A Monster for Every Season: Summer 2
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    Troll in the Playground
     
    MonkGuy

    Join Date
    Mar 2012
    Location
    Dallas, TX
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    Male

    Default D&D 3.5: A Madness in Hepmonaland (IC)

    Setting:
    Oerth, Hepmonaland, Country Cree, the city of Ibra Down (pop. 24,000)

    Map of Hepmonaland

    Kundanol is Ibra Down
    Kevor is now Upper Ibbra
    Vay Nama is now Golden Bay and is further east... near the bay.
    The southern regions of Kelo Hills are the Crags of Ranador

    Spoiler
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    Cree is the largest county in the island nation, and home of the capital city Golden Bay. Ibra Down, a large city, is southwest from Golden Bay and is the third largest city in the county. It serves as a land route connecting the port cities to the mainland and the Kara River, which leads to Ranador, an important mining Town found in the Kelo Hills. Ibra Down thrives mostly on tourism and trade, since it's such a beautiful region, but it also has a thriving agricultural and ranching industry. Although the land is well defended by kingdom guards, adventurers frequent the region as a great place to load up on valuable common and exotic supplies.

    Plot:
    A recent plague or curse has been destroying the minds of arcane casters in Hepmonaland. The cause of the insanity is unclear, but it is turning even the most benevolent wizards into psychopathic murderers who terrorize villages and cities until something either kills them or someone imprisons them. This has naturally caused great social and economical turmoil throughout all regions of the island country. Divine casters and leaders of religious or anti-arcane orders are calling this "divine retribution" in response to the hubris of wizards and sorcerers, and in certain regions this has sparked proverbial witch hunts to seek out and imprison or slay arcane casters wherever they may be found. Merchants, who no longer receive a steady supply of highly prized magic items, have spiked prices to capitalize on their newfound rarity. And a growing anti-arcane sentiment has channeled the growth of mercenary troops and militia bent on hunting arcane casters and creatures for bounties.

    Spoiler: Highwyn
    Show

    Only common knowledge is available at this time. Roll and/or explore to know more. Common knowledge is based on DC10 Knowledge Checks, or DC10 Gather Information Checks.

    Name: Highwyn
    Geography: Warm Hills
    Size: Large Town
    GP Limit: ??
    Power Center: Conventional Democracy/Nonstandard Militia (during crises)
    Alignment: LN
    Authority: Highest Level Warrior
    Adult Population: ??
    Demographics: Isolated
    Location: Oerth, Hepmonaland, County Cree. Highwyn is located just south of the Otobo Jungle, and west of the Ake River, on the Kabrevo Plain, but close enough to the crags to have gently rolling hills of lush vegetation under a balmy sun.

    Highwyn was once a growing Small City on its way to fame as an excellent second option to Ibra Down if you can't afford tuition from the exclusive colleges found there. The Tichines, the local wizard's academy became known as an excellent resource for starting ones education off in the fields of arcane study before transferring their credits to one of the three schools in Ibra Down. Next to the impressive looking school, perched a humble monastery which housed the most diverse and powerful group of monks in county Cree. Due to their reasonably high resistance to magical compulsion spells, they made for perfect practice partners and guardians for the fledgling arcanists. Fast, lifelong friendships were often formed between casters and their austere training partners.

    So it came as a shock to everyone when the monastery exploded in a burst of fire and smoke.

    The surviving monks rushed to salvage what was left of their precious home, while the wizards waded in. At first, the monks were relieved to see aid coming, until the wizards attacked. Before the monks could react, they were decimated by a horde of foaming, wild-eyed casters. The few that survived warned the town, and stood their ground, forming a defensive line to protect the citizens of Highwyn for as long as they could. Every monk died that day, but the majority of the non-combatant citizens of Highwyn were evacuated. Those that remained were soldiery, retired adventurers, and the city watch, who fought bravely to fend off the remaining crazed wizards. Unable to focus, the wizards were scattered. Although many were defeated, many still fled into the Kelo Hills or the Otobo Jungle. Bounties remain on their heads with high prices if they're brought in alive.


    Spoiler: Ibra Down
    Show

    People of Interest:
    Spoiler
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    Adept Gabbie Green: lvl 17 Female Human Adept (CN)

    Adept Green is head of a holistic order that deals mostly in natural healing medicine and midwifing. She is old and very powerful, and has at least some influence in all the hospitals and apothecaries in Ibra Down.
    Lady Priscilla Ibranne: lvl 19 Female Human Aristocrat (LN)

    Lady Ibranne is a direct descendant of the original founder of Ibra Down and head of the city's council. She has ruled the city wisely for 57 years, but at her feeble age will soon be relinquishing her crown to her eldest son, Lord Arnold Ibranne.

    Krusk Irontusk: lvl 14 Male Half-Orc Barbarian (CE)

    Krusk runs the Dented Skull Mercenary Guild on the outskirts of the city. They handle the work that the city guards don't have the manpower or willingness to do.

    Marvin Silverwater: lvl 22 Male Half-Elf Bard (CG)
    
Leader of the Lutes and Liars Entertainment Group. He's a former adventurer and an excellent source on lore, travel advice, and rare maps… for a price. He seems to be mysteriously immune to the plague. Perhaps it has something to do with the fact that he was never fully sane to begin with.

    Archbishop Daniel Lyonsbane: lvl 15 Male Human Cleric (LG)

    Leader of the Temple of Pelor, the most influential temple in Ibra Down. His temple provides powerful healing and other blessings. It is tradition to visit their temple to offer some form of tithe as a blessing.

    The Venerable Francis O'Toole: lvl 41 Male Human Commoner (NN)
    
Master O'Toole is the wealthiest man in town- even wealthier than the nobles. As a merchant and savvy investor there are few who would challenge his authority on the council or question his decisions regarding the city's future. Even though Lady Priscilla is technically the ruler of the city, it's Master O'Toole who really calls the shots. There's little doubt and even less proof that he has some influence in the organized criminal syndicates in the city.

    Headmistress Qillathe: lvl 24 Female Elf Druid (NG)

    Headmistress Qillathe tends the grove of worship for the Druidic Order of Ehlonna. The temple doesn't have near the wealth or influence as the Temple of Pelor, but it's a beautiful and peaceful tourist attraction/nature museum, where many adventurers and outlanders, unaccustomed to the noise of the big city, can come to seek restful solace in the grove of ancient trees and dark caves.

    Namfoodle "The Knack" Nackle: lvl 39 Male Gnome Expert (LN)

    Knack is a wealthy and eccentric old businessman who runs the Tinker's Guild. Most industrial businesses from alchemical plants to siege engine factories pay some homage to his guild and most of the shops in the city are run by his guild members. The ones that aren't tend to eek out a meager existence in the poor quarters or the black market.

