Game: In the Spire's Shadow

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weishan's picture
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Game: In the Spire's Shadow

"It's yer own mistake," says Aloric.

If this cuts short his buffing, he will manifest an energy cone to hit as many of the advancing Khasta as he can.

Intimidate: 17

OOC: rolled 3d20 instead of 1d20+3. Using the first roll

0 Bonus for to do
I rolled 1d20+0, the result is 14.
I rolled 1d20+0, the result is 16.
Jem
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Game: In the Spire's Shadow

'Duckluck' wrote:
{{Oh, come on, that's clearly an Intimidate check! Oh well, I'll take it.}}

(At this point, ow happens.)

Quote:
I would suggest making an Intimidation check now.

Done, below, although I really was going for diplomacy khaasta-style... (Hmm. And that shouldn't have had a +1, either, so it was a 2. I'm just not very intimidating today, though I'm trying my hardest.)

. o O (Okay, that didn't work. Obviously I need to brush up a bit on the interspecies formalities for these guys.)

Zhegre roars something in Rodinan that roughly translates as "You were duly warned and will now accept the consequences, you oversized scaly thieves!" and comes at the nearest khaasta swinging. He'd also like to free up a hand, so the first time the sickle hits he'll be leaving it in that khaasta.

Second roll, hammer; third roll, sickle. Well, third roll below, since I replied instead of editing.

1 Bonus for to do
I rolled 1d20+1, the result is 3.
5 Bonus for to do
I rolled 1d20+5, the result is 9.
Jem
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Game: In the Spire's Shadow

For crying out loud. What luck today.

4 Bonus for to do
I rolled 1d20+4, the result is 8.
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Game: In the Spire's Shadow

Kadar is moderately disturbed by how pleased he is to have a chance to use the new level of focus that he has developed. With a shout he charges at the on-coming pikemen blades whirling.

Initiative- 23
Attack 1 - 27
Damage - 8
Attack 2 - 26
Damage - 5

5 Bonus for to do
I rolled 1d20+5, the result is 23.
13 Bonus for to do
I rolled 1d20+13, the result is 27.
1 Bonus for to do
I rolled 1d8+1, the result is 8.
10 Bonus for to do
I rolled 1d20+10, the result is 26.
0 Bonus for to do
I rolled 1d6+0, the result is 5.
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Game: In the Spire's Shadow

Polp slides his crossbow through the grass to pop a bolt at one of the more fragile looking khaastas, seeking to catch it off-guard as he shoots from his hidden position. (24 damage if the crit was confirmed, otherwise 18 damage total)

After his attack, the shad keeps wary of dodging attacks from the nearest standing threat. [Dodge feat].

5 Bonus for Initiative to do
I rolled 1d20+5, the result is 7.
10 Bonus for Attack to do
I rolled 1d20+10, the result is 29.
10 Bonus for Critical roll to do
I rolled 1d20+10, the result is 15.
0 Bonus for Base damage to do
I rolled 1d8+0, the result is 7.
0 Bonus for Sneak Attack da to do
I rolled 3d6+0, the result is 11.
0 Bonus for Critical damage to do
I rolled 1d8+0, the result is 6.
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The Khaasta have a good laugh at Zhegre's pitiful attempt to look intimidating, and his failed attempts at combat nearly take his own head off. Fortunately, the Khaasta fail their attacks of opportunity (they're using reach weapons) because they can't stop laughing. Then Aloric lights them on fire (or whatever energy he picked), upsetting them somewhat and polp hits one through the neck, killing him instantly. Kadar knocks out two more, who lie in the singed grass bleeding.

The other three Khaasta Koothmen pick raise their spears, grab their wounded, and retreat back to where the bowmen are grouped. The leader who spoke earlier sets his longbow down and approaches calmly, stepping over the body of his dead comrade as if it were not even there. He bows low and says, "Spire's ward cutters, what can we do for you?"

Jem
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Zhegre stands there a moment in personal shock.

. o O (That... was bloody embarrassing. What is with my skills today?)

He sighs, and lets somebody momentarily more competent do the talking -- he seems to have exhausted any opportunity to make a good impression one way or the other -- while puts away his weapons and carefully removes the arrows he's still wearing, followed by a spontaneous cure... we'll go with a L3, I think the magic circle. First roll, Heal check to get those out (using his healer's kit) and bandage them up, second roll the cure total.

15 Bonus for to do
I rolled 1d20+15, the result is 24.
7 Bonus for to do
I rolled 3d8+7, the result is 25.
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Kadar looks the leader in the eye and shrugs

"We are headed for the Sandstone Citadel so unless you have news concerning it all that we ask is that you stand aside and allow us to continue without further inconveniences. It would be a shame to have to further blunt my blades."

