.

The Fraternity of Order is a group of mortals from the material plane who have gathered in The Clockwork Nirvana of Mechanus for the purpose of building a library housing all the information and laws in the universe. They believe that these stockpiles of information will one day give them the power of the gods.
Five hundred years ago, the Order received a plea for help from an ally, an Illumian Quill Cabal, located on a continent in the Material Plane that was being invaded by demons arriving from a portal that had appeared in the mountains.
The demon wars were fought for nearly a century, and efforts to close the portal proved fruitless. The Order continued to send construct armies to help, but they grew weary of fighting the infinite hoards of demons and their own resources were not unlimited.

It began to look like the entire continent would eventually be overrun by demons until The Order devised a new and exceptionally efficient method for creating magic items and built a fortress with a forge to create weapons and constructs, right at the mouth of this portal. While the portal to the abyss was never closed, this fortress cut off the demons from accessing the material plane.

As the remaining demons running amok across the continent were slowly all but erradicated, the Order proceeded to build their own colonies on the continent, later dubbed 'The State of Accordance.' The various existing governments in the land, strained from the wars, submitted to their rule. The Capital of Accordance, Antikytera, was built just below the fortress in the mountains. During its construction, another portal was discovered by quarriers, this one led to the Astral Plane. Antikytera has since become a profitable port city between the Material Plane and the Astral Plane.
After constructing this port, the Order also began building one of the most notable landmarks in Accordance, The Nexus Highway. This highway, a colossal aboveground tunnel that crosses the country and also serves as an aqueduct, is a magically crafted item that confers the shadowwalk spell upon anything inside of it. Those traveling at walking distance in the Nexus move at 50mph relative to the Material Plane. (Effectively, they cover ten times the distance they would otherwise cover moving at their speed.) Several urban centers are located across the Nexus.

Though through the years the population of demons loose about the land continued to dwindle, possessions, curses, and other madness inexplicably persisted. After years of research, The Order determined that unintended effects of their mass produced items were causing these problems. They put new quality control in place and began to collect and destroy older items.
The Order then began strictly regulating the sale, distribution, and possession of magic weapons and armor. These regulations were put in place fifty years ago, and today the Order assures that modern magic items are safe so long as users follow all state mandates.

Notes on technology and magic items:

Magic Items
Magic items produced in Accordance are described as being cheap. What this means is not that they are cheaper than described in the SRD or MIC, it means that all items not manufactured at the forge in Antikytera are more expensive.
When you purchase magic items you have two choices:


Traditional Item: The item is made by hand by traditional craftsmen and costs 150% normal market value. Traditional items have the standard 1% chance to be cursed. Traditional items normally have some signature or mark indicating the craftsman who made them.


Antikytera Forged Item: The item is forged in Antikytera, and has a serial number indicating so. It costs normal market value, but has a 72% chance of being cursed. Note that most curses are actually harmless, and any item you buy(or steal) from a legal source (or as part of your starting wealth) will not have a curse that harms your character, and most cursed items don't come with the compulsion to keep them in your possession. The average curse you'll find on one of these items is that it doesn't work when its wet, or it occasionally makes a squeaking sound when activated, or it doesn't function on Tuesday. Even though mostly harmless these curses could come into play at some point. I roll randomly what these curses are, after you commit to buying the item. (Items bought in character in shops might have their flaws labeled, but in terms of character creation it will be a grab bag.)
Later in the game, items that you acquire from a source other than a legal vendor might have curses that are any degree of harmful.

Technology
The mundane technology in Accordance is for the most part what you might see in 17th to 18th century Europe, an earlier technology level than typical steampunk. However, you'll encounter many anachronisms.
Pathfinder rules for early firearms are in place. (There is no gunslinger class, or grit. Anyone using a firearm has to spend an EWP feat to not take non-proficiency penalties.)





Your destination in Accordance is Nocturnae-Erin, the largest sea port on the continent, and in the whole material plane. (It is not the largest city, which would be the landlocked capital at the fortress in the mountains, Antikytera.)

Some more general information about the city of Nocturnae-Erin
Nocuturnae-Erin is the largest seaport in this section of the material plane. It is a large city that is actually two adjoining cities: the state-governed Nocturnae and the old fishing village Erin.
The population of Nocturnae (officially labeled "Nexus-Central Sector of Nocturnae") is 25,000. Neighboring Erin ("Confederate Sector of Erin") is home to 1000 people, however, a portion of Nocturnae's residents are originally from Erin, or have family from there.
The fishing village of Erin has been a town since ancient times, and some people say that the large population of sea-kin who live in town evolved from the humans who first settled there. (Many sea-kin would find this theory offensive however.) The village, which was still a small hamlet when Nocturnae was first built, consists of buildings built into and on top of the cliffs surrounding two salty lagoons.
Erin is one of the Seven Sister Cities, which are a string of cities that have existed along the coast for almost a thousand years. Throughout that time, the cities have formed various alliances and oppositions with one another, but today they are all governed under the state government of Accordance. Erin, like other cities that were established previous to the Fraternity of Order's rise to power, does maintain its own laws and local government, however, these laws are superseded by state laws. Cities that are governed in concert by the state and an independent government, such as Erin, are referred to as a "Confederate Sectors."
The state has several 'Ambassadors' stationed in Erin, as well as Peripheral Law Enforcement.

Ships dock in Nocturnae and goods are either unloaded there by the sea-kin longshoremen, warforged and modrons, or the ships continue to travel by way of the Nexus to the capital, Antikytera, to reach the port to the Astral Plane. Nocturnae-Erin also has a large fishing economy, and its location on the Nexus allows the transportation of fresh seafood to landlocked areas of the country. Within the city is a large alchemical district that processes spell components and other magical chemicals. Meat and dairy farms also surround the area, though an equal amount of the land around the city is untamed wilderness. A portion of the meat and dairy industry is within the city itself; many halfling merchant caravans that raise brixashulties (goatlike domesticated animals used for their milk, meat, and burden) reside in the city and pasture their 'brixas' in public pastures throughout the city and in the woods and fields outside. While the dairy and meat industry in the city is sizable, it primarily feeds the city residents and is not a major export, though wool is relatively important.
A major marketplace lines the wall of the freshwater reservoir in the middle of town. Here, tents, tables, and halfling house wagons offer all types of goods, mostly of the non-magical variety. This is also a favorite place in town to acquire a cheap lunch sold from some wagons, and people gather in this area often.