    Gunnloda Holderhek: lvl 27 Female Dwarf Fighter (LG)

    A retired local hero. She settled down with her husband in a place of honor on Lady Priscilla's expansive estate. She served Priscilla's father and grandfather in many wars, but now, she is half blind, peg-legged and baring a gruesome hook where her left hand used to be.

    Matron Engong: lvl 12 Female Half-Orc Monk (LG)

    Engong is the leader of her small monastic order, The Way of the Sun and Moon. She is humble and polite, but socially awkward and keenly aware of her intimidating features. She therefore choses to cover her orcish face when in public.

    Captain Peter Cronus: lvl 14 Male Human Paladin (LG)

    Captain Cronus is captain of the guard in Ibra Down, and faithful templar of Pelor. He is young and sometimes incredulously altruistic, but shows a lot of potential. Gunnloda holds him in high regard as her successor.

    Sergeant Hansel Cronus: lvl 14 Male Human Ranger (LG)

    Sergeant Cronus is Peter's younger brother. He lacks Peter's ambition and passion and is comfortable with Peter taking the lead in most situations. They often travel together and complement each other perfectly.

    Portia Thorngage: lvl 19 Female Halfling Rogue (CE)

    Leader of Stiletto, the unofficial thieves guild in Ibra Down and other nearby provinces. If it's black market goods, political secrets, or the company of a pleasure slave you seek, Stiletto can get it for you… for a price. Safe houses or representatives can be found by the branded image of the stiletto on door frames or tattooed on the back of their necks. High ranking Stiletto members will carry the exotic weapon on their person and are quite proficient with their usage.

    Zook the Red: lvl 16 Male Gnome Sorcerer (NG – CE)

    The first known victim of the curse that has begun to drive arcane casters insane. He went on a psychotic killing spree, murdering 16 of Ibra Down's civilians before finally being caught by the town guard. He now resides in shackles in St. Irvine's Asylum. Zook was once a brilliant sorcerer and well-loved by the royalty in the city and surrounding regions. Now he sputters nonsense and expresses savagely violent behavior to anyone who disrupts his insane rantings.

    Sergeant Lee Greenwald: lvl 21 Human Warrior (LE)

    Lee is a seasoned veteran of many outpost raids and local skirmishes. He's a brutal and abrasive perfectionist who has no tolerance for weakness. His sadistic side shows when he corners a thug who makes him chase them down. His subordinates respect him though and believe strongly that he suffers from PTSD, as evidenced by the mysterious self-inflicted scars on his left arm.

    Grandmaster Abram "Mystro" Kelson: lvl 18 Human Wizard (NN - ??)

    Headmaster of the Mystic Order of Three in the Tower of Secrets. There are three wizard towers in Ibra Down: The Ruby Tower, The Tower of Knowledge and The Tower of Secrets. Each tower is dedicated to a different deity of magic. These serve both as places of worship and places of study until recently where they served as places of terror and death. Grandmaster Kelson, unsure how to break the curse that was driving mages insane, summoned all the mages of the city into his tower and sealed all exits until a solution could be discovered or they all died trying. It is unclear if anyone is still alive in that tower, and no one within the city knows how to break the seals to find out.


    Places of Interest:
    Spoiler
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    The Merchant District: For all things non-magical, this is the place to be. Ibra Down has one of the most vibrant merchant districts in the country. Anything can be found here... legal or otherwise. But watch out for thieves, muggers and pickpockets. When the sun lowers, these types rule the streets.

    The Tourist District: This is a popular hotspot for all travellors to the region. Temples, hotels, taverns, dance halls, and local oddities can be explored here, including a living topiary garden run by the Druidic order of Ehlonna!

    The Royal District: Mostly seen from the gates, one can only enter the Royal District by invitation. It's heavily guarded around the clock by proud warriors in shining silvery armor. Once a day however, guided tours of the opulent district are offered for 10 gold per guest.

    The Poor District: It's not just a pretty name. The slums of the Poor District are the grimy domain of Stiletto. Only crooked guards dare to walk these streets at night. The place is safe enough in the daytime, however, if you mind your own business and keep your hands on your weapon at all times.

    The Cemetary: Located just south of the Ruby Tower, the city's cemetary hosts the remains of some of the most famous adventurers, nobles and heroes of the region. For a historical study, it's a must see. Powerful magics protect the graves of the dead from being pillaged. But they also keep meddling necromancers from building an army there.


    Shops, Temples, and other Important Sites:

    Spoiler
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    Green's Shoppes: Any shoppe stamped with the Adept Green's Seal of Approval is a trustworthy shoppe for herbs, poltices and other forms of non-magical healing. Non-magical alternatives are growing in popularity every day for their low prices, and nearly comparable effectiveness. These shoppes are located mostly in the Merchant District, but they can be found in all districts. Be alert for forged seals in the Poor District though.

    The Dented Skull: It more closely represents a massive tavern bristling with weapons. Sporadic brawls or other tests of strength will signal that you have arrived at the right place. It's unwise to show weakness or fear here, but brave adventurers can find all sorts of work if they can prove their worthiness. The bounty boards are always full here. It's located in the Tourist District.

    The Master's Theater: Run by none other than Mister Silverwater himself. The theater is ostentatious to say the least and is known for it's brilliant productions and over-the-top special effects. For a night to remember, look for him in the Tourist District.

    The Temple of Pelor: In spite of the unimaginative name, the temple is the most powerful and influential place of worship in town. For a small tithe, the priests there will gladly bless your harvests. It's hard to miss. It's the giant golden tower right on the border seperating the Tourist District from the Royal District.

    Elhonna's Respite:

    I wish to cite credit for the originator of this work, but it's copied all over the internet, and I can not discern OP.

    Located in the Tourist District is a strange and mystical grove filled with ancient and beautiful trees and other foliage. For those who wish to remain in the city, but prefer the solace of the wilderness, the Druidic Order of Ehlonna offers a safe haven in the midst of the hustle and bustle, as long as they do nothing to damage the grove the druids work hard to protect. The Order accepts donations for their services but do not require payment. They also manage the Living Topiary Garden.

    Headmistress Qillathe is the chief steward of Elhonna's Respite, and within her gardens, she has unrivaled authority. Those within the Druidic Order tend the Respite and maintain order there as needed, but they mostly come and go as they please, so there is no such thing as permanent staff. Rodran, however, passes by so frequently and stays so long, many think of him as the host of the Respite, though the title is unofficial.

