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<blockquote data-quote="UnDfind" data-source="post: 48096" data-attributes="member: 2744"><p><strong>Part 3</strong></p><p></p><p>The Inn of the Dancing Donkey:</p><p></p><p>The only true inn in Heraldsford is a clean and lively place. Visitors from the nearby villages and farms, as well as travellers passing through ensure that the place is never short on patrons.</p><p></p><p>The Inn of the Dancing Donkey is a large, two-story building identified by a wooden sign bearing the likeness of a donkey standing on his hind legs and appearing to be doing some variation of a hula dance. Inside, the inn has a large comfy common room where good food, ale and wine can be found for a reasonable price. Two large fireplaces are located at each end of the common room, ensuring bright light and warmth against the cold of the night. There are plenty of rooms open, and a common sleeping area located on the ground floor is available for a minute sum, but many others share that area as well. Individual rooms and two private dining areas are located on the second floor and are available for a modest fee.</p><p></p><p>The owner of the dancing donkey may, often as not, be found tending to the affairs of the inn, even though he has more than enough hired help to take care of things.</p><p></p><p>The Proprietor of the Dancing Donkey:</p><p></p><p>Greuber Baleson, Male Human, Rog 5: CR 5; Medium Humanoid (5’ 8”); HD 5d6 (+5 Con); hp 22; Init +1; Spd 30 ft; AC 11 (touch 11, flat-footed 11); Atk +4 melee (1d6 + poison/18-20, poisoned rapier), +6 ranged (1d10 + poison/crit 19-20, heavy crossbow); SA: Sneak Attack +3d6; SQ: Evasion, Uncanny Dodge (dex bonus to AC); AL LE; SV Fort +3, Ref +8, Will +2; Str 10, Dex 13, Con 12, Int 14, Wis 10, Cha 12.</p><p> Skills: Balance +5, Bluff +9, Diplomacy +8, Escape Artist +4, Forgery +7, Gather Information +7, Innuendo +4, Intimidate +6, Hide +5, Listen +5, Move Silently +5, Open Lock +3, Pick Pocket +2, Search +4, Sense Motive +8, Spot +4, Tumble +4, Use Magic Device +4. Feats: Lightning Reflexes, Point Blank Shot, Weapon Focus (heavy crossbow).</p><p> Possessions (when conducting Smuggler's business): Poisoned rapier, heavy crossbow, 19 poisoned bolts, 2 three oz vials of greenblood oil, pouch containing 4 gp, 6 sp, and 9 cp.</p><p></p><p>Physical Description: Greuber Baleson is a squat rotund man with reddish cheeks and a prominent nose. Not a handsome man by any standards, Greuber still has an approachable and honest look to him that many find reassuring. Despite all appearances, Greuber is surprisingly dexterous.</p><p></p><p>Personality: Greuber is the proprietor and primary barkeep of the Dancing Donkey. He appears jovial and kind upon first meeting, and is well known for the compassion he shows for travelers and beggars who can’t afford the price of a meal. He has won over the people of Heraldsford by his compassion, outgoing demeanor, and kind ways. But behind that façade is a ruthless and greedy merchant. As the mastermind behind the ring of bandits known as the Smuggler's Alliance, Grueber has a knack for plotting and organization. His ability to correctly ascertain the repercussions of his actions has kept him out of prison and beyond any suspicion for years.</p><p></p><p>Background: Greuber was born to a mercenary who had once been a cleric. Though his father never spoke of those times, Greuber learned enough by snooping around to find out that he had been thrown out of the order for a blasphemy of some sort. His father raised Greuber as a thief and confidence man, sending him to steal from the caravans he guarded after he had assessed the defenses up close. As he grew up, Greuber tired of the missions his father planned out for him and left, seeking his own ill-gotten fortune. After acquiring the Dancing Donkey in a game of cards (he cheated, of course), Greuber decided to set up his front and began forming his Smuggler’s Alliance.</p><p></p><p>Tactics: Greuber prefers the indirect route, sending henchmen and lackeys to do his bidding. When his temper gets a hold of him, however, Greuber will settle matters personally. When in combat, Greuber will almost always look for cover where he can fire his crossbow until the fighting reaches him and he’s forced to draw his rapier. If possible, Greuber always looks for the sneak attack options first. If none can be found, he goes for magic users or whoever is closer to him. Greuber dips all his weapons and ammunition in greenblood oil.</p><p></p><p></p><p>The Lowdown: So now we know who the big baddie is. Remember not to give too much away, as Greuber is a master of keeping his two lives seperate. Greuber does nothing to indicate his connection with the Smuggler's alliance, even when confronted with the information of the dead magistrate and the man on the road.</p><p></p><p>(((More later)))</p></blockquote><p></p>