Nocturnae is divided into several districts:
Subsector of Fishing and Ports
Subsector of Commerce and Exchange (part of which includes the unofficially named "Fairie Fire District")
Subsector of Parks and Pastures (This area which has several public parks and pastures, and dairies, as well as wide streets and middle class housing)
Subsector of Processing and Storage (also referred to as Warehouse District or Alchemical Ward)
State Use Zone (sometimes called S.U.Z.)
Whitecliff Island (An island with a lighthouse maintained by druids)


The largest temple in the city is the temple of Boccob, located in the Subsector of Commerce and Exchange. Across the land, Boccob's church has historically been one of the largest, it is also one that has the favor of the state. The Temple of Boccob is perhaps the most unique and recognizable structure in all of Nocturnae-Erin. Built like a pyramid, the temple is capped with a large dome surrounded by glass towers. A large, five-story tower of pale blue marble dominates the eastern face of the pyramid. At night, the entire structure shimmers with countless continual flames, and a massive glowing eye that is the symbol of Boccob slowly rotates above the central dome’s peak.
The Temple of Boccob serves several functions in Nocturnae-Erin aside from being a house of worhsip. The local library is here as is a mage's academy of some prestige. The temple also serves as the guildhouse for the local mages’ guild, which is located in the blue marble tower and connects to the main temple by a short stone passage. Finally, the temple is the largest market in town for magic items. Some of the goods sold here are actually crafted on-site by the wizards or clerics, others are crafted at the forge in Antikytera. This shop primarily sells cheaper magic items in bulk to merchants. Prices for individual items are marked up to encourage wholesale purchases. Most items are worth 5,000gp or less, though potential buyers can inquire about other goods that might be available. Types of magic items available include a variety of minor wondrous items, potions and scrolls. (Weapons and armor can be found at shops and market stands throughout the rest of town.) The same mountain of paperwork and license applications are required here as anywhere else, and while the process is aided by the clerks who work at the shop, favoritism is given to those who are making larger purchases.

Another notable feature of the city landscape is the large zeppelin that hovers over the commerce district. Zeppelins are a recent technology and not a common sight, and many citizens of the city take pride in the zeppelin, which is affectionately named Kindleseer, after a dragon in folk tales. On the side of this balloon silent images are projected all day that provide citizens with tidbits of news and axioms in common script. Pictures occasionally accompany this text.

After the larger landmarks, the next distinguishing feature of the city is the modron patrols. Modrons, the construct-like outsiders native to Mechanus, are in the employ of the state, and help to maintain order. All major streets have at least one modron, of various rank, that patrols it constantly. Depending on the length of the street it may take up to half an hour or even an hour to for a modron to return to any particular spot.

As mentioned, halflings, and sea-kin make up a large portion of the non-human population of Nocturnae-Erin. A sprinkling of other races from across the continent and other lands can be found. Uncommon races and monstrous humanoids also make their home in this urban center. Most residents of Nocturnae live in tenement buildings made of stone, brick, or clay that are between two and four stories tall. In nicer areas the facades of these buildings are carved marble, in slummier neighborhoods the chalky colored stone is stained black and green with alchemical smoke. Housing in Erin consists of wooden and brick buildings, and buildings carved into the cliffs that surround the lagoons.

As a large city, Nocturnae-Erin has a fair share of crime, organized and otherwise. Well known crime groups include the Stranglers and Grease Fins, and more recently, The Black Tide and the Silver Fists. The local newspaper may refer to any of these groups as gangs, crime rings or cartels as they see fit at the time, and it reports them all to be associated with drug trade, trade of illegal magical items and violence. The four clash with each other often.


Calendar:
Year: 12th before Cycle 8024
Today is the10th day of Fen. Day of the week: Candor
12 months, beginning with summer solstice in Shurn
1 Shurn 2 Fen 3 Marl 4 Skir 5 Naus 6 Ruther 7 Arn 8 Kaz 9 Levi 10 Minthir 11 Shurl 12 Vern
30 days of the month are divided into four weeks of seven days, with an extra 'feast day' at the end of the second and last week of the month (15th and 30th.)
Days of the week: Axle, Candor, Djart, Estle, Flaur, Jode, Lindor.

Ghost
Ghost's tavern, The Freerun Inn, is located near the docks, in the District of the Ports, an ideal location to draw in newcomers to Nocturnae-Erin. On the opposite side of her block, and sharing a back alleyway is another, much more established tavern, The Pearl Dive. It is run by a crusty old sea kin man named Ankus Skald. Soon after meeting Ghost Ankus told her a story about how, many years ago when he was a boy, he saved a wyrmling dragon from attack by a sea monster. It turns out he tells this story to everyone, constantly. The young adult dragon, named Vorelkepesk lives somewhere along the coast, but Ankus does not divulge where, if he even knows.
Contrary to her expectations, Ankus has had a helpful attitude towards Ghost ever since she acquired the property. He says he is glad to see the building brought back to life after years of vacancy, and is glad to see the former squatters in the building gone.
Ankus has helped Ghost learn the ropes of running a business in Nocturnae, which requires jumping through all sorts of bureaucratic hoops. With his help licensing that would take months Ghost was able to acquire in a matter of weeks. Ankus has explained to Ghost that there are so many rules and regulations that no one could possibly follow all of them- heck some even contradict each other. What's important is that a business owner learn what regulations the authorities actually check on, and above all else to maintain a good reputation with people of influence.

(Any time you want to know what's the best legal option in a situation you can roll a Gather Information (taking the required amount of time) or Knowledge Local check.)

Another tip Ankus gives Ghost is to avoid members of the Stranglers. He claims they are a dangerous lot of petty criminals with ties to corrupt law enforcement. Ankus has been known to kick people out of his Tavern that he claims are Stranglers members.
One of Ankus's motivations for helping Ghost it seems, is to have a place to send unwanted tourists and travelers that come his way. The Pearl Dive has a strong local following with enough regular business that Ankus, curmudgeon that he is, would really prefer not to be bothered outsiders that come in with no respect for locals and who leave a mess at the tables and in the bedrooms. His rooms he prefers to rent to locals on long term leases.
One of his tenants he seems to have an almost paternal attachment to; a human woman only a little older than Ghost who comes and goes all hours of the night, always wearing a long bulky fur cloak. Ankus is sometimes seen waiting up at night to be sure she returns safely.

Today, it is a pleasant midsummer morning in the month of Fen. The local newspaper, delivered two times a week on Candor and Jode reports that routine maintenance will be performed on the modron patrols, and officials will be going around culling particular modrons that require replacing. Residents should not be alarmed, but if they have noticed any modrons behaving unusually as of late they should alert authorities so that the maintenance will flow smoothly and efficiently.