    Living Topiary Garden: found next to Ehlonna's Respite. The garden serves as a tourist attraction to fund the Order, and also as guardians of the grove.

    The Knack's Shoppes: If a shop has The Knack's “thumbs up” seal, you can bet it produces some of the finest manufactured goods in the city. Whether you're purchasing a simple hammer or purchasing a ticket to ride one of the many airships floating across the evening sky, look for The Knack's logo.

    The Way of the Sun and Moon Monastery: The poor, wretched and homeless will often seek refuge within this meager yet sufficient temple. Only those who work may stay and in return, she offers training, housing and food. Her work placement program is among the most effective crime-reduction programs in the city and therefore is subsidized by the city to continue to function as a non-profit organization. Located in the Poor District.

    St. Irvine's Asylum: Located in the Poor District. The Asylum houses some of the most dangerous criminals in the city. It's protected by a massive anti-magic field and guarded by some of the grittiest warriors the city has to offer.

    The Ruby Tower: Located in The Cemetary, the Ruby Tower was once one of the three most powerful wizard's towers in the city. Now it's barely more than a memorial hall where tourists come to remember the dead. The worship of Wee-Jas, once a common act in this tower, is now practically forbidden within its forlorn halls.

    The Tower of Knowledge: Located in the Tourist District. The Tower is the city's largest public library and temple of worship for the god Boccob, though lately, Boccob's influence over the city has waned. Books can be read and copies of excerpts can be produced for purchase here.

    The Tower of Secrets: Located in the most secluded part of the Royal District, the Tower of Secrets is now little more than a prison housing nearly all the wizards and sorcerers in the city.


    Characters You've Met:
    Spoiler
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    Beren, Shamil
    Spoiler: Description
    Show

    • Alignment: ??
    • Level: ?
    • Class: ?
    • Race: Gnome
    • Gender: Female
    • Age: 31 years
    • Residence: Ibra Down, Poor District
    • Role: Apprentice at O’Toole’s Merchant Guild/Grundy’s Forge
    • Guild Affiliation: O'Toole's Merchant Guild


    Image by Silverhyren

    Shamil has had a rough life. Her parents, traveling merchants both, lost her in Ibra Down many years ago, and she was raised in an orphanage ever since. She acquired her independence about ten years ago by working hard and earning enough money to get a rundown shack in the Poor District. Scrubbing latrines, washing dishes, and probably hiking her skirt more than a few times in order to make rent has filled her with a sense of bitterness, loneliness and a martyr’s complex. Eventually, she decided the life of a maid and part time whore wasn’t enough for her and she joined the Merchant’s Guild. She has no patience for incompetence and has a seething inferiority complex. She has long since decided that her best defense is a good offense and elevates her own professional and social status by bringing others around her down beneath her level with hateful insults and destructive gossip. Underneath her hateful exterior hides a resourceful, ambitious and highly intelligent young lady who just never got the break she subconsciously knows she deserves.


    Grimlock, Stanley
    Spoiler: Description
    Show
    • Alignment: ??
    • Level: 1-3?
    • Class: Commoner
    • Race: Human
    • Gender: Male
    • Age: Late 20s
    • Residence: Ibra Down, Poor District
    • Role: Shoppe Owner/"The Ale House"
    • Guild Affiliation: ??



    He’s a fairly young man, in his late 20s, taking over the bar from his mother. His fiery red hair and fair skin marks his descendancy as someone west of the Dragonspine Mountains. However, he’s a natural born resident of Ibra Down and he’s taking to his role as master of the house well enough to have earned the respect of the patrons that have been coming here longer than he’s been alive.


    Grundy/Master Grundy
    Spoiler: Description
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    • Alignment: NN
    • Level: Estimated 3-5
    • Class: Commoner
    • Race: Human
    • Gender: Male
    • Age: 56 years
    • Residence: Ibra Down, Poor District
    • Role: Shoppe Owner/"Grundy's Smithy"
    • Guild Affiliation: O'Toole's Merchant Guild



    Master Grundy is a professional blacksmith of 36 years. He's getting old and can't keep up with the demand for mundane and masterwork items, so he's started hiring temporary work at the forge to help with the smaller projects. He's a good, honest man, if a bit rough and filthy. He's largely built, for his age, and hardy. His clothing and knuckles are covered in burn scars. He frequently wreaks of burnt metal, tobacco and cheap beer. His voice is gravelly, like a man whose lungs are blackened by too much coal and ash. His face is cracked and reddened by rosacea and his thick black beard and tangly mess of dark hair would likely be gray if it weren't for all the soot in it. His wife and son are passed away, but he has a grandson now serving in the Ibra Down military.


    Leena
    Spoiler: Description
    Show
    • Alignment: ??
    • Level: 1?
    • Class: Commoner?
    • Race: Human
    • Gender: Female
    • Age: 18
    • Residence: Ibra Down, Poor District
    • Role: Barmaid/"The Ale House"
    • Guild Affiliation: ??



    Leena is young, flirtatious and full of energy. She's a generally happy person and a bit of a gossip. She gets along well with Rinya because Rinya lets her talk... which is something Leena is always in the mood for, but she has a habit of talking too quickly, unless she's angry. Her generally excellent grasp of Common grammar suggests that she has some level of education and maybe wasn't always a lowly barmaid in the slums.


    Mǎ, Changpu
    Spoiler: Description
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    • Alignment: NN
    • Level: 1?
    • Class: Expert
    • Race: Human
    • Gender: Male
    • Age: Estimated mid teens
    • Residence: Ibra Down, Merchant District
    • Role: Apprentice from O’Toole’s Merchant Guild/ Worker at “Grundy's Smithy"
    • Guild Affiliation: O'Toole's Merchant Guild


    Image by Demotix Image

    Changpu is a natural born leader trapped inside a small and frail body. His father thought some time at the forge would thicken his arms and straighten his back. Changpu takes the responsibility in stride, trying to be the best blacksmith he can, but the endless toil is a notable strain on him and his self confidence. He’s found a niche within his group as an excellent motivator with an acute eye for talent and quality. Because of his ability to organize his team to play to their strengths, and to notice blemishes in the product, his group is one of the most efficient teams at the forge.


    Mammadov, Thamior
    Spoiler: Description
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    • Alignment: NN
    • Level: 1?
    • Class: Expert
    • Race: Half-Elf
    • Gender: Male
    • Age: Estimated 19
    • Residence: Ibra Down, Poor District
    • Role: Apprentice from O’Toole’s Merchant Guild/ Worker at “Grundy's Smithy"
    • Guild Affiliation: O'Toole's Merchant Guild


    image by Talia Smith

    Thamior is a man of few words, choosing to let his strong work ethic speak for himself. His aloof personality and resting disapproving gaze combined with his striking features make others seek his approval. Those who know him will testify that he is a gentleman and highly intelligent, but he is neither generous with praise nor criticism. All he ever expects is that people try their best to pull their own weight. He is a senior apprentice and will probably be working directly under a blacksmith soon.


