3.5 Kingdoms of Kalamar; Rancor of the Unholy - Act 1: Scene 1 - Page 3
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  1. #21

    A 1e title so awesome it's not in the book (Lvl 21)



    Join Date
    Feb 2015
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    Willip, Furyondy
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    Crazy Will Somberthaine: In the tower of uncertainty.

    Quote Originally Posted by Crazy Will's Inner Thoughts
    "...What if this item holds great power? Will he try to take it from me? No, no, no. Telerai is my friend. He knew my father. He helped stop the coup against the queen all those years ago. He is a man of honor. I doubt a simple item such as this could corrupt him enough to turn on me. Still... maybe I'd better not let on about it just yet."
    Will says, "Destiny? What is this destiny you speak of? Why haven't you told me any of this before, master? What is it that I carry? And why are ancient spirits whispering my name to you? And why didn't you tell me of this earlier? You're acting very strange, master. I'll be honest, you're making me quite nervous. Please explain yourself."

    Will waits for his master's explanation, all the while, keeping one eye on the door, ready to flee at a moment's notice.
    XP narayan gave XP for this post

  2. #22

    Enchanter (Lvl 12)



    Join Date
    Aug 2015
    Location
    Melbourne Australia
    Posts
    514

    Quarzi



    The icy coolness of a morning's air may have been inhaled deeply by the little halfling's lips, but it was the chill in Quarzi's spine that really screamed for attention. For a moment she lay there, perfectly still, almost paralyzed with surprise and fear. Hare's didn't appreciate being snuck up on or stalked. Territorial and ever-alert, the general idea was to make oneself "unavailable" should invisible borders be crossed by predatory kinds.

    It was the thing's scalps that really turned the golden's stomach. Proudly displayed like grizzly mementos of a hunters aptitude. Humanoid skins from once sentient heads. For Quarzi, first impressions mattered, and bashfully presenting yourself as a killer wasn't going to go a long way to win her confidence.

    Sure, the use of animal remains for furs and warmth was a necessity at times. Quarzi preferred hers to be sourced from beasts that died of natural causes of course. Even her leather, enchanted and hidden deep within the layers of winter garb, hadn't been acquired by some insensitive and wasteful kill. But that was another story... Right now, the attention was on Mister Noggins, as she fittingly decided to name him.

    Was she safe here? Undetected and out of sight? It seemed that way. She had confidence in her ability to hide, and blowing her cover too soon seemed like an all too risky move. This was a time to wait, and watch, a feeling obviously shared by Noggins too. But maybe there was someone who could help.

    During her time living within the surrounding wilderness, foraging and subsisting at her rabbit's side, she'd made quite a variety of friends. She could calm, charm, heal and even speak with nature's beasts when she put half a mind to it. Such things required preparation of course, a shaman's ways to access the gifts of spirits and an invisible supernatural world. But there were other creatures too. Magical beings who collectively protected the most important places and things, out there in the most unlikely of places. Fae. Some were friendly and sweet. Some were mischievous. Some were very hard to get along with. In fact, they weren't that much different from hares.

    One individual, a pixie by the name of Tinglemist, had found himself quite taken by Quarzi and her furry friend. In fact, they had something of an ongoing deal. She had helped him find something of importance, a personal little artifact quite some time ago. In exchange, he had promised her to always be available... ready to pop in at the blink of an eye. Now, Tinglemist was a rather annoying character at times with all his pixie-style dances and sharp-witted methods of mockery, but he was also a rather excellent negotiator and judge of character.

    "Quarzibee, don't think two shakes of a cottontail about it. You got a problem, need a little errand done, seen a nasty or just want to chat... speak the tiny poem. I'll be there, a tiny man for a tiny miss ahha!"

    Quarzi's past was flooding back at the sight of Noggins. Something was off, and far more rotten than some slowly air-drying headskin. She needed a distraction. A helping hand. Someone to pry some truth out of this trespasser.

    She whispered under her breath.

    "Mists that wriggles fog that tickles. Friend... a hunter follows, see what words he may just swallow."

    She made a few motions with her hands, tracing the outline of a rabbit in the air.

    Twenty-five feet away, hopefully off to Noggins's side or behind him, the sprite would appear.

    "Hey, Crabface, what you doing sniffing around ere? Not getting enough head?" Tinglemist said to Noggins as he popped into the scene.

    [ Casting Summon Fey - 1 min duration, Pixie ]
    Pixie
    Pixie

    Size/Type: Small Fey
    Hit Dice: 1d6 (3 hp)
    Initiative: +4
    Speed: 20 ft. (4 squares), fly 60 ft. (good)
    Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
    Base Attack/Grapple: +0/-6
    Attack: Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2/3)
    Full Attack: Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2)/3
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-like abilities, special arrows
    Special Qualities: Damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 15
    Saves: Fort +0, Ref +6, Will +4
    Abilities: Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16
    Skills: Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +10, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +10
    Feats: Alertness, DodgeB, Weapon FinesseB
    Environment: Temperate forests
    Organization: Gang (2-4), band (6-11), or tribe (20-80)
    Challenge Rating: 4 (5 with irresistible dance)
    Treasure: No coins; 50% goods; 50% items
    Alignment: Always neutral good
    Advancement: 2-3 HD (Small)
    Level Adjustment: +4 (+6 with irresistible dance)
    Pixies wear bright clothing, often including a cap and shoes with curled and pointed toes.
    A pixie stands about 2 feet tall and weighs about 30 pounds.
    Pixies speak Sylvan and Common, and may know other languages as well.
    Combat

    The normally carefree pixies ferociously attack evil creatures and unwanted intruders. They take full advantage of their invisibility and other abilities to harass and drive away opponents.
    Greater Invisibility (Su)

    A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.
    Spell-Like Abilities

    1/daylesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only). Caster level 8th. The save DCs are Charisma-based.
    One pixie in ten can use irresistible dance (caster level 8th) once per day.
    Special Arrows (Ex)

    Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep.
    Memory Loss

    An opponent struck by this arrow must succeed on a DC 15 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle.
    Sleep

    Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 15 Fortitude save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus.