Garron
Garron's sea voyage to the port town of Nocturnae-Erin is at its conclusion. He has ridden aboard the cargo vessel The Garnet, which also takes passengers for a fee (which Garron may or may not have actually paid). The ship's captain, Captain Graham Kinthea, an easygoing halfling man of middle age, has taken many opportunities to pass the time on the journey talking with Garron.
From Graham, Garron learns that the ship he is on, The Garnet, is owned by Corel Midenford, a human man, one of the wealthier merchants in Nocturnae-Erin. Graham has worked for Midenford for many years.
Garron learns a bit of the captain's family history. Ages ago, the Kinthea's oversaw all magic item production at the forge in Antikytera through their company called Dweomercraft Industries. Fifty years ago, Dweomercraft Industries lost its contract with the state when magic item production was overhauled. Another company, this one an inter-planar enterprise, named Prime Materials Incorporated now holds this contract and manufactures all Antikyterian magic items and warforged.
The Kinthea family, having held the largest contract with the state for several hundred years, has no shortage of influence in the nation, even if they are not as prosperous as they once were. Graham is apparently a black sheep of the family and for reasons not mentioned he does not get along well with the rest of his house.
As the ship approaches the coast, Graham points out a few landmarks. Several different rocks are fabled to be the rock that shipwrecked The Fleetfeather, a ship that nearly fifty years ago transported recalled magic items from storage in Leighla to the Nexus where they could be taken to the capital and destroyed in the forge. He mentions other dangers in the bay, a goblin pirate named Naki he has heard is back in town. Yesterday Graham received a message that Corel Midenford's son was kidnapped while on an unauthorized late night joy ride on a small cargo vessel that was supposed to ship off the next morning. The vessel was shipwrecked, and Torec Midenford (Corel's son, who Graham says is quite the brat) was rescued along with the daughter of another merchant when authorities boarded and subsequently sank Naki's ship. The goblin pirate escaped and is hiding somewhere in town.
Graham seems to enjoy telling these stories to a captive audience.

Before the ship docks, Captain Kinthea gives Garron a little bit of advice for getting around in Nocturnae-Erin. What's important is that a person learn what regulations the authorities actually check on, and above all else to maintain a good reputation with people of influence.

(Any time you want to know what's the best legal option in a situation you can roll a Gather Information (taking the required amount of time) or Knowledge Local check.)

After the ship docks, authorities, accompanied by modrons check passengers paperwork as well as the ship's manifest. Corel greets the law enforcement agent in charge with a hug and the two spend a few minutes catching up and laughing.
Everything checks out and no one is given a hard time. Warforged owned by Midenford begin unloading the ship.
Graham mentions that he will be going to his favorite place to relax after a long trip, The Singing Siren, but admits you have to hoof it across town to get there. He recommends Garron look for a room at the nearby taverns The Pearl Dive or Freerun Inn, the latter of which is most likely to have a room available for him.

Garron may roll a spot check and a knowledge planes check.

EdroGrimshell
2013-06-13, 12:59 AM
Ghost, currently in her favored form as Jessica Freerun, is simply cleaning up for the next wave of guests. A few guests were at tables even now, she asked them if they needed anything, food, drink, lodging if they weren't already checked in. She often had to shift languages when talking to some of the guests, but that wasn't a big deal given her repertoire.

At last, she has some time to calm down, things would be slow for a few more minutes at least. She had her psicrystal, Bant, keep his senses open and relay her the information, she wanted to know any odd movements in the room. Since she had him implanted, she'd been having him do exactly that, was quite useful in her 'side profession'.

But, she wouldn't think about that for now, she was in character, and Jessica was not a thief or spymaster, she was a simple innkeeper with a quirky, and slightly naive, disposition that knew a bit about alchemy on the side. Speaking of which, Ghost heads to the back room for a moment to set up for a batch of healing salves tonight, she'd be able to sell those for a nice few coppers by the end of the week. Once set, she heads back to the counter.

She smiles at one of the patrons that had just checked out, "Please come again," she recites the phrase easily enough. It was a part of this persona, and it had worked so far to keep her going since she did get a few return customers.

Just a quick intro to the way Ghost works/operates. She switches perspective between her personas, so it might get a little confusing at first, but this is how she thinks and runs, so I'm gonna try to stick with it.

It also introduces her main persona, Jessica Freerun. I'll probably be adding her various personas to her sheet as they come up, if they get used often enough for her to develop a persona anyway.

Sgt. Cookie
2013-06-13, 07:59 AM
Thanking the halfling, Garron walks off the ship, keeping a close eye on things as he walks to the Freerun Inn*. Considering his possibilities, that Corel Midenford would be a likely target, his home would be well stocked in opulence and his guards won't be a problem. But the best method of entry? One of the work staff, get them drunk, passed out and then steal their form, as well as all memory of ever meeting him.

But, all this will be for naught without a fence. So he's going to need to find contacts in the local crime groups. Probably best to try the older ones first, but a contact in all of the big four is probably wise. But, all that can wait until tomorrow. Right now, he needs a bed, some ale and some time to relax.

Finding the Freerun inn, Garron walks up to the counter, just as a couple of other guests were leaving, and talks to the woman "I'd like a room and a mug of ale. How much?"


*Spot check at this time: [roll0]

begooler
2013-06-13, 11:34 AM
Spot (Garron):
As the unloading of the ship is going on and freight is being inspected, Garron notices one of the modrons occasionally pausing its task to walk in a circle while speaking, or perhaps even singing to itself.


Approaching the Freerun Inn, Garron makes note of his surroundings. The Inn is constructed of wood and brick with a slate roof. The road in this part of town is a gravel made from chalky shells dredged from the lagoon. A few people are coming or going from the inn.

(Garron and Jessica are now in the same place and can respond to each other.)

EdroGrimshell
2013-06-13, 12:29 PM
Ghost turns to the newcomer, and smiles at him, "two gold and four copper, an additional five silver for a full meal," she replies, then pauses too look at him* before saying, "I also offer alchemical medicines and rent out my lab if anyone wants to make use of it while they're staying here if you're interested. I also do specialty orders if you have the coin for it."

Sense Motive and Spot checks to see what I can figure out about him. Will do this for any individual customers that Ghost comes in contact with in the future.

DC 20 to get a Hunch about someone with Sense Motive
[roll0]

Will let you roll Spot to see exactly what I notice with that.

begooler
2013-06-13, 02:24 PM
Ghost sees that this man is also curious, as well as cautious, of the people around him and is on the lookout for opportunities; they are perhaps kindred spirits.

[roll0]
The information you would be able to gather from this one is whether or not his clothing and demeanor stand out to you as someone traveling from another land. If Garron is trying to conceal this it's an opposed disguise check, otherwise DC10.

EdroGrimshell
2013-06-13, 05:09 PM
A slight glint appears in Ghost's eyes, especially after Bant mentions the man is a foreigner before it vanishes again. Back fully into her persona as Jessica Freerun, "Oh, I forgot to give my name didn't I? I'm Jessica Freerun, owner and sole worker of the Freerun Inn at this time."

Sgt. Cookie
2013-06-14, 01:39 PM
"Expensive. No to the meal, thank you. I've already eaten. Garron. I'm an, acquirer of things." Garron said, handing over the money.

EdroGrimshell
2013-06-14, 03:54 PM
"The price is for the best I offer here," Ghost says, then comes around the counter, "let me show you to your room," she leads Garron to a room on the first floor and shows him inside, "the chamberpot is in the connected side room. It's collected and cleaned out every evening by the local carters."

"When you return to the bar I'll bring you a mug of ale," Ghost says, giving a wave as she heads back to the front of house to deal with other customers, she'd have to visit this Garron tonight, he might be interesting.

Once things calm down, she looks into hiring someone that can take care of the front of house and another that can take care of cooking while she works on her alchemy to allocate some medicine to the Inn and sell off the excess. It'd also let her persue some of her other... projects.