(Intimidate? Diplomacy? I'm just being matter of fact so I'm not sure if a roll is necessary but here it is (+1 intinidate +7 for diplomacy)

0 Bonus for to do
I rolled 1d20+0, the result is 16.
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The Khaasta nods and says, "Very well, the Citadel is that way," and then he and his band leave.

Jem
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"Well, that was short and brutal. Everyone else okay?" Zhegre looks about. "Oh, good, I was only one who embarrassed myself."

He looks over at the body the Khaasta band left behind, and tsks. "Ought not to simply leave corpses for wultures, brigand though he may have been. Would anyone object if we took few minutes to bury him? Or maybe cremate -- wery impressive there, Aloric, you have been deweloping those abilities since we last met."

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"Aye, I have, but they still tax me to use. Flint, steel, and wood are the best way to make a pyre. It may be wise to post a sentry and send one of our sneakier folks up ahead as a scout. Those berks may try to head us off and ambush us again or strike at us from behind."

Jem
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"Da, time is of essence. I will do it." Zhegre quickly lays out the body, arranges its weaponry as befits a warrior, and says a brief Dwarvish prayer along the lines of "we fought, he lost, no hard feelings, hope the whole afterlife thing works out for him," and uses a quick burning hands to dispose of the remains respectfully.

{Yo, GM, what does Tharmekhul's religion say about spoils of war? One the one hand, he did try to rob us. On the other hand, it seems kind of bad form to go grave-robbing. On the third hand, this is D&D after all, it's medieval, there are certain accepted practices. Your pronouncement is Zhegre's heartfelt belief. ^_^ }

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...and in the beginning, Tharmekhul said, "let there be looting" and lo, there was looting a plenty.

The Khaasta was carrying a masterwork Kooth (check the PSCS for details), a masterwork Cold Iron shortsword, two flasks of Alchemist's Fire, Masterwork Full Plate, a potion of Cure Moderate Wounds, 20 platinum pieces, and pack with various travel supplies, none of which are terribly valuable.

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OOC: Should we assume we just take these to split up later and continue as planned to the Citadel?

Jem
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{OOC: Oops, maybe I should have made that clear! Sorry, yeah. I'm not taking any of his stuff -- it's not like I so much as landed a blow! Polp got off the shot, and the others did some decent fighting, I blustered around and looked silly doing it. #^_^# I just wanted to know where I stood on what was likely about to happen.}

Zhegre, laying the guy out, finds the vials of alchemists' fire. "Good thing I found that before starting cremation," he says, and lays it off to the side with the other small sundries like the potion and the coinage. The weapons aren't all that valuable-looking; he'll leave those on the body for ceremony's sake. And yeah, we can move on now. :^)

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{Actually, the Shortsword is worth a decent bit of jink.}

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"I think it'd be best of we figured where the new homes for this gear are we we get to the cCtadel. Let's leave quickly and avoid annother scuffle if we can."

Aloric will help to carry a fair share of the captured gear, being one of the stronger members of the party, and continue, allowing someone else to scout ahead.

Jem
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As they go, Zhegre will try to make himself useful: he'll do his best to recall various critters and ecological effects that accompany the varying availability of magical energies in each ring, and examine the environment as they walk to determine what ring they're presently in and the effects any recent changes have had locally.

K(tP(Outlands)) below.

12 Bonus for to do
I rolled 1d20+12, the result is 16.
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Everyone and and every thing seems a little more tense than normal, as if the entire plane were wondering what will happen next. It's subtle, but it's there.

After a day's walking through scrubland forest and plains (but not, oddly enough, across the river Ma'at, even though it should have been on the way), you arrive at a rugged hilly region with numerous mesas and canyons rising up and dipping down between flat patches covered in chaparral. The largest mesa in the region is a huge mound of red sandstone two hundred feet tall. The top and bottom of the mesa are both roughly ovaline with a diameter ranging from about a mile to a mile and a half. The top of the mesa is bright green with what appears to be row after row of citrus trees. How they got the water and soil up there and why are both unclear, but it's pretty clear who did it.

At one point, the mesa was bisected by a long canyon and riddled with caverns, but now huge iron walls cover both ends of the canyon from view and the caves have all been sealed up in a similar fashion. Entrance to the mesa can be achieved through the two large gates mounted a quarter of the way up the metal walls. both of which can only be accessed by a ramp and drawbridge. that is in full view of siege emplacements and archery nests cut into the rock. It is the most impressive land fortress any of you have ever seen and, you find yourselves, despite none of you being the warlord type, desperately wishing you could rule over something that powerful. Today though, it does not appear braced for war, but peace, kobolds scurry around it willy-nilly completing a variety of inscrutable tasks and traders of all races lead their carts teams up the ramps and into the city beyond, being stopped only briefly by armed kobolds on the way in.