    Rodran/The Hidden Wonder, Servant of the Glade, Protecter of the Wood, Chairman of the Fey and Commonfolk Alliance, Wielder of the Sacred Staff, Friend of the Wild.
    Spoiler: Description
    Show

    • Alignment: ?? Presumed NG
    • Level: ?
    • Class: Druid
    • Race: Gnome
    • Gender: Male
    • Age: Venerable
    • Residence: ?
    • Role: ?
    • Guild Affiliation: Druidic Order/Fey and Commonfolk Alliance


    Unable to cite source

    Rodran is, in a word, eccentric. He seems to be well loved and respected by those who are acquainted with him, but oddly, he isn’t well known by anyone. There are many implications that he is uncommonly powerful, but he rarely uses magic and sticks to simple spells that are better used for entertainment or healing. He is great with kids and is amused by their energy and curiosity. He dresses whimsically and willfully plays up the stereotypes of the old garden gnome, making it difficult to take him seriously. His one vanity, as with many gnomes, is his love of titles… of which he has many. His full name has 72 titles, some of which, like “Mead-flinger” he isn’t too proud of. When asked to introduce himself, he won’t hesitate to rattle off his favorite six titles, however.


    Thrak
    Spoiler: Description
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    • Alignment: ??
    • Level: ?
    • Class: ?
    • Race: Half-Orc
    • Gender: Male
    • Age: 13 years
    • Residence: Ibra Down, Poor District
    • Role: Apprentice at O’Toole’s Merchant Guild
    • Guild Affiliation: O'Toole's Merchant Guild


    TechZwn.com

    Thrak barely speaks common and is completely illiterate in any language. His constant vacant expression and short temper makes him an unpleasant presence in most professional settings, and a constant threat in most social settings. But something about the pounding metal over an anvil calms him and keeps him sane. Alone, he is one of the most skillful novices in the guild and produces more finished product per day than most teams do, but when roused to a rage, he has been known to damage equipment and injure those who attempt to stop him. Rumors say that he is one of the many illegitimate offspring of Krusk Irontusk, but there is little evidence to prove this, since Krusk is almost as tall as an ogre. Most likely, Thrak spread this rumor himself in order to improve his social proof and intimidate potential rivals.


    Torunn, Sannl
    Spoiler: Description
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    • Alignment: LN
    • Level: 1?
    • Class: Expert
    • Race: Dwarf
    • Gender: Female
    • Age: Estimated late 20s
    • Residence: Ibra Down, Merchant District
    • Role: Apprentice from O’Toole’s Merchant Guild/ Worker at “Grundy's Smithy"
    • Guild Affiliation: O'Toole's Merchant Guild


    Sannl Torrunn is a promising young apprentice blacksmith within her guild, making her the most advanced novice in O’Tooles this year, and was the youngest novice to be granted the role of striker in six years. It is still her first year of training and she’s already being trusted with leadership roles due to her excessive craftsmanship knowledge and unusually good way with people. Her mother and father live in the Merchant District in a dwarven community of craftsman and traders. Therefore, in spite of growing up in a predominantly human city, her grasp of common is still rudimentary.


    Thorngage, Wellby
    Spoiler: Description
    Show

    • Alignment: ??
    • Level: ?
    • Class: ?
    • Race: Halfling
    • Gender: Male
    • Age: 17 years
    • Residence: Ibra Down, Poor District
    • Role: Apprentice at O’Toole’s Merchant Guild
    • Guild Affiliation: O'Toole's Merchant Guild


    Wellby comes from the poor part of town and has always struggled with the nature of his existence. Rumor has it that his father belonged to Stiletto, but is now serving time in prison for stabbing a local guard. Now that he’s approaching adult age, there’s a lot of pressure for him to join the notorious gang as well, but his mother admonishes him to live a clean and respectable life. His love of gambling, drinking and narcotics make it difficult for him to earn an honest living, but his love for his mother who raised him since he was six keeps him on the right side of the law, more or less. When he is sober, most people find him to be brooding and mysterious. When drunk or high, he is a very friendly and social person with an endless stream of one-liner jokes and raunchy puns.



    Spoiler: Tharquish Empire and the war
    Show

    What is commonly known about the war:
    Some new leader is running things in the Tharquish Empire. The new leader has decreed that magic is the domain of the gods and does not belong amongst mortals. Therefore, he's begun a crusade that has snowballed into a magicidal global conquest, wiping out any nation who:
    1. Harbors magic users
    2. Impedes their conquest
    3. Does not join their cause


    Hepmonaland has been a largely pro-magic continent, and actually profits significantly from the use of magitech both throughout Oerth and worlds beyond. Hepmonaland is also the only place on Oerth known to suffer from the madness affecting arcane casters, which doesn't do much to sell the counter argument to anti-casters.

    Still, as the war presses east toward Hepmonaland's borders, more and more refugees from lands that supported the rights of magic users pour into Hepmonaland seeking shelter, or offering to lend a sword, wand, or dagger to the cause.

    Ibra Down, being as far south and east as it is, and with its relatively stable interplanar trade routes, has become a sort of mecca for these refugees, causing them to bloat the lands surrounding. They've spilled out over the city walls and into the neighboring forest which the druids were allowed to keep both autonomous and sacred in a treaty they formed with the Ibranne family back when they first purchased the region.

    Naturally, the druids are furious. Their forests are being consumed as resources in Ibra Down dwindle, and the city walls are forced to expand. The druids want no part in this war, but see that war is coming to their borders in spite of their peaceful stance. Although the new Tharquish Emperor is strong, fearless, and a powerful tactician, the druids like their odds of survival without the help of Hepmonaland's military and therefore are not convinced that joining the cause is in their best interest.

    Ibra Down, on the other hand, has received reports that the Empire has ravaged civilizations which harbor any magic users indiscriminately, whether arcane, divine, or otherwise, and believes that they and the druids benefit from sharing each others strength to survive this greater threat.

    So it's a political standoff, and as tensions boil between the two, who is right may be determined by who is left.


    It's another typical day in Ibra Down. Evening will soon be approaching; you have finished another hard day's work and are just about to collect your weekly pay. Master Grundy lowers his heavy hammer, grabs a filthy rag and wipes his grimy face. He nods his head knowingly and grabs two bags that jingle with coin and tosses them at each of you respectively.

