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Ergonomix
Apr 14, 2009




Blister. Working class entertainment and business district.
Boneyard. Dirty industry.
Elftown. Upper class district. (Actually only an average amount of elves)
Forgeworks. Manufacturing, artisans district.
High Hall. Government.
Nine Bells. Slums.
Shantytown. Worse slums.
Stonehammer. Dwarf-exclusive high class district.
Tradetown. Middle class and merchant district.
Bordrin's Watch. Fort to the west that guards the only pass through the Stonehome Mountains to the orc country beyond.
Elsir Vale. Assortment of villages and towns to the east that form most of Overlook's trade.

Don't worry about the numbers, I'll probably turn them into places as we play.

Dungeon World Rules

Cast of Characters

Captain Walker as Ike West the Spellslinger
Ich as Kithracet the Fighter
Okasvi as Grigori the Augur
Wahad as Cecilia Valtas the Warlock
Tollymain as Walker the Psion

Some Stuff (copied shamelessly from PublicOpinion's OP)

1) Posting conventions: Put your character name in bold at the top of an in-character post, followed by normal flavor text. For die rolls and out-of-character commentary, throw it in italics. I will post DM junk in bold. Include your character sheet in the first post so they'll all be in one place.

2) Rolling the dice: Roll 'em on Orokos. Normally in DW, you'd declare what you'd do, and I'd follow up by telling you if it triggered a move. This would make PbP a bit slow, so if you're pretty sure a move is applicable, go ahead on your own and I'll learn to live with it. I'll try and make it really clear if an obstacle would need a Defy Danger to circumvent, but otherwise use your own judgement. If you're not sure, ask. If you've got a move that requires the DM to choose from a list of things, please include the options with your roll.



We join our intrepid investigators on the night time streets of the Tradetown district in Overlook. Things are relatively quiet, a thin layer of fog rolling into the streets as the air cools. A delivery man brushes past carrying a cask at a brisk pace. A lady and her escort approach down the street, her guards giving the party an obvious "get out of the way" glare. A tired butcher continues to work in his street vending booth, looking up hopefully when the lady passes by but deciding not to call out when he sees her stern guards.

The investigators find themselves here after being hired on for a case and eventually being led to an address located just down that alley ahead.

So, I ask you:

Who hired you all for this case?
What was it they needed you to do?
What clue or person led you to this address?
What are the other buildings lining the street?

Not so sure how this'll work out, but hopefully it works okay. As you make your first posts, go ahead an answer a question, probably going down the list. Not enough questions for everyone to get their own, but hopefully there should be enough space for everybody to get to add some detail to others answers.

And, the most important question: What do you do?

Ergonomix fucked around with this message at Mar 19, 2013 around 13:40

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Tollymain
Jul 9, 2010

we are all fucked
we are all s8ved


Walker

The street's quiet indeed, at least on the base physical side. For Walker there's the faint overlay of the metaphysical as well. Auras, despite the visual connotation, are more audible than visible on bright evenings like this. The deliveryman is surrounded by a jangling of apprehension as he passes around the lady and her guards. Worried about being robbed of something valuable? Or of being caught out with contraband by apparent authority figures?

Doubtful that it's anything to be concerned about, really. Walker's never found somebody who didn't have something to hide. Usually it's petty, inconsequential. Still, people worry more about their minor vices or small secrets being found out than about important things like, say, their mortality. Such is sapient nature.


This mysterious figure who hired them by proxy, the one who goes by the name Glasgrist, wonder what they have to hide?

quote:

Walker the Psion


Look: Haunted eyes, no hair, expressionless mouth, plague-marked and wasted body.

Race: Human. Your ability to read minds has been honed to near-paranoid perfection. When you Defy Danger against a foe whose mind you can read, take +1 forward.

Alignment: Neutral. Forge a new connection between two people.


Stats:

STR = 8/-1
DEX = 13/+1
CON = 9/=0
INT = 13/+1
WIS = 16/+2
CHA = 15/+1

DAM = d6
ARM = 1
HP = 15/15
LOAD = 2/6


Gear:
Leather Armour (1 armour, 1 weight)
Dagger (hand, 1 weight)
Dreamleaf (3 uses, 0 weight)
12 coin


Moves:

Expanded Consciousness
When you reflect on the interconnectedness of all things, lose your remaining focus and gain 3 focus. Your maximum focus is 3. You may spend focus, one for one, to:
• Manipulate small objects, no heavier than weight 1 and no further than Near range, as if with your own hands.
• Establish telepathic contact with someone you touch, skin to skin, for up to an hour.
• Have a brief vision of the imminent future, as if you had Discerned Realities and asked, "What is about to happen?" Take +1 forward when acting on the answer.

Telekinetic Strike
When you attack with telekinetic force, roll +WIS. On a 10+, deal your damage. On a 7-9, deal your damage, but choose 1:
• You expose yourself to danger.
• You share your target's pain; take -1 forward.
Your Telekinetic Strike is a weapon with the tags Near, Forceful, and Messy.