You have arrived at the Sandstone Citadel.

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Kadar strides openly towards one of the ramps making clear that he has nothing to hide and wishes to enter the citadel.

once close enough he hails one of the guards.

"Hello Cutter, my companions and I are looking to trade the chant with an inhabitant of your mighty citadel." he gives a rough outline of what they've heard about the kobold in question. "do you know where we might find him?"

Diplomacy check

ooc- oh, and Kadar's got plenty of room if any of the gear needs carrying.

7 Bonus for to do
I rolled 1d20+7, the result is 24.
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Jem
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Zhegre examines the defensive emplacements, and nods slowly. "Wery defensible. Approaches sealed off. Mesa prowides land for crops for supplies in case of siege. Tightest resource is likely water, and canyon flow gates would probably be weakest point of attack. But anyone smart enough to build this place will have those two points heawily defended, and enough water stockpiled in cawerns to hold out for wery long time. It will not be by force of arms that this Citadel falls, I ween." He looks down over the side of the ramp, and wishes he hadn't. Dwarves aren't made for heights.

He lets Kadar discuss matters with the guard, and stays quiet and calm while weighing the reactions of the kobolds around them, and the mood of the nearest non-kobolds going about their business.

(Sense Motive)

5 Bonus for to do
I rolled 1d20+5, the result is 7.
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{See, this is why it's important to use actual dialog when possible. I honestly don't know whether you're asking about the High One or Mysterious Prophet DudeTM. Care to clarify?}

Jem
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{OOC: I believe he's mentioning that we've come to speak to the High One, since that's who Duckluck directed us to to learn more about our mysterious prophet. Of course, that may mean an audience with the kobold running the place, but then, he probably gets small groups looking for those on occasion. Though usually they'll have a reason for doing so.

By the way, any word on the results of Zhegre's examination of the nearby locals?}

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ooc- the high one. Sorry, posted that one in a bit of a hurry

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While Kadar inquires with the guard, Polp gazes about with bulging eyes.

“Now that is impressive! Would be nice to delve down tunnels again, all this open sky sometimes makes me dizzy.”

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The kobolds around are wearing hats or dark goggles because it's day time, but are otherwise almost naked. Males and females (not that you can tell them apart with any degree of certainty) are both naked to the waste and short loincloth/skirt things.

The guards, who are wearing breastplates in addition to their goggles and strange undergarments, greet you with a certain amount of apprehension but then burst out laughing when you ask them to take you to their leader. "Who do you think we are, royal envoys? If you want to meet with the High One, you'll have to go to the palace and request a formal audience with her, herself.

"Now state your business and declare any food items and weapons you have so we can get on with this."

Jem
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"We just did," says Zhegre, "and we are obwiously not hiding any weapons." He tips his thumb at his openly-carried hammer and sickle. "Seweral of us are also battle-capable spellslingers, presuming you consider that weaponry." He'll be upfront with the local laws, but try confiscating that. "As regards food, we have collection of trawel rations we have been supplementing with forage." Probably best not to tell them last night's entree was lizard. He doesn't think they have any leftovers in case there's about to be a tax collected.

Zhegre peers at the funnily-dressed kobold. "What is point of goggles? Outlands is not exactly Krigala down here."

"And if you could direct us to palace, we would like to be about our errand promptly, many thanks."

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At the request of declaring food sources, Polp presents the few remaining dried sausages and nods additionally when Zhegrea mentions travelling rations.

He does his best to appear as cooperative as possible.

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Aloric also reveals any rations he was carrying. "Aye, I've got nothing to declare that ye can't already see," he says, patting his club.

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"Kobold eyes are designed to see in dark tunnels. Too much sunlight can damage our vision. Anyway, what should I put down as your business here?"

The other guard meanwhile has finished his inspection and says, "Good, no fresh fruit. Our stockpiles are still recovering from last year's fruit fly infestation, so we have to be careful. We will have to confiscate your weapons for the duration of your stay though. I assure you, however, that the Citadel is quite safe and the weapons ban helps keep it that way."