    "Ya kids've done well. Ah woultn't mind havin' ya fer another week at th' same rate, if yer in'erestet." He shuffles and smiles broadly, showing a few missing teeth.

    Roll a Profession Check (as a trained check) to determine how much money you made this week as noted on pg. 80 of the PHB, please.


    Cast (in Alphabetic Order):
    Dr. Gunsforhands as Natalie Cellia Goatherd
    Spoiler: The Goatherd Family
    Show
    Based on its proximity to Ibra Down, the area where Natalie lives might be described as a suburb, but it really is just a small farming village. Almost everyone there is related to one another to some degree, but these are some of the people she's closest to:

    Liam Goatherd: Natalie's father and the head of the goatherd family. He's old, gray and thin, with a mustache and what's left of his hair growing in loose curls. Stronger than he looks (not that that says much) and has bright green eyes that he passed on to all of his kids. He's spent most of his life making sure that his relations always have a place to come home to. Liam and his several siblings all pass down the tale of the Son of Cellia, the family's probably-mythical ancestor.

    Kiko Goatherd: Natalie's mom, with straight black hair that will apparently never turn gray ever, it's the darnedest thing. Kiko was raised to be a devoted Ehlonnan by her own parents, who themselves came from Nippon to Hepmonaland under some unfortunate circumstances. They were accompanying some exiled nobles and were sold into slavery by pirates, but inevitably escaped via the power of faith and love or something like that. In any case, it happened either before Kiko was born or when she was too young to remember, so most of her life was spent scrounging and working with the church in Ehlonna's Respite.

    Nathan: Natalie's older brother by about seven years, and the spitting image of his mother. He was close to his maternal grandparents before they died, and moved out some time ago to pursue something to do with intercontinental commerce. His hair is black and straight.

    Naoki: Natalie's younger brother by about seven years. He's very bright and very interested in druids. He wants to convey the air of a stoic and impartial intellectual. His hair is straight, but not black.

    Naomi: Naoki's twin. She hasn't decided what she wants to do when she grows up, but sure wonders a lot about what kind of person she might marry someday when she's filthy rich for whatever reason. She really looks up to Nathan. Her hair is black, but not straight.

    Vivian and Vince Shepherd: Natalie's red-haired first cousins, who have the distinction of being about her age. The three grew up together, doing normal peasant kid stuff like chores and frog-catching. These days, Vivian and Vince are both particularly interested in visiting town looking for cute guys; practically everyone from the Goatherd/Shepherd village is related, and the few exceptions don't share Vince's particular persuasion. Vince is probably the town's strongest warrior, and Vivi's noted for her insight and meddling tendencies. Natalie is clearly the adorable ditz of the three.

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    Ogre in the Playground
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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    Haftan stood to the back, reorganizing his uncles tools. He looked up at the assembled workers. Internally as Aarco he yet again looked them over trying to memorize their idiosyncrasies and the exact tombre of their voices. Hard to tell when that kind of information could be useful.

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    Profession (Blacksmithing) (1d20+3)[21]
    using cunning knowledge to get the +3
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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    There is a sound from the back of the group, and then Aria steps forward, the first to accept her pay and the first to speak up. She is young, and pretty enough to seem out of place amidst the forges and anvils and soot. Her hair is dark and her skin is fair; but those details are unimportant compared to the ring of softly glowing sigils that float around her head. They resemble both a crown and a halo, and they mark her as an Illumian; more importantly, they mark her as magical. Two years ago, that would be almost entirely a good thing; but these days 'magical' can mean unstable and possibly dangerous.

    Her voice cuts through the din of the room, and she has the voice of an orator; once again out of place in the humble local. "Honest pay for honest work, and I thank you. With that said, I think that I can be of greater use to you with a hammer and pliers than with a broom." She sweeps a hand over herself, indicating her chainmail. It is finely made, and fits her better than most clothing. "I do not wear this because I'm expecting a fight; I wear it to advertise. I can make armor, steel weapons, crossbows; anything you like. I have nothing to work with on my own, but I have skill and drive, and I want to use them to create."

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    Was rolled in the recruitment thread, and was a 17.

    Aria is going to speak Universal Aptitude on herself before this speech, which is a diplomacy check. The DC is 15+2=17: (1d20+16)[18]

    Diplomacy: (1d20+7)[22]
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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    Lydia, who had not entirely been paying attention, failed to recognize that her pay was being tossed to her until it was about a foot from her face. She puts her hand up to deflect the bag out of habit and swats it unceremoniously away. She then realized that Grundy was speaking to all of them and that the money was hers she picked up the purse muttering quietly "Thanks."
    She pondered if staying in Ibra Down was a wise choice. Grundy paid generously considering that her first interactions with customers had made him decide that cleaning and polishing was something more her speed. But the mercenaries in the area did make her a tad nervous. Right on cue she heard a faint crackling noise and she looked around wondering if anyone else had heard it.

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    (1d20+1)[16]
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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    While Aria tries to sell herself for a new job interview, another young lady with amber locks opens up her pay-pouch, expecting to count out a few silver and maybe some copper change, but is surprised to find, "Eight whole Gold pieces?! Shucks, all I did was sweep up a bit!"

    As rude as it is to interrupt, much less blurt out such delicate financial information, Natalie's selling herself short. Throughout the week, she had stayed for late nights and brought in her own horse from her family's farm outside of town to help make deliveries. Then again, she'd probably have done all of that anyhow, just as a favor.

    "Wow, I was gonna be going back to the ranch hoping for another opening, but sure! I'll be happy to do this all over again, if y'all'll have me!"
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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    Kyara is unaware of any sounds other then the sound of the bags of coins the master Grundy tosses around. Gracefully she catches her share and whipes her smudged face clean with her sleeve. "Thank you for the offer master Grundy and while I appreciate your kindness and your coin I am afraid I will have to decline offer to work here a bit longer".
    She takes a step backwards while stashing away her payment wondering if she could have made more coin playing her lute all week long but then again she didn't want to get to much attention either.

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    (1d20)[14]

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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    Vlad stumbles closer, fighting to catch his breath for a while. He hated the running with merchandise duty. To be precise he hated any kind running, but the additional weight certainly didn't help.
    He stood straight just in time to catch the small pouch full of silver. Master Grundy was a generous man, but from Vlad just heard, he didn't appreciate his work as much as others.
    Vlad just nods silently, smiles and says, still a little out of breath "Thank you Master Grundy extra money would help, but I think we both know my talents lie elsewhere."

    He quickly counts the silver coins and decides that he actually has more than he needs for now.
    "So... who wants to grab a drink? First one on me." he adds, with a little cheer in his voice.