The Heart's Sorrow
When you look into someone's heart in search of a secret, roll +WIS. On a 10+, choose two. On a 7-9, choose one:
• The secret is presented with greater context.
• The secret is something you could possibly know otherwise, however unlikely that might be.
• The secret can easily be used to gain leverage for Parley.

Peer Through The Veil
You perceive phenomena invisible to mortal eyes: visible manifestations of emotions, astral creatures which prey invisibly on mortals and signs of great and terrible things yet to come. You have little choice in what you see, but you can interact with these things as well as you can interact with anything else.

Oracle of Hypnos
When you enjoy a full night's sleep without interruption, ask a question about a person, a place, or an event. Then roll (just roll, no bonus). On a 10+, your dreams answer the question in a vivid and clear fashion; take +1 forward to act on what you've seen. On a 7-9, the vision is guarded and symbolic. On a miss, the vision is hostile and strange; take -1 forward because of it.

Bonds:
Kithracet's soul is so bright it almost hurts to see. Kithracet's soul has many wounds. But the potential still there is achingly powerful. If he can find healing, I can't even begin to describe what he'll be capable of.
When Ike opens up, they'll be so much happier. He cultivates that mysterious persona, keeping his troubles to himself. That's not healthy; I fear it may twist him if he doesn't seek counsel from somebody. I try to be conveniently positioned for that, but so far he's rebuffed me.
I have shown my heart to Grigori. Can't very well ask a man to look into your past while hiding your true self from them. Whatever he saw, he didn't seem too taken aback. I'm surprised that he still gets my gender wrong though.
I suspect Octavia is afraid of me. Not that I'd be surprised. I can see through her shifting. If I was accustomed to being able to disappear whenever I wished, somebody who could follow me through any form I took would deeply unsettle me as well.
I have seen the dreams of Cecilia and they are eerie things indeed. Cecilia, Cecilia, Cecilia. You've seen some very strange things, and been to some very strange places. I've Walked on paths that couldn't exist; but hers shouldn't, and that's a very important distinction.

Tollymain fucked around with this message at Mar 12, 2013 around 13:16

Wahad
May 19, 2011

And when they shun their humanity, we welcome them here.


Cecilia
I edited my profile with a picture of what Solomon looks like - I probably should've done that from the start. My bad! Anyway, if you could put him in the map next time you post that'd be grand. He basically hovers around Cecilia all the time, anyway.

Cecilia winks briefly with a smile to the glaring guard, who goes by the name of Roderick. They're acquainted, though he'd rather not say it to his mistress, Lady Ravinia, or the fact that his tenure as her guard was arranged by the warlock. She can see worry in his eyes, faint like a wisp of smoke, but she ignores him. She's not here for him today. No, instead Cecilia and her companions are looking for a girl. According to the description, she's barely of age, with dark skin, darker hair, and striking grey eyes. Despite the fact that their employer gave them no name to look for, it seems like an open and shut case. But Cecilia knows more than anybody that the future is not always set in stone.

Ich
Feb 6, 2013


Kithracet
HP: 22, Armor: 3, Load: 9/13, XP: 8

Ich posted:



Kithracet was a promising artist in his youth, but the wars brought him out of the Great Forest as a soldier. He has fought many battles, and each one took a piece of his heart with it. The army he came with has long since disbanded, and the artist within has been dead so long now, the thought of returning home seems even worse than continuing his life of fighting here. He's been wondering for some time now and has come to Overlook seeking to put his negative energies to constructive use.

Fighter
Level: 2
XP 0
Race: Elf
Alignment: Neutral - Defeat a worthy opponent
Look: Dead Eyes, Battered Helm, Calloused Skin and Lithe Body

STR 13/+1
DEX 17/+2
CON 12/ 0
INT 9/ 0
WIS 15/+1
CHA 8/-1

HP: 22
Damage: d10
Armor: 3
Load: 9/13
Armor: Scale (2 armor, clumsy, 3 weight), shield (+1 armor, 2 weight)
Weapon: Ancient, Ornate Sword, (Close, Versatile/Hand, Sharp +2 piercing, 2 weight)
Weapon: Ragged Bow (near, 1 wt.) Ammo/3 (1 wt.)
Inventory
Healing Potion/2
Rations/5 (wt:1)
Coin: 6

Bonds
Ike West owes me his life, whether he admits it or not. I'll like it better (and promote him to captain) when he acknowledges it!
I have sworn to protect Walker. I've got to watch my drinking!
I'm afraid all Cecilia's talking is going to get us involved in some convoluted scheme.
Grigori is soft, but I will make him hard like me. I just hope he survives the process.

Moves:
Elf Choose one weapon - in your hands, that weapon and any similar to it have the Precise tag. In addition, roll +DEX instead of +STR for Battle Instincts.