Jem
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{Question. Are these guys noticeably bright and well-organized for kobolds?}

Jem
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"We'd like to discuss some of enwironmental effects this Citadel is producing. Water usage, magical aura leftowers, and so forth. Some of your neighbors are concerned and would like to gather information on such things, possibly preparatory to more formal ambassadorial mission to discuss resources in region." He indicates the architecture. "Your installation here is relatiwely new, so you may not have much historical data to go on, but have you noticed anything in way of difficulties with such things recently?" And every word of it's the honest truth! ^_^ Technically.

He slowly takes off his hammer and sickle, presenting them to the gate guard. "Sir, I forged these weapons. They are proofs of completion of my training in the true Dwarven art of the forge, and mark me as war-trained protector of my homeland whose symbols they are. I expect they will be kept safe and in good repair for my return. What is your name, sir, that I may know who is responsible for the security of my waluable possessions?"

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Kadar nods and hands over his weapons taking note of the Kobolds name as he does so.

__________________

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Aloric nods in assent to Zhegre's comment and hands over his greatclub, dagger, and crossbow.

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{Most kobolds are moderately intelligent and quite organized. It's just hard to tell because most kobolds on the prime are poor as dirt and don't speak planar trade. Judging by the fact that these guards speak the trade and are wearing something besides rags, they're already doing better than most.}

"I'm Corporal Lijdwik," the green kobold says, "and this is Sergeant Selznog" he says pointing to the other one. "Don't worry, we'll keep you gear safe."

"Now then," the Seargent says taking over, "You say you are envoys? From whom? I'd like to see your diplomatic papers if it's all the same to you."

Jem
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Zhegre shakes his head at the sergeant. "Not formal envoys, I beg pardon for misunderstanding. Legally, we are trawelers recently arrived from gate-town of Automata, if you take my meaning. Formal ambassadorial party with full suite of diplomatic credentials may follow assessment and discussions which we thought you might want to keep off of record books for time being, you see? Indeed, we could simply request audience like any newly arrived party, but if perhaps arrangements for audience could be made through... casual channels..." he gestures broadly, and waits to see if the sergeant will fill in with something informative.

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The Sergeant narrows his eyes slightly and says, "If you want unofficial contact, you can grab a drink with an adviser at the palace or talk to one of the Prefects, but I'm afraid the High One sees nobody 'casually.' At any rate, you're too obvious to be spies and too brazen to be criminals, so I'm going to let you in. Have a fun stay in the Sandstone Citadel."

With that, he opens the gates to reveal a shadowy, half-subterranean street beyond. Kobolds of all shapes, sizes, and colors fill the wide avenue ahead of you and its many side allies. They walk up twisting steps and climb narrow ladders only to disappear suddenly in gaps in the cliff side you didn't know were there. Many of the kobolds also dart down alleys that quickly turn into tunnels deeper into the mesa. It's hard to tell, but it looks like more kobolds are going down than up, so the tunnels probably go down pretty deep. The whole effect is a lot like a dwarf dwelling except somewhat more slapdash and cramped, plus, you know, full of kobolds. Still, the engineering is solid and the mining work top notch, even if sandstone is far too sandy for any respectable dwarf to build in.

Judging from the number of shops and carts, you seem to be in the commercial hub of the Citadel. There are stands selling everything from fresh citrus (no doubt picked from atop the mesa), to fine glassware (one thing sandy rock is good for), to both carts and sizable restaurants serving what appears to be rat meat. Most of the signage is in Draconic, but some of the stalls have signs written in Planar Trade to appeal to tourists. One sign reads: "Vinzup's Fine Mushroom Wine," while another store is marked simply "JOOLRY" but nevertheless sells some of the finest silver jewelry you've ever seen.

Before you have time to examine anyones wears, you are approached by a smallish gray kobold that could be young, female, short, or really any combination of the above. He/she/it greets you warmly with what can only be Sigil Cant, "Oi cutters, need a tout ta' lann ye the Berg?"

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Polp has a big smile on his face, being partially underground for the first time in a very long while. When the tout makes his offer, he scratches his ears in doubt.

“Hmm, I suppose we do, don’t we? But then again, actually, I wouldn’t mind a bit of free-roaming exploration of these street stands here. Looks like there are many exotic treats to sample… Still, I suppose we’re stressed for time, so perhaps I ought to hold off for a while…”

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"Aye, I think we may want to hire a tout. Perhaps, I'll leave it up to the rest of me companions, I think. It depends on what ye're asking too of course."

OOC: Sorry for being so slow to post

Jem
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"...da, I probably think we will. Question is where we want to be taken. You're hired, but give us a minute to decide what we need immediately. Gentlemen, a word?"