Gather Information to try and find someone that would be available to run the front of house and someone that would be available for cooking. I assume that'd be two separate checks

[roll0]
[roll1]

Bant will also search his memory for anyone that might fit the bill (Knowledge: Local).

[roll2]
[roll3]

EDIT: So glad that Nat 1s aren't autofails on skill checks

Sgt. Cookie
2013-06-14, 07:22 PM
Examining the room, Garron sat on the bed, then decided to lie down for a moment."Thank you, my dear." So, Garron, first things first. The room will be suitable for the night, perhaps two, but I will need to find somewhere more permenent.[But that can wait till morning. Getting off the bed, Garron proceeds to walk downstairs back to the common room.

begooler
2013-06-16, 04:55 PM
While Ghost is out running her errands she receives an odd coin in some of her change. The coin is about the size and color of a silver piece, but upon inspection is a more common metal. It is stamped with a lightning bolt, and appears to be some kind of token, but for what ghost doesn't know.

Downstairs at the inn:
It's between mealtimes in the common room so there are only a few people. At one table a half orc boy and a woman who from the looks of it is part giant are arm wrestling.

At another table a noble looking elf woman is puzzling over a ledger. A thrush is quietly perched on her shoulder.

In another corner of the room there's someone sunk back into a chair, with his bare feet propped up on the table which is full of empty beer steins. He lazily strums a mandolin.

Just then, a newcomer arrives, a human dressed in leather with a sword at his side. He has a sack.
"Elizae, you've got to try one of these pastries I bought from this gnome woman in town. They've got to be the best in the world!" he says, addressing the elf. The man then dumps a sack of cakes and pastries out onto the table.
"What in nine hells are you going to do with all of those?" the elf asks.

"I'll take one!" calls the man with the mandolin in the far corner of the room.


Note: I was rereading your hooks and I made a typo in Garron's. At one point I called Graham Kinthea, the captain, 'Corel' (his boss's name). That was a mistake. You haven't seen Corel Midenford in person.

EdroGrimshell
2013-06-17, 12:30 PM
Ghost hums slightly, examining the coin, she had enough in reserve that a single silver piece wouldn't hurt, but this interested her. She decided to do some asking around while she was out and about, while Bant tried to think of if he'd ever heard of something like it.

I just remembered, I had asked about getting the Changeling Rogue Sub Levels (specifically the first one) on my character but never got an answer. Is it alright? (It's in Races of Eberron)

Gather Information: [roll0]

Knowledge (Local): [roll1]

begooler
2013-06-17, 10:13 PM
Upon conferring with Bant, Ghost recognizes the token as admission for an unauthorized fighting ring she's heard of, somewhere around where the aqueduct divides the Dairy District and the Alchemical Ward.
By asking around, she is able to determine that the next fight is on the coming feast day, and finds out what abandoned building is the location.
While the event is unlikely to be of interest to Ghost as a potential competitor, she might be interested in the bets being placed and the attendees with skill and coin; or the knowledge might be useful for her to pass on to guests at the inn.

[roll0] hours for gather info. If time is in excess of what Ghost might spend the day doing, time in the next morning can count towards this.

EdroGrimshell
2013-06-19, 09:46 PM
Ghost shrugs and pockets the coin, she might just be able to get something off of that, possibly a few contacts, maybe some cash, possibly even a guard contact if she contacted the authoraties, but that was a one time benefit, she'd probably use that if she ever got in trouble or needed to make a deal. For now though, she'd head back to the Inn and get working on making some healing salves.

Taking 10 for a total 32 vs 25

Healing Salves (http://adamsouza.tripod.com/alchemy.html) are an actual alchemical item that's worth 50gp each and heal 1d8 damage as a full-round action. Using the Overhauled rules, I got the results below:

32 x 25 = 800sp = 80gp / 50gp = 1 Healing Salve and 300sp (30gp) for the next batch

Sgt. Cookie
2013-06-20, 12:39 PM
Who would do their books in a tavern? She's probably a spellcaster, though, that thrush is a dead giveaway. Might be useful to "resupply" while she's here. Might also be useful to get a look at that ledger.

Taking a seat at a table across from the elf, Garron lets his left hand go limp, and a small ghostly hand appears. Garron then directs his hand across the floor, towards the elf, hoping to get a glimpse of what the ledger contains..

He's going to use Steal Memory, to steal her memory of the ledger's contents (He's not going to erase it from her memory):

Here's the Gather Info roll: [roll0]

The elf can oppose Garron's roll with: Bluff, Concentration, Disguise, Forgery or a Will save

begooler
2013-06-20, 08:15 PM
[roll0] Concentration

Garron
The ledger does not belong to the elf, who was previously addressed as 'Elizae'; it belongs to someone named Ishmael Nettle, and seems to have been written in Aquan, which the elf can understand. The ledger is a log of sales of furniture and other handcrafted wooden items. Elizae has been focusing her attention on a particular item: many orders of jewelery boxes sold to Midenford Imports.
Hide or Sleight of hand checks may be necessary with the hand. Unless I missed something, it is visible even though incorporeal. Or am I mistaken?

Ghost
Ghost will be able to finish all her errands today, if not before suppertime then after. Soon it will be time to tend to needy guests again.
For simplicity's sake lets say it's late aftertoon, about 4:00 or 5:00. Ghost is able to do the gather info and get in most if not all of the alchemy crafting time. Were she to return to the common area of the inn she would walk in on the current scene and can respond.

EdroGrimshell
2013-06-20, 09:59 PM
Jessica walks back into the in through the back entrance, checking on the new chef and manager were doing with their jobs, finishing her salve, putting it into a jar that would eventually hold ten doses, it was mainly for emergencies in the tavern, but would be good to sell once she started stockpiling it.

She then goes to the front of house to work the bar counter and take order or deal with complaints, contemplating what she'd do with the coin she got.

begooler
2013-06-21, 10:35 PM
No one reacts to Garron's heist, or seems to notice.

The swordsman stuffs the remainder of his held pastry into his mouth, then grabs a croissant from the pile and tosses it to the man with the mandolin in the corner. The mandolin player misses the catch and the croissant goes sliding across the floor. He watches it a moment as if debating whether or not to go after it.
The elf picks up a piece of brioche, sniffs it, and studies it cautiously, whispering and waiving a finger at it.

Two spellcraft checks from anyone who chooses to do so and has the skill.

The half orc is distracted by the scene and his seemingly part-giant arm wrestling competitor takes advantage of his lapse of attention. She over-zealously slams his arm onto the table, tipping it onto two legs and spilling some silver pieces on the floor.

