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3.5e Planescape - Cold Black Mask OOC Thread
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<blockquote data-quote="Cage-Rattler" data-source="post: 4016219" data-attributes="member: 52785"><p>Sorry for the delay, folks. Scurry and Shayuri, let me give you some of my ideas on getting you started, and if that sounds good to you we can push forward with putting you in the Rogue's Gallery and all. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p><strong>Scurry:</strong>[sblock] You mentioned that you've been keeping up with the story, so that's good; you should know as much as the players at this point. Here what I had in mind for you: essentially, the baatezu aren't the only ones on the Great Wheel that want to get your hands on the Black Mask. The tanar'ri are always looking for ways to sabotage the ambitions of their (im)mortal enemies, either by taking the mask for themselves, or at least by finding some way to ensure that it never falls into devilish clutches. </p><p></p><p>Vervain's "partners" have preferred to communicate to him through his dreams, and it's through this medium that he learns his next -- and hopefully final -- task: to make contact with the mortals that currently possess the item and earn their trust -- possibly by acting as a helpful local, and to aid them in finding out its purpose and origins. Above, he is to help the primes in keeping the mask away from the baatezu. When the time is right, Vervain is promised to receive more instructions.</p><p></p><p>When he awakes, the bounded warlock feels a odd pulling sensation in his head, directing him to his destination. Three names also resonate in his head, subconciously, he registers them as individuals who may have the best chance of uncovering the lore behind the mask: Kesto Brighteyes, the gnomish bookkeeper; Tripicus, then ursinal scholar; and Rules-of-Three, the githzerai oracle.</p><p></p><p>There are a couple of ways we can start you off; we could say you're one of the other nameless guests at the Slumbering Lamb boarding house, or you could have arrived at that location just after the big fight. Likewise, there are a couple of ways you could introduce yourself to the party; the whole mysterious stranger bit ("Sara Conner; Come With Me if You Want to Live") or the helpful stranger bit ("Not sure who you guys pissed off, but I might be able to help"). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> [/sblock]</p><p></p><p><strong>Shayuri:</strong>[sblock] The other PCs have been having a bit of trouble with a Cager street gang -- the Black Dogs. A little background information is that the Dogs only recently relocated to the Hive after being chased out of the Lower Ward by <em>another</em> gang, a group of altruistic-minded folk called the Screaming Angels. Here's what I was thinking: your character has some sort of tie to the latter group -- maybe she's friends with some of the Screaming Angels, maybe she's a member herself (or anything else you can come up with.) Catch wind of the Dog's latest plan, she trails a handful of them to the boarding house on the boundary between the Clerks and Hive Wards at which point the Dogs get beaten back in their poorly-planned assault. After a few moments, she hears another bout of commotion from further down the street; investigating, she spots a fast-moving gnome in a life-or-death struggle with a reave -- which I figure might be a good point for introduction. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>In terms of what she could offer the party in the long run: no one probably knows the Black Dogs gang as well as the Screaming Angels, and she might be able to give the rest of the party insight behind their motivations and tactics.[/sblock]</p></blockquote><p></p>
[QUOTE="Cage-Rattler, post: 4016219, member: 52785"] Sorry for the delay, folks. Scurry and Shayuri, let me give you some of my ideas on getting you started, and if that sounds good to you we can push forward with putting you in the Rogue's Gallery and all. :) [b]Scurry:[/b][sblock] You mentioned that you've been keeping up with the story, so that's good; you should know as much as the players at this point. Here what I had in mind for you: essentially, the baatezu aren't the only ones on the Great Wheel that want to get your hands on the Black Mask. The tanar'ri are always looking for ways to sabotage the ambitions of their (im)mortal enemies, either by taking the mask for themselves, or at least by finding some way to ensure that it never falls into devilish clutches. Vervain's "partners" have preferred to communicate to him through his dreams, and it's through this medium that he learns his next -- and hopefully final -- task: to make contact with the mortals that currently possess the item and earn their trust -- possibly by acting as a helpful local, and to aid them in finding out its purpose and origins. Above, he is to help the primes in keeping the mask away from the baatezu. When the time is right, Vervain is promised to receive more instructions. When he awakes, the bounded warlock feels a odd pulling sensation in his head, directing him to his destination. Three names also resonate in his head, subconciously, he registers them as individuals who may have the best chance of uncovering the lore behind the mask: Kesto Brighteyes, the gnomish bookkeeper; Tripicus, then ursinal scholar; and Rules-of-Three, the githzerai oracle. There are a couple of ways we can start you off; we could say you're one of the other nameless guests at the Slumbering Lamb boarding house, or you could have arrived at that location just after the big fight. Likewise, there are a couple of ways you could introduce yourself to the party; the whole mysterious stranger bit ("Sara Conner; Come With Me if You Want to Live") or the helpful stranger bit ("Not sure who you guys pissed off, but I might be able to help"). ;) [/sblock] [b]Shayuri:[/b][sblock] The other PCs have been having a bit of trouble with a Cager street gang -- the Black Dogs. A little background information is that the Dogs only recently relocated to the Hive after being chased out of the Lower Ward by [i]another[/i] gang, a group of altruistic-minded folk called the Screaming Angels. Here's what I was thinking: your character has some sort of tie to the latter group -- maybe she's friends with some of the Screaming Angels, maybe she's a member herself (or anything else you can come up with.) Catch wind of the Dog's latest plan, she trails a handful of them to the boarding house on the boundary between the Clerks and Hive Wards at which point the Dogs get beaten back in their poorly-planned assault. After a few moments, she hears another bout of commotion from further down the street; investigating, she spots a fast-moving gnome in a life-or-death struggle with a reave -- which I figure might be a good point for introduction. ;) In terms of what she could offer the party in the long run: no one probably knows the Black Dogs gang as well as the Screaming Angels, and she might be able to give the rest of the party insight behind their motivations and tactics.[/sblock] [/QUOTE]
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