Armored
Ignore the clumsy tag on armor

Battle Instincts (DEX)
When you confront a worthy foe, roll +DEX. On a 10+, hold 3. On a 7-9, hold 1. Spend 1 hold at any time to do one of the following:
• Negate a move made by your foe as it is made.
• Discover a way to exploit the environment to your advantage.
• Discover a previously unknown weakness of your foe.
• Discover a previously unknown strength of your foe.

Bend Bars, Lift Gates
When you use pure strength to destroy an inanimate obstacle, roll+Str. ✴On a 10+, choose 3. ✴On a 7-9 choose 2.
• It doesn’t take a very long time
• Nothing of value is damaged
• It doesn’t make an inordinate amount of noise
• You can fix the thing again without a lot of effort

Merciless
When you deal damage, deal +1d4 damage.

Signature Weapon
Ancient, Inscribed Sword, Sharp. +2 piercing, Versatile, Close, Hand



Ergonomix posted:

What clue or person led you to this address?

Gil, a local militia-man that I've played dice with before, recognized the description of the dark-haired girl with grey eyes and gave us directions. I wonder what Glasgrist wants with her... I don't like doing jobs without a face-to-face.

Ergonomix posted:

What do you do?

Keeping sharp, Kithracet watches what's happening closely, and stays out of the guards' way.

Discern Realities: 8
• What here is not what it appears to be?

Ich fucked around with this message at Feb 28, 2013 around 06:09

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there


Ike West
HP 20, Armor 1, Load 5, XP 0+1


Ike scans the buildings along the road. Butcher shop, grocer's stall, bakery...this is certainly a fine place for a missing girl to get a bite to eat. Ike decides to pretend for the moment the girl is a rebellious runaway, with no sinister story behind her.

Unlikely, but Ike needs a little less reason to be disgusted with Overlook at the moment. He gives way to the stuck-up woman and her guards, then walks over to the butcher. "Half rack of rib, please...I'll throw in some extra coin if you can tell me where to find this girl." He displays the crude likeness of their quarry Grigori had sketched on a scrap of paper.

Parley (CHA): 2d6+1 4

Character Sheet posted:


Ike West, Human Spellslinger
Unreadable Eyes, Short Hair, Tailored Outfit, Sturdy Body
"People don't forget. Nothing gets forgiven."

The story is old as time, and always carries the implication of trouble. It's never, "A stranger was lost on the route to Moray. We gave him directions and he went on his way." It's always the more sinister, and admittedly more interesting, "A stranger rode into town."

So it is with Ike West. Mysterious and imposing, Ike, like any man, has a story to tell. Not that the good folk of Overlook care much for it. He was one of Roy Cassidy's bandits, they whisper. Riding through the borderlands to the west, stealing from travelers and merchants, killing lawmen without mercy. Ike will not account or apologize for his actions, only their consequences.

Six years ago, Cassidy's gang was beset by a schism between Cassidy and his younger lieutenants. Ike alone refused to take sides against his mentor or his good friend Will Fisher, and left the gang for good. No one knows what happened, but six months ago, the gang resurfaced, more violent and ruthless than ever. Rumors abound that they now kill without provocation, using dark magic the likes of which no one has ever seen.

Vengeance and honor have nothing to do with it. Ike could have stopped whatever happened, but he didn't. Now, he's sworn a vow to bring the only family he's ever known to justice, dead or alive.

STATS
STR 8 (-1)
DEX 16 (+2)
CON 12 (0)
INT 9 (0)
WIS 16 (+2)
CHA 13 (+1)

MOVES
Alignment: Lawful
Mark XP when I bring a criminal to justice.

Race: Human
+1 to spout lore about wanted criminals or agents of the law in an area.

Magic Wand
This is my wand. There are many like it, but this one is mine. I call it the Peacemaker, and it is mahogany with a pistol grip.

Runes of Power
My skin is marked with glowing Runes, proof and focus for my arcane power. I have 3 Runes, and I gain one every level.

Spellshot (DEX)
When I aim my magic wand and fire a magic bolt at an enemy, roll +DEX.
10+, the spellshot hits, and I either do my damage or trigger 1 Rune.
7-9, the shot hits but choose 1:
-I have to take several shots, placing someone or something nearby in danger (GM's choice)
-Disrupted by magical feedback; take -1 forward on next magical action.
-One of my runes affects me, GM’s choice.

Wanted (WIS)
When I enter a village, town, or city and decide to check the Wanted posters, Roll +WIS.
10+, I am told of 2 local threats (criminals or monsters), the reward for capturing or killing them, and take +1 ongoing against each of them.
7-9, I am told of 1 local threat (criminals or monsters), the reward for capturing or killing them, and take +1 ongoing against it.
6-, there’s a wanted poster of me! Reward for is my level x10 coin. Take -1 ongoing when dealing peacefully with any figure of law while in town.

Unwelcome Traveler
Against sedentary business owners, agents of the Law (who technically can’t arrest you) and other particularly straight-laced folk, I can use “My willingness to leave town” as leverage to Parley.