EdroGrimshell
2013-06-21, 11:18 PM
(From now on I'm going to refer to Ghost by her current persona)

Jessica laughs lightly, "please be more careful with the furnishings, I don't have the money to replace them just yet," she says, coming around the counter and picking up the coins to hand back to the competitors, then straightens up the table before examining the table and floor for any damages

She then goes to the one playing the mandolin, "I'd like to ask you to kindly remove your feet from the table, and please put shoes on otherwise I'll have to ask you and your companions to leave," she says, "after paying for your stay of course."

begooler
2013-06-22, 11:54 PM
"As you say my dear." The man sets the mandolin on the table and reaches over to pick up his shoes that are strewn about the floor as well as the croissant, which he takes a nibble of.
"You weren't lying!" He calls to the swordsman, hastily finishing the pastry off.

The elf seems pleased at the degree of order brought to the room and resumes her study, setting down the pastry she has in her hand and ignoring it for now. The swordsman looks over her shoulder studying what she is doing. "Find anything interesting?" He asks her.

The half orc boy and 'part-giant' woman seat themselves, and then begin to quarrel over the results of their match. The boy claims the distraction was unfair while the woman is scooping up the silver coins.

EdroGrimshell
2013-06-23, 11:01 AM
Before going behind the counter again, Jessica hums slightly, before having Bant telepathically relay a message to the two arm wrestlers;A most interesting display of strength, however, not to your full potential. If you wish to see who is truly stronger, come to the Arena, I'm sure you'd show your true strength there... his voice is most definitely male, but echoes slightly and sounding as if distorted by a liquid of some kind, you'll just need a token, a very accurate rendition of the token would be displayed through their minds, along with the location.

Meanwhile, Jessica takes the time to approach the elf and her companions, "is their anything I can help you with? You've been studying this rather intensely," she indicates the ledger, "and I may be able to provide some assistance."

begooler
2013-06-29, 08:02 PM
The two arm wrestlers look around the room with a surprised look. Then they begin whispering amongst themselves.

--

The elf closes the ledger and stashes it in her cloak.
Her swordsman companion answers for her.
"Actually, we do have some questions you might be able to help with, but not on an empty stomach. Is dinner going to be available soon? We had an exhausting day."

EdroGrimshell
2013-06-29, 09:41 PM
"We have a simple beef stew in the works, as well as pasties filled with meats or veggies of your choice. For vegitarean options we have breaded eggplant with a tomato sauce over a simple pasta as well as vegitarean pasties. For drink we have an assortment of ales, meads, and wines, including dwarven, elven, and gnomish drinks, as well as spiced cider, served warm or cold. The cider is a personal favorite of mine," Jessica says, explaining the short menu. It was a good array for an Inn, but it was mostly simple stuff, her chef didn't start until the next day and would need to get used to the kitchen, so it was simple things she could whip up herself in a hurry or let sit all day with little tending.

I can make all these things with no training myself in bulk so Jessica should be able to do it too, considering Bant's bonus to Craft checks and Ghost's high Intelligence, she could probably do a lot better than that too. This is assuming you can use Craft (Cuisine) as a skill.

begooler
2013-06-29, 11:01 PM
The elf requests the eggplant and a glass of elven wine, and the swordsman asks for beef stew and ale. The other guests hear that orders are being placed, and make their requests: eggplant, gnomish wine and a cider for the mandolin player, and beef stew, meat pastries and ale for the two arm wrestlers.


You can craft those things just fine.
Your menu includes a lot of stuff that would be imported, not unfitting for an inn that serves people from all over the place and run by someone from another land. Local cuisine includes rice more often than corn or wheat, goat, lamb and seafood more often than pork, poultry or beef, peppers, peas and dark green vegetables more often than other vegetables, and lots of dairy products, mostly from goats milk. It's common for vegetables or meats to be pickled.

EdroGrimshell
2013-06-30, 01:49 PM
Jessica writes the orders down then heads in back to have the food made up. It'd take only a few minutes, the pasta would take the longest (the stew not counting since it was already done). As such, the swordsman and arm wrestlers get their orders first, with the elf and mandolin player getting their orders only a few minutes later, "Enjoy your meals," Jessica says with a smile.

begooler
2013-07-06, 12:16 PM
Everyone eats contentedly. The swordsman and the mandolin player continue to stuff themselves with pastries, even after their dinner is served. They seem to like the stew but have ruined their appetite on sweets and don't finish it. Ghost is complemented on the meals, and anyone who hasn't settled up with arrangements for a room does so now.
It appears that the elf and swordsman (who request separate rooms) are working together and have other party members that reside in town. The swordsman pays for their rooms with promissary notes from the city guard.
The half orc and mandolin player appear to be travelling together, and they share a room to minimize costs. The giant is traveling alone.
4 rooms
Jessica can also get their names in this process, Garron can overhear:
Elf- Elizae
Swordsman- Aaron
'Giant' - Elaine
Half Orc- Tarsk
Mandolin Player- Clarence

After everyone has eaten, Clarence presents a deck of cards to Elaine and Tarsk. They proceed to begin a gambling game.
You can make spots or listens to notice anything or eavesdrop on them if you're paying any attention to them.
While the game is going on, Elizae draws the ledger back out from her cloak and calls Aaron to come upstairs to show him what she found while studying it. Before they have a chance to gather their things, a cloaked human male with disheveled grey hair stumbles in. He claims to be homeless and hungry and is looking for charity. Elizae offers him the dinner Aaron did not finish and the man takes their place at their table as they leave the main hall to go upstairs and discuss the ledger.

EdroGrimshell
2013-07-06, 03:30 PM
Jessica has Bant listen in on the others while she tries to talk to Elizae, "I believe you said I might be able to help with something?"

Bant's Perception
Spot: [roll0]
Listen: [roll1]

Also, Knowledge (Local) to see if Bant knows anything about them from their names and appearances.
[roll2]

begooler
2013-07-06, 10:31 PM
"Yes," Elizae replies. "We chose your tavern because you were one of the most recent customers of this man." Elizae holds up the ledger. "Ishmael Nettle. Do you know him?"
Ishmael Nettle is a furniture maker that made the tables and chairs in Jessica's tavern. Shortly after she purchased them, his warehouse closed, due to a fire. Ishmael hasn't been seen since. Jessica doesn't know any more than this, except that Nettle was a man of few words. It was Ankus that originally referred Jessica to Nettle, who is also a sea kin.

Bant overhears Elaine complain that Clarence has quickly won nearly all the winnings she plucked from Tarsk while arm wrestling. She offers a pair of boots drawn from her bag as a wager for the next round and claims they are magic.
Bant also overhears Tarsk asking Clarence if he knows anything about a secret fighting ring that requires tokens to enter, and describes the token that the strange voice had described to him. After asking about the voice, Clarence begins to look around the room, as if he'd seen something suspicious.

Bant rambles on about details he has been noticing about the tavern's current occupants. (Save Garron.)