    Last edited by 97mg; Yesterday at 06:44 AM.
    XP Tellerian Hawke, narayan gave XP for this post

  3. #23

    Waghalter (Lvl 7)



    Join Date
    Jun 2011
    Location
    Oroville, California
    Posts
    436

    Thale Occius Iceforge

    The Crossed Cutlass Inn is a handsome, five-story structure of brick and mortared stone. Each floor features at least a dozen fine glass windows protected behind ornamental iron bars. The roof is topped in plain wood shingles, but there are also balconies at every corner (accessible only from within) that offer guests great views of the city. Mercenaries of all sorts congregate here in good numbers, as do sailors, militia, soldiers and adventurers. Of course so many armed men in one place sharing drinks tends to start trouble so the shields keep a close eye on it.

    Besides the main entrance the Inn has two side doors (one on either side). One is used to access the kitchen/storage, the other is used by the owner and staff to access the back rooms, the laundry and the baths. These doors are locked, and sometimes guarded by bouncers or hired mercenary guards if there is trouble afoot. (Presently in this wet weather, and given also that its daylight there are no guards standing by the side-doors). At night these doors are kept well lit by hanging lanterns and in day light they are difficult to approach and tamper with unseen.

    Behind the inn is a large stables entered through the Inn via a back door, or off the street through a large iron side-gate (also well lit by lanterns at night). At least one bouncer stands by this gate at all hours (though which one varies, he employs at least four bouncers full time and rotates the staff regularly). Due to the prevalence of thieves and cutthroats in Zoa no one is permitted to enter through the side gate into the stables (even to retrieve their own horse) unless the owner personally makes an exception and also makes this plainly known to the staff in advance.

    Besides the guard at the gate, no less than four stable-boys are busy at work in the stables, day or night, attending to the mounts and animals of the guests. Just off to either side, behind the gate, is enough room for up to four large carts, wagons, and/or carriages. There is even a blacksmith/leather-working shop attached to the stable that can handle most upkeep and repair of wheeled vehicles, saddles and tack. This shop is open to business to everyone but the shopkeeper makes it plainly known guests of the inn take priority.

    The owner/Inn keeper of The Crossed Cutlass is a famous half-elven sailor by the name of Holovar Crote, though most know him as 'Captain Havoc', the name he took while at sea. His exploits as an explorer and a privateer have been retold many times, often in print. Though retired going on twenty years now Holovar is still a valuable source of information. Many a wise sailor or adventurer seeks his advice before a dangerous voyage.



    Holovar is a respected leader in Zoa's Marine's Guild and a good friend of Councilman Nafoor, the 'Master of the Marines'. He is also a staunch supporter of Councilman Roulain, the 'Master of the Bay', who has many forward-thinking ideas about the cities future and potential allies.

    It is known to you that Holovar was once a hated adversary of the Captains Table of Thirteen. It is rumored the price on his head used to rival a king's ransom! Supposedly, however, Holovar made some sort of compromise with the pirates to keep his head so long as he never sailed again. Details of this arrangement is a popular topic of gossip and gross speculation.

    Holovar himself refuses to verify any such arrangement. He claims he retired for the sake of raising a family and would never suffer to deal with pirates. Anyone rude enough to claim otherwise is usually challenged promptly to a duel. Captain Havoc relishes an opportunity to keep his legendary swordsmanship in good practice and has yet to loose such a contest.

    Regardless of whatever arrangement was (or was not) made between Holovar Crote and the Thirteen, Holovar still has many enemies. Many attempts on his life have occurred in Zoa (both before and after his retirement), some within the Inn itself (though he and his family no longer reside there). As a consequence Holovar keeps at least one skilled bouncer near the door within the common room at all times to minimize the number of cutthroats that slip inside.

    You've enjoyed an ale or two here before but Duskblades tend to make people nervous. No one is ever quite sure if a Duskblade is ever really 'off duty' so to speak. The current reputation of the Duskblades lends to the fear that anyone's misdeeds warrant them as a target for justice. A few known pirates and brigands have been spotted here but they are usually foolhardy indeed to be so brazen. The most common crime known to occur at the Crossed Cutlass are mercenaries offering illegal contracts removed from guild oversight.

    Holovar has never claimed support for the Duskblades publicly, but neither has he discouraged it. Politically it would seem he could go either way as one of the councilman he supports encourages their use and other does not. In that regard also, you are not aware of any dealings between Holovar and your step father Aeron. although you have spotted volumes of Captain Havoc's Adventures and other published memoirs on the shelves in his personal study. High praise indeed as Aeron reads very little not worth knowing.

    Keeping all that in mind, do you take any actions or make any preparations before you enter the Inn?

    [Thale: What do you do?]
    Last edited by narayan; Today at 05:09 AM.

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