Try Me
When I Discern Realities, on a 7+ I can ask the question “would they back down from a fight or threat of violence?”

GEAR
Load 5/8
Leather Chaps (1 armor, 1 weight)
Peacemaker (near, 1 weight, usable by SpellSlinger only)
Hatchet (close, 1 weight)
Dungeon ration (5 uses, 1 weight)
Trail kit (5 uses, 1 weight)

BONDS
Kithracet
’s got guts! I’m glad he's on my side. (Even if he does have a little too much of the grim woe-is-me thing going on.)
Cecilia is a dangerous ally, but an ally just the same. (+1)
I ain’t never turnin’ my back on Octavia again. (I'm an open-minded fella but a lady who can turn into another lady, or even a man, is something to be wary of.)
I can’t remember if it was Grigori or me that got us kicked out of town that time. (That's what I get for trying to calm an angry mob without drawing my wand.)

RUNES
Slam: Target is knocked off their feet!
Pain: Target is distracted by a surge of pain for a few moments. The next miss rolled against the target is treated as a 7-9 result.
Disarm: Whatever the target is holding in one of it’s hands is flung from their grasp and lands nearby.

Captain Walker fucked around with this message at Feb 27, 2013 around 16:13

Ergonomix
Apr 14, 2009


Wahad posted:


Ah, I knew I forgot something. Yeah, Solomon is right there with the rest of you.

Ich posted:

Kithracet
Keeping sharp, Kithracet watches what's happening closely, and stays out of the guards' way.

Discern Realities: 8
• What here is not what it appears to be?

As you scan the area, you just barely catch sight of someone or something peeking out of the manhole cover and then quickly and quietly lowering it back into place.


Captain Walker posted:

Ike West
HP 20, Armor 1, Load 5, XP 0+1


Unlikely, but Ike needs a little less reason to be disgusted with Overlook at the moment. He gives way to the stuck-up woman and her guards, then walks over to the butcher. "Half rack of rib, please...I'll throw in some extra coin if you can tell me where to find this girl." He displays the crude likeness of their quarry Grigori had sketched on a scrap of paper.

Parley (CHA): 2d6+1 4

The butcher looks up from the meat he's cutting and seems happy at first to be getting a customer so late in the evening, but his face sours as you show him the drawing and he notices the band of strange and/or armed people that just happen to be walking down the street at the same time as you. "Oh no, I can smell when danger's comin' and I don't want nothin' to do with it."

He sighs and reaches up, pulling down the shop booth's shutter with a clang.

The lady's guards and the porter look over momentarily at the noise, but continue on their respective ways.

Ergonomix fucked around with this message at Feb 16, 2013 around 20:47

Okasvi
Nov 19, 2012


Grigori
HP:23, Armor 1, Load 5/9, XP:0+1

Grigori knows he is not the most convincing speaker, despite his occupation, so he prefers to leave the inquiries to others. Instead, he is focusing his attention to the mist, reading the drifting eddies of wind via aeromancy for hints of their target's location.

Hopefully I did this right. Rolling for speed divination: 2d6+2 5

"On a 6- you may ask the GM one question, but their answer can be as vague and misleading as they wish, as long as it’s not an outright lie."

My question is:
Where should we go to find the girl?

Okasvi fucked around with this message at Feb 17, 2013 around 00:12

Ergonomix
Apr 14, 2009


To your special eyes, the fog seems to form a vague image of the girl in... a room of some sort? You realize she is not alone as another figure near her turns and seems to look straight at you out of the mists, before the image dissipates and just becomes ordinary fog again.

Wahad
May 19, 2011

And when they shun their humanity, we welcome them here.


Cecilia

Clucking her tongue disapprovingly, she turns her attention away from the butcher's shop. She might've had a chance to play his fate, had Ike not beat her so bluntly to the chase. Instead, she looks around carefully, noting the side alley in particular. Solomon stands next to her, passive yet cautious.

Discern Reality 2d6+2 = 14

- What happened here recently?
- What here is useful or valuable to me?
- What should I be on the lookout for?

P.S. I should note that given her story, information or an opportunity to influence somebody is always more valuable to Cecilia than coin. Just for future reference.

Okasvi
Nov 19, 2012


Grigori
HP:23, Armor 1, Load 5/9, XP:1

Grigori motions for the others that he has something to say and then speaks quietly to avoid attention.

"There's something more to this case than meets the eye. I just tried reading the mist for the girl's location and she seems to be accompanied by someone or something that is capable of noticing and blocking my divinations. The vision got cut off so suddenly that I couldn't get any worthwhile detail, but I fear that I may have alerted them to the fact that someone is looking for them."

Ergonomix
Apr 14, 2009


Wahad posted:

Cecilia

Clucking her tongue disapprovingly, she turns her attention away from the butcher's shop. She might've had a chance to play his fate, had Ike not beat her so bluntly to the chase. Instead, she looks around carefully, noting the side alley in particular. Solomon stands next to her, passive yet cautious.