Bant notes that it recognizes an insignia that Aaron wears, as the mark of the Steel Sigil, a small guard dedicated to the protection of arcane knowledge. Bant doesn't know exactly what it does, but knows that its origin is Tellurion-Flaurnathskir, a city on the opposite side of the Nexus highway that is home to several colleges and two notable libraries.
Bant says that Clarence has coddled together an outfit of styles from across the region, suggesting that he travels a lot.
Bant notes that Elizae's garb suggests her origin is Sylvia, a coastal city once ruled by elf nobility that was nearly destroyed during the demon invasions and is now governed entirely by the Fraternity of Order.
Bant points out that Elaine dresses and has the tattoos of a sailor and that she appears to be a human with a trace of storm giant lineage.
Bant is suspicious of the homeless man, he says he recognizes him as someone Ankus recently chased out of his own Tavern.
Bant says that Tarsk has a tattoo he's been noticing a lot around town lately, that's supposed to be some kind of good luck charm. The tattoo, which is on Tarsk's shoulder, is a six petaled flower, drawn from the side.

EdroGrimshell
2013-07-06, 11:28 PM
"I know him, he made most of the furnishings in this Inn," Jessica says, having Bant try to get the 'homeless' man to leave with his own creative edge to it, "haven't seen him since the fires closed his warehouse. Ankus refered me to him," she tilts her head, "bit of a stickler and somewhat inflexible at times. Lived in the alchemical district last I heard," she tilts her head slightly in question, "He do something to draw your," she indicates the sigil Aaron wears, "interest?"

Meanwhile, the 'homeless' man experiences a very surreal mental assault of whispers from seemingly everywhere in the room, coming through the walls, floor, ceiling, and everyone in the inn room. They're almost wordless, speaking in every language Ghost knows except the common languages, all telling him to leave, escape, run, go away, etc, all in echoing, haunting voices, all the while with creepy as Baator cackling in the background.

begooler
2013-07-06, 11:53 PM
"We're visiting because we've been contracted by the local police to conduct an investigation part of which entails the possible arson at that furniture warehouse. We're not at liberty to discuss the rest of the investigation," Aaron replies, brushing the sigil on his chest and drawing another pastry from his sack to munch on. The last statement is expressed with a childish sense of glee, as if having clearance to sensitive information is exiting to Aaron.

--

The homeless man places his palms flat on the table, dropping the spoon. He glances around with a wild look in his eyes, but does not get up from his chair.

EdroGrimshell
2013-07-07, 12:27 AM
"A guard of the Steel Sigil and Sylvian elf conducting an investigation so far from home?" Jessica says with a slight smile, "I can take you to his warehouse if you'd like, I'll just need to get my caretaker in so she can take care of things while I'm gone," she says, while Bant lets a particularly loud scream hit the 'homeless' man before it goes quiet suddenly, "that is, if you'd like to see it tonight," she says again.

Sgt. Cookie
2013-07-12, 10:34 AM
Having peaked his interest, this "sensitive information" would be worth knowing. So Garron decides to direct his hand to Aaron.

One again, Steal Memory. This time, he is trying to steal information about the investigation.

Gather Info: [roll0]

The sleight of hand roll: [roll1]

begooler
2013-07-13, 12:24 PM
"Thank you, but we would prefer not to return to the warehouse tonight. The best way you could help would be to give us a quiet space to go over our notes," replies Elizae.
"And if you hear any more information that would help, let us know," adds Aaron.


No one reacts to Garron's hand as it slips through the floor, emerging just enough to touch Aaron's ankle.
Garron slips into Aaron's mind searching for his orders for this investigation. Walking through a clean but unadorned marble hallway, Garron comes to a stack of letters. The one on top is sealed with a wax seal that matches the seal Aaron wears. Garron attempts to neatly open the letter with a knife, but the envelope resists tearing, as if it wear tougher than mere paper…

[roll0]concentration.


Just then, the homeless man shrieks and flails his arms, knocking over the soup. He sinks under the table clutching his ears.
He's definitely scared, an intimidate check at this point could get him to follow Bant's directions.
Many people turn to look. "Is that man all right?" asks Aaron.

begooler
2013-07-13, 12:27 PM
... and despite Garron's best effort the envelope will not open. Suddenly, a wind blows out of nowhere, snatching the envelope from Garron's hand and sending it fluttering down the hallway.

EdroGrimshell
2013-07-13, 01:04 PM
"I'm not sure," Jessica says while silently giving Bant the command. At that moment, a long, drawn out, and very bestial exclamation of "run" surges through the man's head, "he seemed fine when he came in."

Intimidate: [roll0] Using Ghost's modifiers

begooler
2013-07-13, 05:07 PM
The man crawls out the from the other side of the table and stands, running straight for the door and grasping the handle.
Bant can continue to make requests of him using the diplomacy skill as if he had a friendly attitude.

"We should try to help him, he may need to see a priest." Elizae says glancing towards Aaron. They both move to follow him. Others in the tavern watch the scene with looks of confusion, save the mandolin player who seems more amused than anything else.

Ghost & Bant:
Ghost and Bant sense that Elizae is trying to signal something else to Aaron with her statement.

EdroGrimshell
2013-07-13, 10:21 PM
"Really now?" Jessica asks, "if that's the case I'll escort him to the local Clergy myself," she says, meanwhile sending a message to Bant, who in turn cuts off everything he had been doing, which happened to include a scream, in an instant, making his head deathly silent at that moment. Then, in very clear common, Bant relays a single message with a holy tone to it, "unless you leave this in and seek out a priest to cleanse your soul, you will fall to the demons that haunt you," Jess almost laughed at that, Bant was having a little too much fun with making this guy think he was haunted, then she gives her own signal, sending a mental voice of her own to improve on it, "confess all your sins, and take the punishment given, only then will you be free from these demons and devils."

Take 10 on Diplomacy, for a 16 total.
Take 10 with Jess to Aid Another to add +2 to Bant's for an 18 total

begooler
2013-07-14, 01:34 AM
"We'd happily escort him now." Aaron offers. "It's the least we can do to help and you have an inn to run."

While Aaron is speaking, Elizae quietly intones a spell and reaches out to touch the homeless man.

"Too many voices." The man whispers, shaking his head.

Garron:
...recognizes the spell the elf is casting as Protection from Evil

EdroGrimshell
2013-07-14, 12:38 PM
Enough fun, Bant, leave it to them now. Hopefully he won't return after this.

Sgt. Cookie
2013-07-15, 11:46 AM
Garron glances over at the mandolin player, seemingly uncaring that the poor guy almost had a psychotic breakdown. Although, the way the Elf talked... Alright, Garron. It could be a code phrase, you may as well find out. It could be useful.

Gather Info:
[roll0]

Sleight of Hand:
[roll1]

begooler
2013-07-21, 10:15 AM
Garron steps into Elizae's mind this time. He is standing at the edge of a calm pool of water, on the surface of which he can see the words she just spoke: "He may need to see a priest." Garron reaches down to see if something is below the surface of the water. Just then, it hardens into ice.

[roll0]concentration
Will edit in a moment with result.
See results below.



Luckily, Garron brought a cerebral ice pick. He cracks the ice, and instantly a stream of phantoms emerges from the pool; monsters with all manner of claws and horns and cloven hooves. Borrowing Elizae's knowledge of extraplanar creatures, Garron recognizes the monsters as demons in incorporeal form. He turns to see the homeless man beside him. The demons rush at the man and enter his body, possessing him. Garron understands why Elizae might suggest they take him to a priest now.