Zhegre pulls back and quickly consults with everyone. "Well, so much for waltzing up and asking to speak to High One. We could still attempt to arrange formal audience through Prefects at palace, as was suggested, but I think our good ex-Factor may have been assuming we would have somewhat more access than we do. Unless dropping his name would gain us entrance somewhere. Unfortunately, our other alternatives don't seem wery promising either -- there is not much of lead on Prophet to be had yet.

"Maybe we should take up our tout's offer to the fullest extent possible, and ask for complete tour to get feel for entire place and recent news, before obtaining lodging somewhere and then doing what seems like best option at that point, like attempting to get audience if that still seems like best option. At wery least, we will know bit more about place where we are doing business, da?"

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Polp is loving the whole group-huddle thing, giving a thumbs-up to the tout before heading over to his friends and listening to Zhegre’s suggestion.

“While I would love to see the entire Citadel twice or thrice, I don’t think that’s the best use of our limited time, old friend. I suggest we simply ask what it takes to get a quick audience with the High One – a city guide might know the right people in the right positions to get us connected if we spend a little more than the usual salary. My Uncle Phelin said that’s how things get done in the big cities on the Planes, and he’s only been run out of those a couple of times.”

“Alternatively, we could also ask for him to take us to a dealer in information. The High One might not be the one best informed in his kingdom, after all… at least many shad elders don’t really have a clue about what’s happening in their own Garden, compared to more canny youngsters.”

Jem
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"Chant broker... now that is best idea I have heard all week. I am for that unless anyone has objection to us finding one and laying out our questions:" he ticks off what they're looking for, on his fingers: how to get an audience with the High One, what broker might know about prophecy and Prophet, what local magical conditions have been like, and what broker has heard might be going on locally to affect that.

"And good chant broker is bound to cost fair bit of jink, so we should be prepared to part with something waluable. But I am willing to pay for quality."

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The tout seems a bit flustered but says, "Righto, cutters. First off, for an audience with the High One, what ye're supposed to do is put in a formal request at the palace and wait a week or two. Even then, ye might get turned down or plucked from the schedule by some high up who doesn't feel like waiting. What most people do if they're in a hurry is they talk to one of the Prefects (Prefects are 'bolds what watch over over the various Wards in the Citadel), or an adviser at the Palace. I'd suggest the Minister of Mining, she's always trying to talk to dwarves. Even when those dwarves are spying on us (which is most of the time). Either way, you'll probably have to give them something valuable or do some work for them. Try to do work, if you can. This city will drain yer jink away in an hour if ye let it, but we always need work. Then again, 'bolds are the hardest working mortals in the Multiverse..." he/she looks at the dwarves in the group and adds, "no offense, but that means that any task they assign you isn't going to be what ye'd call "easy."

"We don't have chant brokers, exactly, not the way the Cage does, at any rate, but most of the Prefects are willing to share information, for the right price. I'd also suggest going to a bar, any old 'bold that doesn't seem to be doing anything is probably selling information. I don't know anyone what would know about prophecies though."

He/she thinks for a moment and counts on his/her hands, "Third thing, the magic's been doing the same barmy thing the rest of the Outlands has, hasn't it? I haven't heard about anything else."

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Kadar smiles at the kobold "Excellent, Do you have any idea which tavern the minister of mining frequents and when?"

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"Yeah, Kurtalmak's Spear in the government ward, or sometimes Puking Prospector down in the tunnels. Or you could just talk to her in her office."

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"Hmmm, what's Kurtalmak's Spear like? Would they mind if we wait for her there so long as we buy some bub?" Kadar turns to the others "Could be a good place to pick up some of the local chant and she's likely to be a bit more chatty if we buy her a few drinks first."

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“Kurtulmuk’s Spear definitely sounds like a place with better drinks than the Puking Prospector, so that gets my vote! What was her name again?”

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Factor
Joined: 2006-10-10
Game: In the Spire's Shadow

She (you're now reasonably certain the tout's a female) says, Driak'ttl. She has a clan name, but it's unpronounceable by non-kobolds. Hells, most of us can't say it either. But yeah, Kurtalmak's Spear is probably the place to go. They don't really like dwarves down by the Prospector anyway."

Azriael's picture
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factotums
Joined: 2006-08-07
Game: In the Spire's Shadow

"Thanks Driak'ttl, would you be able to lead us to Kurtulmuk’s Spear."

Assuming no-one objects Kadar follows Driak'ttl to the bar taking in the sights and sounds along the way.

(ooc- come on game, don't you die on me dammit! I only just got full use of my swords with that dervish level)

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weishan's picture
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Factor
Joined: 2007-04-16
Game: In the Spire's Shadow

OOC: I've unfortunately got nothing to say, so I'll follow along.

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