Discern Reality 2d6+2 = 14

- What happened here recently?
- What here is useful or valuable to me?
- What should I be on the lookout for?

P.S. I should note that given her story, information or an opportunity to influence somebody is always more valuable to Cecilia than coin. Just for future reference.


Just from looking around, it does look like that cart in the alley was just recently moved there, the trash next to it still has track marks from the wheels running over it.

Looking further down the alley, you see something that you should definitely be on the lookout for, and could potentially be useful. Two men, a human and a dwarf, are loitering around the door to the address that Kithracet's dice buddy gave you. They look like tough guys, and are clearly on alert. They're looking back at you and your large friend just as carefully as you're looking at them.

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there


Ike West
HP 20, Armor 1, Load 5, XP 1


In the time it took Ike to scare off the poor butcher his allies had made significant progress. He peers down the alley where Cecelia was standing, then, deciding enough time has been wasted, walks towards the two men. "'Scuse me," is all he says as he approaches, hands at his sides not far from his wand.

Ergonomix
Apr 14, 2009


Captain Walker posted:

Ike West
HP 20, Armor 1, Load 5, XP 1


In the time it took Ike to scare off the poor butcher his allies had made significant progress. He peers down the alley where Cecelia was standing, then, deciding enough time has been wasted, walks towards the two men. "'Scuse me," is all he says as he approaches, hands at his sides not far from his wand.

"Keep walkin'," the dwarf says before you even finish talking, crossing hairy burly arms across his chest, "She's not taking any more visitors." The human stays silent and keeps a hand on the pommel of a sword at his belt as his eyes flick between your wand holster and Cecilia and her large companion at the entrance of the alley.

Ich
Feb 6, 2013


Kithracet
HP: 22, Armor: 3, Load: 9/13, XP: 0


Kithracet walks down the alley behind Ike, letting his shield slide down off his shoulder as he does so, keeping his eyes locked on the pair, and stops next to him, hand on sword hilt.

"She'll see us," he says to the dwarf. His young looking face and lithe figure couldn't be said to be imposing, but his confidence and the well used state of his kit, tell a different story. Let them believe they're second hand purchases and it's all bluff, he thought with a grin.

Tollymain
Jul 9, 2010

we are all fucked
we are all s8ved


Walker

The scarred psion steps in from out of nowhere between the dwarf and the elf. "Excuse me. Let me handle this, please?"

Without waiting for a reply, Walker spins back toward the dwarf. "We've no ill intentions towards you. Please, let us past." Her eyes meet the dwarf's, just for a moment - but a moment is all she needs.

The Heart's Sorrow: 2d6+2 9; I look into their heart for a secret that I can easily use to Parley

Ich
Feb 6, 2013


Kithracet
HP: 22, Armor: 3, Load: 9/13, XP: 0


Kithracet is no fool. A peaceful way past them is better, but he is ready for the other option, should Walker not get her way. He steps back to give her room, and looks up and all around, not wanting to be too focused on the man and the dwarf.



Discern Realities: 10
• What is about to happen?
• What here is not what it appears to be?
• What here is useful or valuable to me?

Ich fucked around with this message at Feb 17, 2013 around 08:15

Okasvi
Nov 19, 2012


Grigori
HP:23, Armor 1, Load 5/9, XP:1, Speed divination hold:1

Grigori notices that the situation seems precarious and decides to make preparations in case the worst should happen. He sighs and turns his gaze towards the stars and begins reading.

Speed divination again: 2d6+2 7

"On a 7-9 you only gain 1 hold but you may still ask the GM a question."

My question is:
Should things get violent, what weaknesses can I use against the two guards?

Okasvi fucked around with this message at Feb 17, 2013 around 05:10

Wahad
May 19, 2011

And when they shun their humanity, we welcome them here.


Cecilia

She silently curses the two men's straightforwardness. "Honestly, you'd think they hadn't learned from working with me at all!", she thinks to herself, "all that posturing...well, that's fighters for you." Cecilia steps forward with a smile, Solomon following her doggedly.

"Gentlemen, forgive our partners' brusqueness. It's been a long, tiring day, and as you might understand, that puts a man on edge a bit. Now, for the sake of expediency, let me explain why we're here. You see, we were sent by Dwight Stormhand - you may have heard of him? He runs this part of town. Now we're not here to run you out, of course, but mr. Stormhand has absolutely no idea what's going on here. And, just between you and me, he thinks that is simply a dreadful situation. If your ward would like to give us some assurance, that would assuage mr. Stormhand's worries quite handedly. Just business, as I'm sure you understand." The situation is a little hard to read. Letting the known crimeboss take the blame for the approach is a risky move, but Cecilia knows that Stormhand can deal with these louts easily, given his resources. They wouldn't go after him.

A bad Parley roll 2d6+2 = 6

Well...I guess I can't complain about Fate being a fickle mistress!

Ergonomix
Apr 14, 2009


As Kithracet steps menacingly towards the dwarf, he just frowns harder, and makes a slight hand motion to the human guard, who quickly steps inside the door.