Aaron and Elizae begin helping the man out the door. Elizae is inspecting the garments the man is wearing as Aaron leads him by the arm. (If uninterrupted, they will leave with the man, for now.)

Elaine, Clarence and Tarsk turn their attention back to their game, appearing to take it more seriously now that magic items are being wagered. Clarence is eyes the boots curiously while Elaine calls to Jessica in her salty voice, "Miss, a round for the three of us o'er here!"

EdroGrimshell
2013-07-21, 09:57 PM
Jessica goes back to work, but decides to have Bant give Garron a little message, "how'd you like the show, little thief?" he asks with a chuckle, before Bant can continue, though, he gets a silent message.

Not too long Bant, let him reply first.

"My master is of a similar line of work, and would like to make you an offer," he continues, cutting out small portions, "are you interested?" he gets the image of a well trimmed male orc with pale skin, looking far more noble than the orcs he's used to whenever Bant speaks, his prefered mental persona, just as Ghost's is a half-elf with a touch of draconic heritage, Bant's is a half-orc with a touch of celestial heritage.

Jessica looks over at the game while the game goes on, and gathers up a round of drinks and brings them over, she looks curiously at the game, "hm, this seems interesting, mind if I give it a try?" she asks innocently.

begooler
2013-07-21, 10:32 PM
Clarence explains the card game which is won by having the best hand.
Like poker, and if you play, roll 3d6 against the other players.
He shuffles through his backpack for a moment and offers a glowing pair of silk gloves, plus the money he has won from Elaine.
Tarsk offers a similar pair of gloves and some silver pieces.

Clarence begins to deal cards face down to everyone. "Would you like a hand as well my dear?"

EdroGrimshell
2013-07-21, 10:42 PM
"Well, I don't have any magic items, but I can offer you a few free nights and some alchemical items," Jessica says, "Beyond that, I can't offer much, but I'd like to give it a try."

Dealer's Hand
[roll0]

Sgt. Cookie
2013-07-22, 02:39 PM
Responding to the subtle mental messge, Garron resonds with two words. I am.


Seeing the game, Garron walks up to them. "Mind if I join in? All I can offer is coin, as long as that's no issue."

EdroGrimshell
2013-07-22, 03:16 PM
Garron gets an image of the half-orc grinning, "You will meet her tonight then. She is known as Night, you will know her when you see her," the half-orc image bows, then fades away.

Nicely done Bant, but did you have to make a new persona like that? It takes forever to set them up properly, now I only have a few hours to come up with a plausible one.

Bant gives a mental shrug, leaving Jessica to her annoyance, which didn't show on her face. Well, at least he used a fairly simple name. She could work with this for now.

begooler
2013-07-27, 11:17 PM
Clarence[roll0]
Tarsk[roll1]
Elaine[roll2]


Clarence wins this round with an exceptionally lucky hand. Elaine seems annoyed by losing, though she does not seem to mind parting with the boots. The group continues with some small talk, beginning with Elaine explaining that she is a sailor on cargo ships that sail back and forth between Nocturnae-Erin and Leighla.
You can make knowledge rolls on Leighla, ask about it, or look it up later- if you care.
Also note that for things like this as well as cost of rooms I don't plan on tracking the money- unless you decide you want to or its something thats a really large amount.

EdroGrimshell
2013-07-29, 01:07 PM
Jessica pays some attention, asking Bant if he knew anything about Leighla, as she did. She excuses herself after a bit, after letting Clarence know he had two free nights and a free meal for winning the game.

She lets her newest employee know she'd be heading out to check on something for a bit, and she goes out to check out if she could find a quiet spot to practice her new form. Keeping it simple, she goes with black hair, streaked with white, white eyes, and drow black skin. She decides to go with an orc/elf hybrid, taking the best from the two for her new form. Since Bant showed up as a half-orc, she decided to do the same, adding a little of her own creativity to it. Damn she wasn't used to being that tall though, it was only six inches and a flatter chest, but it completely changed the balance, she only had a day to get used to that? Damn Bant, she never wanted him to do that again.

She goes through some basic movements to get herself used to the form in a hurry before switching back to Jessica a few hours later and heading back to the inn and go to her room, where she'd wait until it was a good time to meet up with Garron.

Bant's Knowledge (Local) Roll
[roll0]

begooler
2013-07-29, 03:19 PM
Bant

Traveling along the coast, Leighla would be the next port. Ships dock there on trips between the distant ship building port, Fera, and Noctunae-Erin. Were it not for this, the economy of the city would pretty much be washed up. Leighla is small thorp that was originally a colony built by former prince of the distant city of Adena- a settlement that was destroyed during the invasion.
Bant also knows a bit of lesser known trivia about Leighla. The caverns within the cliffs there are used to store recalled cursed magic items before they are shipped through Nocturnae-Erin and up the Nexus to the forge at the capital to be destroyed.


Elaine wants to play another round, but says she's not willing to throw any more gold or items at Clarence's exceptional luck. She is beginning to watch him with suspicion. Clarence says they will play one last round just for fun, this round the wager is a single silver coin.
"Yes, why don't you join us this go," Clarence replies to Garron. "Just one coin a piece, just for fun."
Clarence very deliberately draws a single silver coin from his coin pouch.

Garron
Garron notices Clarence attempting to conceal a spell as he draws the coin from his bag.
Spellcraft for Garron: (Can't fail the roll) reveals the spell he is casting is "Listening Coin," a spell that would turn his silver coin into a scrying device.

If Garron wants to play this hand, roll 3d6, and then I'll roll Tarsk, Elaine, and Clarence's rolls.

Sgt. Cookie
2013-07-31, 04:36 PM
Garron looks at Clarence "You expect me to bet on a Listening Coin? You must be as dumb as you look. What other spells were you planning on using then? Out with it."

begooler
2013-07-31, 09:57 PM
"You dare! I knew you 'er cheating!" Elaine follows the accusation with a string of words that prove she is in fact a sailor.
Suddenly she grabs Clarence by his collar and wrestles the small man to the floor scattering the coins and the pair of boots in the process.

From this point forwards we'll act on initiative.

Order: Tarsk (15), Garron, (14), Clarence (10), Elaine (5)



Tarsk sighs, rolling his eyes in annoyance as he draws his greatsword from its sheath across his back. He hops over the chair and raises it towards Elaine. "Bar. Alak. Let the fool alone," he commands calmly but sternly.

Garron:
Garron's spellcraft recognizes the bit of gibberish Tarsk begins his command with as the "Command" (http://www.d20srd.org/srd/spells/command.htm) spell.
It's Garron's turn.

EdroGrimshell
2013-07-31, 11:31 PM
Jessica returns to the fight, and shouts, "Oi! No fighting in here or I'll call the guards!" she calls to the ones fighting, focusing herself as she calls out.

Concentration (since this is a "stressful situation", I'll roll)
[roll0]

If you want Ghost to come in later let me know and I'll cross this out and quote it when she does get back.