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    (1d20+0)[3] = 15 sp
    Last edited by Lexin; 2014-06-18 at 05:15 AM.

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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    The metal Grundyman that stands behind Master Grundy as he distributes the payments continues to observe what transpires within the workshop and say nothing.
    "Happiness is the meaning and the purpose of life, the whole aim and end of human existence"

    "Everything can be taken from a man but one thing: the last of the human freedoms—to choose one’s attitude in any given set of circumstances, to choose one’s own way."

    "When we are no longer able to change a situation, we are challenged to change ourselves."

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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    Master Grundy smiles at Aria as she speaks and considers her offer, examining the quality of the chain shirt. He scratches his hairy chin and tiny clouds of soot float away into the hot, dry air.

    “Ya seek steady employ? Hm… hm… ok. The customers like ya an’ if you can make more stuff like that shirt, then I could use an extra hand at the forge. Gimme a minute to get ever’one else squared away and we’ll talk more.”

    Grundy’s eyes pop open wide when he realizes only too late the Lydia isn’t paying attention and relaxes a bit and clears his throat when she deflects the gold in time. Master Grundy seems to try to keep his face stiff and expressionless, but it’s apparent he doesn’t quite “get” that girl.

    Grundy smiles wide at Natalie and nods. He always liked country folk and dreamt of retirement on a farm one day. “Glad to hear it, young lady. Next week, if ya wanna, I’ll show ya how to make yer own shoes fer that horse a’yours.”

    Grundy looks disappointed to lose Kyara. Between her and Aria’s help up front, his shop has never been more active. The customers smiled more broadly and haggled less too. “Fair nuff,” he offers with a smile. “Ya done good and yer always welcome back if ya change yer mind.”

    Grundy smiles and nods at Vlad. Grundy was a little surprised to see Vlad show up to apply for work at the forge in the first place. He always assumed those who lived in Ehlonna’s Respite thought metal workers to be scum of the earth. But the boy turned out to be a good kid. “Thanks fer all the hard work, lad. Say hello to the druids for me.”

    He straightens up and coughs once. “Alright, we’re closin’ up fer the day. Solomon an' I’ll finish cleanin’ up around here; go an’ have some fun. Those of you who want more work, come back in the mornin’, same time. Aria, if ya got a minute, I’d like to discuss yer options here before ya go. I won’t hold ya’ too long.”

    Master Grundy offers Aria a chair, the he begins cleaning out his fire pot, trusting Solomon to know his role in closing the shop.

    “I’ve never hired a blacksmith before. Hrm! A Grundy has always been at our forge. But ya clearly know yer way around steel an’ hammer, an’ if I get this new militia contract, I’m’ll be up to my nape hairs in work. Still, I gotta say, I’m confused. If yer making masterwork armor, yer no apprentice, so ya ain’t looking fer a master to teach ya the trade. What is it ya want to do here?”
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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    "I will." confirms Vlad and smiles back.

    He turns to the group and says "So, how about that drink?
    There are a few places around, like The Old Silo or, my favorite, The Ale House. They might not be too creative with the names, but the ale is good and cheep over there.

    He waits and looks at them expectantly.

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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    Kyara gives master Gundy a warm smile "I just might return to your shop one day master Gundy". She then turns to Vlad and pats him on the shoulder "That sounds like a great idea, just don't waste all our hard earned coins in one night." . She turns to the rest "Anyone else feels like joining?"

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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    Lydia shuffled over to Vlad and Kyara and gave a short nod. She'd not been invited to much merry making since leaving Highwyn, a large city nestled in the mountains of Hepmonaland, home to the college Lydia had attended. Not that she was overly popular there but at least she had someone then.
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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    Aria nods and smiles to the group before she leaves with Grundy to discuss working with him further. "I may follow you all after we talk. It was good working with you this week, though I wish I had gotten to know you all better. Perhaps we can change that tonight."

    Once she is seated with Grundy, her mood becomes a little less bright. She looks around for a moment, as if checking for eavesdroppers, before beginning. "Why would I want to work here? I suppose you have earned my honesty, so I'll tell it to you true. I am not sure how much you know about the arcane plague, Master Grundy, but it has hit my people especially hard."

    She gestures to her luminous sigils. "Illumians take to magic like dwarves take to smithing. My people are not numerous to begin with, and with the arcane plague..." She looks into the distance for a moment, all traces of her earlier good humor gone.

    After a second she shakes her head and continues. "I apologize, let me get to the point. You have worked with me, and gotten to know me. I do not cast spells, arcane or otherwise. I am safe from the plague. But it is difficult for me to find work in the city right now. I do good work, and I have other skills besides... but people are afraid, and fear makes them do strange things."

    She shrugs. "So yes, I am a bit overqualified. But I need funding. I am a member of a group called the Paragnostic Assembly. A very low-ranking member, but they still have a membership fee of ten gold a month. They are the kind of group that could figure out how to end this plague, and I want to be a part of that. I need to be, for my mother's memory. And for that I need an income; I'm no mercenary, and making things is what I do best, after speaking."

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    Aria is a talker, but she's nice to listen to. In this case, I'm assuming that what she says about Grundy is true; he's an essentially decent man and an honest boss.
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    Firbolg in the Playground
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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    Grundyman sweeps and cleans up, listening silently and intently to what Aria is saying. Inside Grundyman's head, an unseen force works hard, analyzing the world around it. News of the world outside the forge is always of interest to it, even though the world inside the forge is so important. What's outside affects what goes on inside, Solomon's found. It thinks critically about what she says about the plague. It is curious about what is causing the plague, but it has not affected Grundy, nor Grundyman. Lately demand for Grundy's work has increased. More people are wanting well crafted mundane items, fewer people are casting spells. Solomon wonders if there is a connection between the two events. It files away Paragnostic Assembly in its memory to ask Grundy about later.
    Last edited by esorscher; 2014-06-18 at 02:04 PM.
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    "When we are no longer able to change a situation, we are challenged to change ourselves."

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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    "Hahaha! Sounds great!"

    Natalie smiles to the rest of the party excitedly. "Sure, I'll join y'all! Uh..."

    She looks at Aria, but totally spaces on the sigil-wizard's name. "Great, we'll see you there! You know how to get to the Ale House, right? 'Cause I don't."

    After making sure Aria gets directions if she needs them (she probably doesn't) Natalie heads out with everyone else and quickly retrieves her horse from a hitch in the alley.

    "Ale House has a hitch for Horsie, right? Don't wanna leave you in this alley all night waiting for us, do we? But hey, you're getting new shoes next week, you hear?"