Walker, as you look into his heart, you find a juicy secret indeed. This is a house of ill repute he's guarding, and he seems to have been taking some of his paycheck in an alternative form that his wife would probably not approve of.

Kithracet, looking up is always a good idea in the city. You see shadowy figures moving about on the rooftop several floors above you. They move back away from the edge when they notice you looking up at them. Nothing of value you can see... Oh, hey, is that a coin in the mud?

Grigori, these guards are tough, but they're mostly used to handling drunks and cheapskates who can't do much more than throw a punch. They'd probably be thrown off by any kind of trickiness.

Cecilia, the dwarf just chuckles at your short speech, "I think you've got it wrong, Mr. Stormhand knows exactly what's going on here, you're the one who's clueless. Ward? I ain't adopted no kids. Wait, why am I talking to you jokers? Go. Away." He uncrosses his arms and starts cracking his knuckles.

Ich
Feb 6, 2013


Kithracet
HP: 22, Armor: 3, Load: 9/13, XP: 0


Kithracet rather shamelessly squats down and pulls the coin from the mud, though it's as much out of curiosity as anything else. He quickly wipes it clean and takes a look at it before it disappears into his pouch.

He then stands with his back against the opposite wall of the alley, keeping a general eye out, especially on the rooftops while the talkers do their thing.

Tollymain
Jul 9, 2010

we are all fucked
we are all s8ved


Walker

This is rapidly turning into a circus. Walker frowns in irritation and leans in close to the dwarf, whispering in his hairy ear: "You've got a job to do. I understand that. Unfortunately for you, we've got a job to do too. You've got two choices here. Recognize us as VIPs and let us through, or keep the door closed to us and find that your wife's done the same to you when you get home in the morning. So, what's it going to be?"

She stands back up. "Now, I'm sure you understand the situation we're in. Would you mind bending the rules for me, just this once? I'll have it with me again once I get it replaced."

Parley: 2d6+1 8; leverage is his wife not learning of his straying.

Okasvi
Nov 19, 2012


Grigori
HP:23, Armor 1, Load 5/9, XP:1, Speed divination hold:1

Having made his preparations, Grigori decides to hang back and see how the situation develops.

Ergonomix
Apr 14, 2009


The guard seems alarmed at the mention of his wife, and seems about to say something when the door opens and the human guard returns. He looks at the party and points a thumb over his shoulder at the open door. The dwarf gives him an "are you kidding me?" look, to which the other guard just shrugs.

The dwarf sighs, "Alright, apparently she's changed her mind, head on in." He looks at Walker, "Now there's no need to go talking to... ahem, about, you know."

Wahad
May 19, 2011

And when they shun their humanity, we welcome them here.


Cecilia

Well. It certainly hadn't been the intended result, but the knowledge gained was still valuable. If this was one of Stormhand's locales, chances were good that the girl might be one of his. On the other hand, it raised the further question of what exactly Glasgrist wanted with her. Cecilia subdues her nagging feeling of suspicion, knowing it won't do anybody well to draw conclusions before they have more information. She heads inside, smiling politely once more to the dwarven guard, followed by Solomon.

Ergonomix
Apr 14, 2009


As Cecilia steps through the door, it briefly seems like you're somewhere else entirely, like some kind of palace, or at least an upscale house. That is, until you notice the spots where the wall paper is peeling, revealing the brick wall underneath. Or the mysterious stains of varying color scattered about the formerly nice carpet.

Aside from the decor, the best description for the place would be "waiting room." A few chairs line the walls, and a wide desk sits at the opposite side of the room. Sitting behind the desk is a woman who would look to be in her thirties were it not for the few streaks of gray in her hair that either spoke to a stressful life, or her looks had just aged gracefully. Oh, and she has a flintlock pistol in her hand, the pommel casually resting on the edge of the desk as she has it pointed in your general direction. Additionally, a very tall, amazonian looking woman is standing just behind her shoulder, a sword at her hip.

The woman sitting behind the desk takes a cigarette out of her mouth and mashes it roughly into an ash trasy, "So, who the gently caress are you, and why are you making a scene in front of my humble, legitimate business?"

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there


Ike West
HP 20, Armor 1, Load 5, XP 1


Ike stops a disdainful grunt at the word 'humble'. Instead he merely holds up the picture of the girl again. "She's the who. I'm hoping you could tell me the why."

As he hands the picture over, he's gauging the womens' reaction--he's not expecting cooperation, but it would be nice to know how to turn the situation to his advantage. The madam's steely gaze is hard to read, but Ike is determined to know how she'll react before she does.

Discern Realties: 2d6+2 8

What is about to happen?

Ergonomix
Apr 14, 2009


As her eyes fall on the picture, you catch a flash of recognition and... a lack of concern? Like she was expecting exactly this. You get the feeling that her reaction isn't going to be much because this girl is no longer her business.