Sgt. Cookie
2013-08-01, 08:08 AM
Taking a step back, Garron disappears for a moment, before reappearing a short distance away on the other side of the Inn floor.

begooler
2013-08-02, 03:26 AM
Poised on one knee, Elaine pauses in response to Tarsk's command as Clarence slips from her grasp. Taking cover behind the half orc boy he begins to scoop the coins from the floor. Some go rolling across the tavern as he drops them.
The boots also skitter away- almost as if they could move on their own.

Tarsk grabs Elaine by the hand and pulls her to her feet. He looks towards Garron. "It was a harmless parlor trick. How about Clarence buys a round for all of us?"

Garron's turn, still on init order for the time being. (Jessica will arrive after Garron, Clarence and Elaine have had their next turns.)

Sgt. Cookie
2013-08-07, 01:59 PM
Deciding to ignore the boots for now, Garron looks at the others "You call a scrying device "harmless"? Where I'm from, we call that "suspicious". Now, tell me, why did you try to give me a Listening Coin?"

begooler
2013-08-07, 05:50 PM
"I didn't give you any listening coin," Clarence insists, continuing to scoop the coins on the floor into his bag. "It seems like you're just trying to start trouble. Trying to cause a scene so you can rob us all while we're distracted are you?"

Clarence reaches for the boots that at first try to escape his grasp. "Hello, what's this?" He picks up the boots by the laces and they go still. "It looks like the Lady is trying to pull some kind of trick putting tainted boots on the table. Where'd you come by these? Certainly not a legal vendor." He studies the boots a minute until he finds a serial number on one sole, which he squints to read. "That explains it. At least I know the proper thing to do with this item."

Elaine is looking back and forth between Garron and Clarence, perhaps wondering who to believe. After a moment she responds to his question.
"Finder's keepers," replies Elaine. "There didn't seem to be anything wrong with them when I found them... but you won them now. I don't want anything to do with boots that walk on their own."


Clarence grins and stuffs the boots into his bag with the coins.

EdroGrimshell
2013-08-07, 06:25 PM
Jessica leans on the doorway, focused already, and calls out, "you know, if this didn't resolve itself so quickly I'd be tempted to throw all of you out of here," she says walking over, "as it is, I'm just going to ask you to not start any fights here in the future and a small fee, just a silver piece each to pay for damages and clean up."

begooler
2013-08-08, 04:24 PM
"We don't want to be any trouble," Tarsk assures Jessica. He shoots Clarence an accusatory looks and then begins to help straightening things up.

Elaine is still sizing up both Clarence and Garron.
"Who are yeh anyway?" she asks Garron bluntly.

EdroGrimshell
2013-08-09, 09:01 PM
"As long as you pay for any damages and don't start any more trouble it's water under the bridge," Jess replies as she helps straighten things out herself, "by what he said," she points at Garron, "I take it you're mages? Do you think you could help me with some alchemical items I'm working on? I'm trying out a new one I heard about called sleep gas, will be helpful for stopping fights like this from occurring in the future," Jessica says as everything is straightened out, then she looks at Garron, "I take it you're trained in magic as well if you could identify the spell? An extra set of hands wouldn't hurt. It'd pay for a room for the week."

Sgt. Cookie
2013-08-10, 03:05 PM
Turning his head towards Jessica "Where I grew up, you learn to identify spells. Those that didn't, well, let's just say they never grew up. Doesn't mean I can cast 'em, though, never had the talent or the training."

begooler
2013-08-12, 01:32 AM
The guests oblige Jessica's request, and order more drinks while they are at it. The cook brings them out instead of the waitress- he gives them a piece of his mind about causing a ruckus. Elaine seems a bit embarrassed by the whole ordeal.
The three settle down, and can be overheard talking about this rumored fighting ring and the strange voice that told them about it.

I described Jessica's new employees but never named them. The cook will be called Soren, and the waitress, Melinda.

Feel free to continue your conversation without waiting for me to post after each comment.

begooler
2013-08-15, 03:09 PM
"I don't have those skills to offer. I will let you know if I come across anyone." Tarsk responds, while straightening a chair. He leans over to pick up a silver coin that got missed and offers it to Jessica. "Don't mind my friend. He has a hard time staying out of trouble."

He returns to the table with Elaine and Clarence, but then after a few moments, stands suddenly as if he'd had some epiphany. He approaches Jessica. "I just had a thought. I do know someone that would be interested in your alchemy lab. They would want you to make products for them."

Sgt. Cookie
2013-08-15, 03:17 PM
"I'd get rid of that coin, if I were you. In fact, I'd get rid of anything this little spy gives you. And I wouldn't take his advice."

begooler
2013-08-15, 03:42 PM
If the half orc is offended by Garron's accusations he doesn't show it. In fact, Tarsk hardly seems to hear Garron, as he watches Jessica intently waiting for an answer.

EdroGrimshell
2013-08-15, 04:26 PM
"As long as its nothing illegal I'd be willing to offer my services as an alchemist. Do you have any details?" Jessica asks.

begooler
2013-08-15, 04:39 PM
Tarsk looks as delighted as a child receiving a present. "I can put you in touch with someone tomorrow. They will have all the details."

He returns to Elaine and Clarence, who seem to have settled their differences at least for the moment.

Garron
Garron overhears some of their conversation. It sounds like Clarence is asking Elaine where she found those boots, and he knows a place to fence them.

EdroGrimshell
2013-08-22, 06:25 PM
Now it was time to stay at the front counter and take care of guests while she waited for evening.

begooler
2013-09-12, 02:58 PM
Elaine, Clarence and Tarsk continue to talk and drink well into the evening, mostly behaving themselves.
Eavesdropping reveals that Tarsk and Clarence originate from rural inland areas, and they began working together when Clarence met Tarsk and revealed to him that he was his long lost half brother, claiming they had the same father. The two are merchants of some sort that travel on the roads trading mostly between small villages out in the fields and woods and occasionally coming to the city. Clarence claims to be the brains of their operation.
Elaine is from the coastal town of Leighla as previously mentioned. She works as a sailor, guiding ships safely between Leighla and Nocturnae-Erin. Usually, she works on ships that transport recalled magic items from a storage facility in Leighla en route to be destroyed in the forge they were made in. When pressed about where she found the boots, she says they were dragged up in a fishing net in the bay here.

After a while, Elizae and Aaron return, looking tired. Elizae reminds Aaron that she still needs to show him some things in the ledger, and they go upstairs. About 45 minutes later, Aaron comes down to have a drink before going to bed. He thanks Jessica for the hospitality and offers to bring by a local detective they are working with- a man who he admits has a bit of an abrasive personality but drinks a lot. Aaron says he might be a good regular customer for her.


You can interact with people at any point, otherwise, it will be time for everyone to go up to bed. Elaine has her own room, Clarence and Tarsk share one, Elizae and Aaron each have their own rooms, and so does Garron.

If you have no other business with the other guests, it will be time for Night and Garron's meeting.