    Horsie does not reply, because she is a horse. Natalie walks the animal to their destination as Vlad leads the way.
    Last edited by Dr.Gunsforhands; 2014-06-18 at 03:15 PM.
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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    Haftan walks over to where his earnings are sitting and picks them up. Waiting for a break in the conversation between Aria and Grundy. As soon as he gets the chance he quickly says, "Thank you Uncle. Im going out for the night. I'll see you in the morning."

    He quickly leaves assuming his "uncle" would only wave him off to continue the conversation. Once outside, he looks for a quiet and hidden spot. Stepping behind a cart on one side is a young boy with dark hair and big green eyes. Out the other walks a elven woman wearing the same clothes. She loosens the buttons on her shirt and untucks it from her pants, quickly adopting a more feminine appearance. Rinya looked down and fussed with her outfit until she was satisfied. "Sounds like the Ale House is going to have a few patrons weighed down with a few new coins." She muttered to herself as she began heading in the same direction as the group. Easier to find some extra cash when you knew where to look.
    Last edited by Vixsor Lumin; 2014-06-18 at 06:00 PM. Reason: grammar
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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

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    (1d20-1)[6]


    Ever the last to leave, Siegfried doesn't realize his work is done until everyone is walking out the door. Quickly gathering his things and his meager pay (with a smile and an energetic "Maybe!" to Master Grundy), his ears perk up at the mention of the ale house.

    "Who said what about alcohol?" He claps a hand over-firmly on Vlad's back and smiles brightly. "Nothin' makes friends faster than a hearty drink, 'cept o' course a free one!" He barks out a rough laugh at his own joke as he animatedly heads for the door, half-sweeping Vlad along with him. "Now, th' Silo and th' House are both fine establishments, but have y'ever heard o' th' Filthy Bucket? Ale over there will blind a mule for a week, but it'll get ya real drunk for real cheap! Now, on the other hand, you've got Albertson's Taint, which is just as colorful as the name suggests... er, his bar, not 'is taint..." he chatters, beginning a no-doubt lengthy description of Ibra Down's many taverns and bars.
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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    Master Grundy listens to Aria as the rest of the group make plans to head out for the night and filter out of the shop. He stays busy, but it’s clear that he’s paying attention. He pauses only a moment as Aria mentions “arcane plague” but keeps his eyes focused on his work.

    “Hm… hm..” he grunts as he listens to you tell your story. “Paragnostic…” he mutters. It’s unclear if he knows what the organization is, but he finally nods and puts his tools down. He stands back up and wipes his grimy hands with an old rag.

    “Tell you what. Yer good with the customers. You can stay on as a clerk and assistant smith and I’ll give you my extra work. Get me that militia contract, though, and I’ll share the profit with ya. I got a meeting with a man from Harkill’s Ironhearts tomorrow. He’s slick, an better with words than me. I don’t trust him much, but his business means dozens’a chain shirts ’n short swords fer my business. I’ll pay ya 10 gold per week to stay on permanent. You’ll get two days off per week an’ ya do all yer own side work after ya do the work fer me. Do we have a deal?”

    Grundy nods at Haftan and gives him a pat on the shoulder as a way of saying “good job” without breaking the flow of conversation. Just as Haftan is walking out the door, he shouts out to him, "Tell Natalie she can hitch Horsie at my stable if she wants.”

    To the main group heading outside:
    As you cross the threshold for a night out on the town, the view opens up to a common sight in the poor district. Outside the blacksmith shop, the bustle of the city streets is in full swing as shopkeepers begin to close up for the day. The wailing cries of the diseased and starving mingle with the untrained caterwauling of peasant entertainers and shills. Rats scurry past street vendors and filthy orphaned children scramble between bustling men and women who are trying to get home to their families. The taverns will be open soon, and when night sets, Stiletto will have free run of the alleyways.

    A beggar smiles up at you, holding out a grimy hand. His breath is rancid with bitter wine, and his thinning hair juts from his threadbare cap like straw. "Go' a copper do ya? I go' sixsh kidsh a' home, an' me wife, she'sh terrible shick an all."
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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    Rinya quickly catches up to the group but doesn't acknowledge them. Of course they wouldn't know who she was. Hearing the man, she stops and reaches into her purse. Cupping her hand around the coin so as not to draw the attention of other beggers she reaches down and clasps his hand. "I'm sorry I cant help you, but my best wishes to your family." As she stood she left the silver in his hand and gave him a meaningful but kind look.

    She turned and walked away. Hopefully he slows them down enough for me to go get readys she thinks to herself. She doubted he actually had a family, but she saw the silver as an investment. Aarco's favors were always calculated. Someday the beggar could prove useful to him as an extra set of eyes in the district.
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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    "Uh..."

    Natalie instinctively pulls herself closer to her horse in response to the beggar. The group had stayed together well enough to continue listening to Siegfried drone on about every bar in town, and she in particular needed to follow closely fearing she'd lose them otherwise.

    Still, a good panhandler knows to try and single out individuals from a group for best results.

    "We don't have that much coin that we can just hand it out blindly," says Natalie, directly quoting her mother because she can't think of a better way to respond. Still, looking at the poor man, she can't help but want to do something. What if it was a scraggly old dog whimpering in front of her? She'd know how to deal with that...

    "...but, I don't have any goat milk right now... so... okay, here you go, fella." She fishes one of the two copper pieces from her pocket - she had yet to combine them with the wallet Mr. Grundy gave her - and tosses it to the balding vagrant.
    Last edited by Dr.Gunsforhands; 2014-06-20 at 02:10 AM.
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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    Aria listens to Grundy's proposal quietly and politely, though internally she is chewing through the numbers. Ten gold for the assembly, plus rent, plus enough for food; and on the other side, ten gold a week, potential for a large share in profits, and access to the materials and tools needed to craft her own gear. She takes only a moment to decide after he finishes; the math works out. "I accept your offer, Master Grundy," Aria proffers her hand to shake. "I can't guarantee that we'll get the contract from the Ironhearts, but I do promise that I won't let anyone try to fast talk their way into a bad deal with us. I would almost like to see them try."

    She stands after the deal has been sealed, and looks to Solomon. "I usually go to the Tower of Knowledge in the evenings, to read until my eyes are tired. Tonight, however, I think it would be prudent to attempt to socialize. As much as you act like a construct sometimes, you're different, Solomon; you've got emotions and opinions and life like the rest of us. When you're done, would you like to accompany me to the tavern?" She smiles, glancing out to the street. "I'm not too worried about my own safety, but it would be a gentlemanly thing to do, and while you can't drink with us you can certainly socialize. I don't plan on having any alcohol myself either way."
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    Firbolg in the Playground
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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    Solomon blinks in surprise. It had not expected anyone to pick up on its abnormal qualities. Also, it has never been invited out to drinks before. It looks to Master Grundy for a response.
    Last edited by esorscher; 2014-06-20 at 12:59 PM.
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    "When we are no longer able to change a situation, we are challenged to change ourselves."

