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<blockquote data-quote="Manbearcat" data-source="post: 9566325" data-attributes="member: 6696971"><p><strong>ON CAPTAIN PLINTH & JAX</strong></p><p></p><p><em>Jax is south of his twentieth year, but as a Mintarn mercenary, that is considerably seasoned. Most die out well before that age. So Jax has many-a-day & month under Captain Plinth's command. Some might say "too firm." Some might say "just right for the job-at-hand." Regardless, Jax's memory has recorded slight-aplenty in that period; a quip here, a lack of promotion there. More than enough for Pritchard's temptation to turn Jax into a murderous implement.</em></p><p><em></em></p><p><em>When Jax's senses come to him, he's staring down at the body of his former Captain, neck clearly broken from the fall of his horse. Jax's blade is dripping with blood...which can only be from one source. </em></p><p><em></em></p><p><em>Recoiling in horror with a "GAH," the young-but-old merc commands his steed to gallop away from the site. He'll toss his weapon into Neverwinter River and report this as an ambush by the undead that haunts the fallen district. Gods, he hopes General Sabine believes him...</em></p><p><em></em></p><p><em>The only light remaining is that of the alchemist's fire, immolating the cobbles like a bonfire, but the fuel will burn through quick!</em></p><p></p><p>* Obviously going with the former. Jax kills Plinth.</p><p></p><p>* Captain Plinth inventory if you want to attempt to recover it with the Wraith still haunting the area. You have the briefest of moments while the Wraith recoils from the deep burning radiance of the alchemist's fire. However, unless you introduce a lamp or torch via Adventuring Gear, things will be going dark as soon as you go through Plinth's things. Further, you will absolutely have to deal with the Wraith bearing down on you either (a) in the darkness at the height of its might or (b) diminished (as above) if you bring to bear a torch or lamp via Adventuring Gear. Plinth's inventory:</p><p></p><p>1) Purse of <em>60 Coins</em>.</p><p></p><p>2) <em>Poultices & Medicinal Salts (3 uses, Slow, 2 weight)</em> which allow the following move:</p><p></p><p></p><p></p><p>3) Plate armor, longsword, shield. Each will sell, but the armaments will bear the mark of Mintarn and the armor Lord Neverember. Finding a buyer will be "a thing."</p><p></p><p>2) The steed is mighty. All of the steed, its barding, and Plinth's polearm will sell, but all are extraordinarily well-known and bear the mark of Lord Neverember. Finding a buyer will be "a very big thing." Further, you will absolutely have to make a move to <em>Build Rapport with Plint's Steed (Defy Danger Wis).</em></p><p></p><p>[HR][/HR]</p><p></p><p><strong>WRAITH</strong></p><p></p><p><em>Whatever the creature was in life, be it a noble Neverwinter guardian or Harper or villain of one type or another, it is now a vessel of fragmentation and woe. Tragedy, spite, longing, love or violence unrequited holds it here. To this place. </em></p><p><em></em></p><p><em>Its spectral, incorporeal mass looms under an actual cloak, gray and ancient...but oddly pristine. The cloak itself bears a clasp of silver which binds it. Without a doubt it is magical.</em></p><p><em></em></p><p><em>If you can vanquish the creature or lift its curse, the magical cloak could be yours.</em></p><p></p><p>[HR][/HR]</p><p></p><p>Decide what you're going to do here. The alchemical fire has the Wraith at bay for the briefest of moments. Long enough for you to flee the scene of soon-to-be enveloping darkness, back to the south and the embrace of Blakelake District and "civilization."</p><p></p><p>What do you do?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9566325, member: 6696971"] [B]ON CAPTAIN PLINTH & JAX[/B] [I]Jax is south of his twentieth year, but as a Mintarn mercenary, that is considerably seasoned. Most die out well before that age. So Jax has many-a-day & month under Captain Plinth's command. Some might say "too firm." Some might say "just right for the job-at-hand." Regardless, Jax's memory has recorded slight-aplenty in that period; a quip here, a lack of promotion there. More than enough for Pritchard's temptation to turn Jax into a murderous implement. When Jax's senses come to him, he's staring down at the body of his former Captain, neck clearly broken from the fall of his horse. Jax's blade is dripping with blood...which can only be from one source. Recoiling in horror with a "GAH," the young-but-old merc commands his steed to gallop away from the site. He'll toss his weapon into Neverwinter River and report this as an ambush by the undead that haunts the fallen district. Gods, he hopes General Sabine believes him... The only light remaining is that of the alchemist's fire, immolating the cobbles like a bonfire, but the fuel will burn through quick![/I] * Obviously going with the former. Jax kills Plinth. * Captain Plinth inventory if you want to attempt to recover it with the Wraith still haunting the area. You have the briefest of moments while the Wraith recoils from the deep burning radiance of the alchemist's fire. However, unless you introduce a lamp or torch via Adventuring Gear, things will be going dark as soon as you go through Plinth's things. Further, you will absolutely have to deal with the Wraith bearing down on you either (a) in the darkness at the height of its might or (b) diminished (as above) if you bring to bear a torch or lamp via Adventuring Gear. Plinth's inventory: 1) Purse of [I]60 Coins[/I]. 2) [I]Poultices & Medicinal Salts (3 uses, Slow, 2 weight)[/I] which allow the following move: 3) Plate armor, longsword, shield. Each will sell, but the armaments will bear the mark of Mintarn and the armor Lord Neverember. Finding a buyer will be "a thing." 2) The steed is mighty. All of the steed, its barding, and Plinth's polearm will sell, but all are extraordinarily well-known and bear the mark of Lord Neverember. Finding a buyer will be "a very big thing." Further, you will absolutely have to make a move to [I]Build Rapport with Plint's Steed (Defy Danger Wis).[/I] [HR][/HR] [B]WRAITH[/B] [I]Whatever the creature was in life, be it a noble Neverwinter guardian or Harper or villain of one type or another, it is now a vessel of fragmentation and woe. Tragedy, spite, longing, love or violence unrequited holds it here. To this place. Its spectral, incorporeal mass looms under an actual cloak, gray and ancient...but oddly pristine. The cloak itself bears a clasp of silver which binds it. Without a doubt it is magical. If you can vanquish the creature or lift its curse, the magical cloak could be yours.[/I] [HR][/HR] Decide what you're going to do here. The alchemical fire has the Wraith at bay for the briefest of moments. Long enough for you to flee the scene of soon-to-be enveloping darkness, back to the south and the embrace of Blakelake District and "civilization." What do you do? [/QUOTE]
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