[QUOTE="UnDfind, post: 48096, member: 2744"] [b]Part 3[/b] The Inn of the Dancing Donkey: The only true inn in Heraldsford is a clean and lively place. Visitors from the nearby villages and farms, as well as travellers passing through ensure that the place is never short on patrons. The Inn of the Dancing Donkey is a large, two-story building identified by a wooden sign bearing the likeness of a donkey standing on his hind legs and appearing to be doing some variation of a hula dance. Inside, the inn has a large comfy common room where good food, ale and wine can be found for a reasonable price. Two large fireplaces are located at each end of the common room, ensuring bright light and warmth against the cold of the night. There are plenty of rooms open, and a common sleeping area located on the ground floor is available for a minute sum, but many others share that area as well. Individual rooms and two private dining areas are located on the second floor and are available for a modest fee. The owner of the dancing donkey may, often as not, be found tending to the affairs of the inn, even though he has more than enough hired help to take care of things. The Proprietor of the Dancing Donkey: Greuber Baleson, Male Human, Rog 5: CR 5; Medium Humanoid (5’ 8”); HD 5d6 (+5 Con); hp 22; Init +1; Spd 30 ft; AC 11 (touch 11, flat-footed 11); Atk +4 melee (1d6 + poison/18-20, poisoned rapier), +6 ranged (1d10 + poison/crit 19-20, heavy crossbow); SA: Sneak Attack +3d6; SQ: Evasion, Uncanny Dodge (dex bonus to AC); AL LE; SV Fort +3, Ref +8, Will +2; Str 10, Dex 13, Con 12, Int 14, Wis 10, Cha 12. Skills: Balance +5, Bluff +9, Diplomacy +8, Escape Artist +4, Forgery +7, Gather Information +7, Innuendo +4, Intimidate +6, Hide +5, Listen +5, Move Silently +5, Open Lock +3, Pick Pocket +2, Search +4, Sense Motive +8, Spot +4, Tumble +4, Use Magic Device +4. Feats: Lightning Reflexes, Point Blank Shot, Weapon Focus (heavy crossbow). Possessions (when conducting Smuggler's business): Poisoned rapier, heavy crossbow, 19 poisoned bolts, 2 three oz vials of greenblood oil, pouch containing 4 gp, 6 sp, and 9 cp. Physical Description: Greuber Baleson is a squat rotund man with reddish cheeks and a prominent nose. Not a handsome man by any standards, Greuber still has an approachable and honest look to him that many find reassuring. Despite all appearances, Greuber is surprisingly dexterous. Personality: Greuber is the proprietor and primary barkeep of the Dancing Donkey. He appears jovial and kind upon first meeting, and is well known for the compassion he shows for travelers and beggars who can’t afford the price of a meal. He has won over the people of Heraldsford by his compassion, outgoing demeanor, and kind ways. But behind that façade is a ruthless and greedy merchant. As the mastermind behind the ring of bandits known as the Smuggler's Alliance, Grueber has a knack for plotting and organization. His ability to correctly ascertain the repercussions of his actions has kept him out of prison and beyond any suspicion for years. Background: Greuber was born to a mercenary who had once been a cleric. Though his father never spoke of those times, Greuber learned enough by snooping around to find out that he had been thrown out of the order for a blasphemy of some sort. His father raised Greuber as a thief and confidence man, sending him to steal from the caravans he guarded after he had assessed the defenses up close. As he grew up, Greuber tired of the missions his father planned out for him and left, seeking his own ill-gotten fortune. After acquiring the Dancing Donkey in a game of cards (he cheated, of course), Greuber decided to set up his front and began forming his Smuggler’s Alliance. Tactics: Greuber prefers the indirect route, sending henchmen and lackeys to do his bidding. When his temper gets a hold of him, however, Greuber will settle matters personally. When in combat, Greuber will almost always look for cover where he can fire his crossbow until the fighting reaches him and he’s forced to draw his rapier. If possible, Greuber always looks for the sneak attack options first. If none can be found, he goes for magic users or whoever is closer to him. Greuber dips all his weapons and ammunition in greenblood oil. The Lowdown: So now we know who the big baddie is. Remember not to give too much away, as Greuber is a master of keeping his two lives seperate. Greuber does nothing to indicate his connection with the Smuggler's alliance, even when confronted with the information of the dead magistrate and the man on the road. (((More later))) [/QUOTE]
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