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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    Spoiler: Knowledge
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    Aria's got a lot more knowledge than is typical; I figured it wouldn't be out of place for her to recognize a warforged for what it is.

    In case you consider a roll necessary, she's using Universal Aptitude all the time to help with crafting, so I'll make the roll with that bonus.

    Arcana: (1d20+14)[24] Technically the DC should be 11, but you may decide warforged are uncommon enough to warrant a higher one.

    Also, to know about Harkill’s Ironhearts (sans the bonus, since it's worn off by now), Knowledge (Local): (1d20+8)[18] EDIT: +2 for my backstory bonus.
    Last edited by RaggedAngel; 2014-06-20 at 10:26 AM.
    Red Hand of Doom in Eberron IC | OOC | Rolls

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  24. - Top - End - #24
    Troll in the Playground
     
    MonkGuy

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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    The beggar looks up at Rinya with a wide-eyed expression. “Wha- thank-“ he stops short when he sees the agenda in Rinya’s eyes, then presses his lips together tightly and nods and tucks the coin away.

    Two copper thud into the dirt at his feet and he scrapes at the grime with calloused fingers to scoop them up. “Thanksh m’lady. May Pelor blesh ya,” he mumbles to Natalie.

    Master Grundy shakes Aria’s hand and smiles warmly to see her invite Solomon along. No machine can ever replace his son, but Solomon has been like a second son to him for these years. “Go ahead, Solomon. Have some fun. Ya’ve earned it, by far.”
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  25. - Top - End - #25
    Firbolg in the Playground
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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    Fun? The concept was a new one to it, well, new in its application. Enjoyment had never played any role in its life. It did its duty, which brought it satisfaction. Now, it felt conflicted. On the one hand, Master Grundy had given it an order. On the other, its duty was to protect Grundy. It did not imagine that abandoning its duty would bring harm to Grundy, but it could conceive that such a dereliction would prevent it from protecting Grundy from harm. Ultimately, it would follow it's first priority--protect Grundy--despite the temptation from the newcomer. This new woman was already becoming a significant player in the world within the workshop. Master Grundy had never taken a permanent employee in all the time Solomon could recall.

    The Grundyman continues its work in the forge, declining the invitation.
    "Happiness is the meaning and the purpose of life, the whole aim and end of human existence"

    "Everything can be taken from a man but one thing: the last of the human freedoms—to choose one’s attitude in any given set of circumstances, to choose one’s own way."

    "When we are no longer able to change a situation, we are challenged to change ourselves."

  26. - Top - End - #26
    Titan in the Playground
     
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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    Aria smiles, feeling a bit more at home then she has anywhere since she lost her mother. "See, Solomon? There's no harm in getting to know your coworkers. If anything, it will better enable you to help the business and protect Master Grundy; there's a logical motivation, if you prefer them. I tend to find that a combination of logical and emotional arguments tend to strike people the best."

    She walks to the door, holding it open for the massively built construct. "And no matter your appearance, you're a person too. We can talk about whatever you like, Solomon; or nothing at all. I promise I know how to have a companionable silence." Her good mood is infectious; Solomon and Grundy get the feeling it has been a while since Aria has had a good reason to be happy.

    If the Grundyman truly refuses she will accept it, and stroll out onto the streets by herself. She keeps her eyes open and her hand by her morningstar, but Aria is not overly concerned with being assaulted; she is wearing visible arms and armaments. Thugs usually pick more vulnerable targets than tall women crowned with glowing runes. She makes her way to the bar the others mentioned, walking briskly to attempt to catch up with them.
    Last edited by RaggedAngel; 2014-06-20 at 11:39 AM.
    Red Hand of Doom in Eberron IC | OOC | Rolls

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  27. - Top - End - #27
    Firbolg in the Playground
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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    It is convinced by Aria's logic. Knowing more about the person who Master Grundy has brought into the workshop would help to protect him, and knowing more about the others that Master Grundy has hired could alert it to any potential threats. Now that there was no conflict between his prime directives, the Grundyman Solomon follows Aria out into the night with a simple "Affirmative." It walks a pace behind her, maintaining her quick pace.
    "Happiness is the meaning and the purpose of life, the whole aim and end of human existence"

    "Everything can be taken from a man but one thing: the last of the human freedoms—to choose one’s attitude in any given set of circumstances, to choose one’s own way."

    "When we are no longer able to change a situation, we are challenged to change ourselves."

  28. - Top - End - #28
    Bugbear in the Playground
     
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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    Lydia walks quietly with the group trying to will herself to say something in conversation. She hadn't spent much time at the taverns or really out and about in the city at all. Lydia wasn't even five feet tall and a petite unarmored lady walking around the poor district alone wasn't a wise choice, even Lydia knew that. Throw in the fact that she is a wizard and she could have even the "good guys" trying to hunt her down. The group being generally chatty and Siegfried's need to share details of what seemed to be every tavern in Ibra Down made it so Lydia's silence, she hoped, seemed more natural, less awkward.
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  29. - Top - End - #29
    Dwarf in the Playground
     
    ClericGuy

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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    Kyara watches the beggar with slight discuss, she never liked the smell of wine. She slowly walks away from the man wondering if he really spend the coins on his family or if he will get more wine, she stops again and turns to the beggar against her better judgement reaching for a silver piece.

    "Sir, just out of curiosity what are the names of your kids?"

  30. - Top - End - #30
    Dwarf in the Playground
     
    Griffon

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    Default Re: D&D 3.5: A Madness in Hepmonaland (IC)

    Halfway through a hilarious story about a drunken brawl he'd been in at the Filthy Bucket, Siegfried stops mid-sentence when he sees the beggar. On hearing his "plight" Siegfried scowls, his jovial expression completely gone. "Six kids and a sick wife, and here you sit, drunk on rancid wine and begging for coppers?" As though he'd just remembered where he was, the scowl disappeared, and in it's place was a bashful expression. "Er, maybe with six kids and a sick wife you could use a drink. Here, friend." He tosses the man a shiny silver coin from his bag and quickly hurries on, trying to continue his story, all smiles once again. "So anyway, lessee, where was I? I told you about the kobold with th' goiter, right? So there he was, standing with one foot in a bowl of slop..."
    Sir Siegfried Andere, Final Line of the Tharquish Empire, Knight-Errant


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