She looks back up at you, her face back to a mix of annoyance and casual superiority, "Not one of my girls, sorry, sugar. But I'm sure I could find you someone else who fits your tastes?"

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there


Ike West
HP 20, Armor 1, Load 5, XP 1


What a surprise. She knew more than she was letting on. Ike sighs internally, then addresses the madam.

"I gather she's no longer in your care, then. And of course you'd be glad to help find her, but you're a busy woman, can't possibly be expected to keep track of everyone who goes out those doors, only the ones who come in, et cetera. Mind if I smoke in here?" He's already lighting a cigar as he says this. "Let's cut past all that bullshit: I don't think you appreciate the gravity of the situation. I aim to find this girl and you can help. The longer you're not forthcoming with whatever information you've got, the longer we're here causing a scene, diverting customers, and generally making it difficult for you to bilk desperate young women with nowhere else to turn of coin and dignity." He takes a drag from the cigar, then flicks the ashes onto the floor. "I reckon you ain't exactly got a monopoly on that industry, by the by. People are gonna go elsewhere. So I'll ask once, politely: Tell me where I can find this girl."

Gonna use that +1 from my Discern Realities check, leverage is "My willingness to leave", either for the reasons states above or my Unwelcome Traveler move if that applies

Parley: 2d6+2 8

Ergonomix
Apr 14, 2009


She narrows her eyes at you and taps her gun against the desk thoughtfully.

"Now, this is interesting. You don't exactly seem like the type I was told would come looking for her, Mr. Holier Than Thou. Maybe..." She frowns, "Look, I made a promise to an old friend, and you're asking me to break that. Whatever you might think about my profession, I am a woman of my word. I can't tell you where she's gone, but I can tell you why she was here."

Putting another cigarette in her mouth, she conjures a small flame at the tip of her finger to light it, "She's got some dangerous folk after her, not sure why; in the time that I kept her here she seemed like a sweet little thing who wouldn't offend anybody. She even offered to do some chores around the place, should've said no... I bet some John saw her and told you, huh?"

She blows a cloud of smoke at you, "Anyway, my friend came back... before you got here, thanked me for holding onto her, and left with her. That's it. Now, will you leave?"

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there


Ike West
HP 20, Armor 1, Load 5, XP 1


Ike is actually pretty satisfied with that outcome...but he's pushed about as far as this woman is willing to go, and there's still one thing he needs.

"Well, I suppose if you can't tell me anything more about this friend..."

He glances very briefly at Walker, and thinks as hard as possible, Give me a name.

Tollymain
Jul 9, 2010

we are all fucked
we are all s8ved


Dang. Rapid fire.

Walker

The spare psion's been standing back watching the conversation with mild interest, mostly skimming the lady's surface thoughts. She prefers to do the talking herself, to direct people's stream of thought, but this works nearly as well. What she loses in direction she gains in focus, dipping deeper into the flow for a word, a name...

The Heart's Sorrow: 2d6+2 13; the secret is presented in greater context and is something I could learn by other means, no matter how remote the chance.

Walker feigns irritation. "Come off it, Ike. We'll find nothing here. Just another dead end." She walks out the door into the night air and takes a moment to breath. That was rather too deep in there. Got a bit disorienting in the end. Hopefully the madam didn't notice anything strange. The cool night air restores Walker's focus, re-centering her thoughts.

Gain 3 focus.

Ergonomix
Apr 14, 2009


Risni Whitelance. Agent of the Elven Queen. Before he got to his current powerful position, he had some low times as a thug/knight-errant of the streets in Overlook. He saved the madam's life when she was a younger working woman, and proceeded to help her overthrow her abusive pimp and take his place. It's possible that you could have heard of him from some of his other exploits and adventures.

Just as you step outside, you (and anyone else who remained outside) hear a series of crashes above you, as several figures have quickly and quietly rappelled down the side of the building and swung into the windows of the brothel's second floor. Several screams can be heard, and people inside also hear the sound of many sets of rapid, heavy footsteps through the ceiling.

The madam stands up and nods to the warrior woman behind her, who is already loosening her sword from its scabbard and heading through a doorway behind the desk.

She looks at Ike and the rest, "Sounds like the people I was expecting are here. I should've just closed up and gone home," she says regretfully.

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there


Ike West
HP 20, Armor 1, Load 5, XP 1+1


"And here I was thinkin' no one was gonna have to die tonight." Ike's hand clenches around his holstered wand. "Reckon the least we can do for ya is make sure it ain't you or any of your girls." He motions to Kithracet to cover the door they entered through and hurries after the bodyguard, trying to locate a good spot to make a stand.

Discern Realities: 2d6+2 6

Captain Walker fucked around with this message at Feb 19, 2013 around 03:13

Tollymain
Jul 9, 2010

we are all fucked
we are all s8ved


Walker

The noise started about halfway through. Walker dismissed it as not immediately dangerous and continued the short ritual. Afterwards she would wonder where the hell that decision came from.

Now, she can run up the stairs like everybody else and do exactly what the sudden strike force is expecting, or she can be a little more creative...

Defy Danger: 2d6+2 8; not sure if this would be dex or wis but either way it would succeed with a twist. I'm defying the dangers inherent in using a crude psychic blast/push to launch myself up through one of those second story windows so I can flank whoever these bozos are from the rear.

E: Also, I'm going to use one focus to Have a brief vision of the imminent future, as if I had Discerned Realities and asked, "What is about to happen?" I take +1 forward when acting on the answer.

Tollymain fucked around with this message at Feb 19, 2013 around 04:57

Ich
Feb 6, 2013


Kithracet
HP: 22, Armor: 3, Load: 9/13, XP: 0


Kithracet had been heading out of the doorway, so when things went all ninja-like, and Walker leaped up through a now broken window, he was there to see it and quickly re-entered the building. He didn't appear to have seen Ike's instruction about guarding the door and follows them past the Madame's desk with his oath to protect Walker foremost in his mind.

Okasvi
Nov 19, 2012


Grigori
HP:23, Armor 1, Load 2/9, XP:1, Speed divination hold:0

Noticing Kithracet ignoring Ike's request Grigori unsheathes his sword cane, tosses his doctor's bag into the corner of the room, where it's not in the way, and takes up the position to guard the entrance instead. He positions himself to the side of the door, so that he would be hidden behind if it were open, preparing to surprise anyone who manages to slip through the door guards outside or reinforce the people heading up as needed. After taking up his position he turns his eyes towards the flame in the nearest lantern lighting the room. He is still somewhat tuned in to the flow of fate from his last divination and leverages it to try to gather another piece of the puzzle.

Spending my hold from speed divination to ask an extra question, since I'm not likely to fight the guards in the near future. Who are these attackers?

Okasvi fucked around with this message at Feb 19, 2013 around 06:08

Wahad
May 19, 2011

And when they shun their humanity, we welcome them here.


Cecilia
HP: 19, Armor 0, Load 3/7, XP 0


Although Cecilia is not a fighter - far from it, in fact - she relishes the opportunity that these new invaders have brought. The ball of Fate was rolling once more, and perhaps there is something to gain here after all. Solomon's expression changes from passive caution into hardened anger. The homunculus senses that danger is afoot, and is acting on its most basic instinct; to protect his mistress. He follows her up the stairs, looming over her in the small hallway on the second floor.

Ergonomix
Apr 14, 2009


Ike: as you follow the guard upstairs, you are somewhat stymied by the small group of half dressed people rushing to get by you down the stairs, all of them look rather terrified. The guard seems to be counting them to make sure everyone's accounted for as she presses against the wall to let the crowd pass. As you reach the second floor, the guard immediately starts checking two rooms with open doors and blood trails coming out of them, but no one seems to be inside them. The blood trails seem to go up the stairs to the third floor.

You are so distracted by this that you don't even notice the door behind you burst open as some guy in a cloak slips a dagger between your ribs. Take 5 (6 - 1 armor) damage, you've had worse. Of course, he looks like he's about to go for a second stab.

Walker: Your psychic rocket jump succeeds, barely. As you soar majestically through the air like a rock, you have a brief vision of a second wave of attackers coming in through the windows. You tumble through the window and land on your rear end next to a bed. There's a weirdo with a scary face and a knife who looks like he was nursing a wound until you tumbled in. He lunges at you, about to bring the knife down on you.

Grigori: As you stare into the flames, you see an image of sharp fangs sinking into neck arteries. Yup, these sure are vampires. And not the sexy kind. These are Nosferatu, the ones who've entirely turned themselves over to their bestial nature.



What do you do?

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there


Ike West
HP 15/20, Damage 1d8, Armor 1, Load 5, XP 2


drat it! The first cut is always the deepest. Grimacing, Ike lets go of his holstered wand, and whirls around.

He briefly considers attacking straight on with his hatchet, but thinks better of it--he's too close for comfort, and he's a better shooter than brawler anyway. Instead, Ike decides to feint: as the weirdo attacks again, Ike will counter-step past him into the hallway, where he can take a shot. It'll take lightning reflexes to pull it off without getting cut again...

Defy Danger (Dex): 2d6+2 11

...and Ike manages it by a hair--the tip of the knife grazes gently against the front of his coat as he slips past, dashing into the hall. Catching a glimpse of Walker in imminent danger, he swiftly draws his wand. The scars on his face glow blue as he fires a single shot into the room...

Spellshot (DEX): 2d6+2 10
I activate Slam and knock his rear end out the window.

Captain Walker fucked around with this message at Feb 19, 2013 around 18:11

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Ergonomix
Apr 14, 2009


Technically that door was still closed, but that's a cool enough move to allow a retcon.

The guy's face takes on an almost comical confused expression as the magical blast turns his lunge into more of a jump and he goes flying over Walker through the broken window. You hear a distant thump followed by shouts from the surprised and confused door guards. If he's still alive, he's their problem now.

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