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Siberys
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Post by Siberys »

"I think I see someone up ahead," I say to Uthielle. "I know it's dark so I'll hum a tune so you'll know it's me the entire time, but for now wait right here and I'll check it out."

I hum a simple, repetitive tune and check out the silhouette.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
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Nvlutz
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Post by Nvlutz »

Siberys wrote:"I think I see someone up ahead," I say to Uthielle. "I know it's dark so I'll hum a tune so you'll know it's me the entire time, but for now wait right here and I'll check it out."

I hum a simple, repetitive tune and check out the silhouette.
You make your way down the corridor and turn move past the corner, and enter the next room. It looks like a giant ceremonial burial site. The room is flooded with a pulsating blue light that emanates from a sort of sliding wall door at the other end of the room. The boy is laying against the altar in the centre of the room, you are pretty sure he's the one since he has freckles and a vest, but then again the entire room and everything in it is lit with a hazy blue making it hard to focus. The child seems to be barely with it anymore and is struggling to stay awake.

The attached image is a first person view of the altar and the magic wall on the other end of the room.
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Siberys
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Post by Siberys »

I go grab Uthielle, continuing to hum the tune.

"I may need your help. I found the boy but it seems that he is lying on something magical, something that could be dangerous.

I will get the boy and give him to you, and I want you to carry him and run with all your might out of this building. Don't stop, don't look back, just keep going straight out of the building as fast as you can with him in your arms.

I'm afraid I do not know what will happen when we take him but no matter what, I'll make sure you and the boy get out safely, even if it costs me my life.

Do you understand?"
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
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Nvlutz
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Post by Nvlutz »

Siberys wrote:I go grab Uthielle, continuing to hum the tune.

"I may need your help. I found the boy but it seems that he is lying on something magical, something that could be dangerous.

I will get the boy and give him to you, and I want you to carry him and run with all your might out of this building. Don't stop, don't look back, just keep going straight out of the building as fast as you can with him in your arms.

I'm afraid I do not know what will happen when we take him but no matter what, I'll make sure you and the boy get out safely, even if it costs me my life.

Do you understand?"
You head back to the room and cautiously get the boy. As you lift him up into your arms you notice that he seems to have broken his leg. He lets out a painful moan as you move him.

Listen check 17+2 =success,


As you lift up the boy the faint humming noise from the wall goes slightly silenter than as it was before. You have no idea how he broke his leg or of what to purpose is of the sound and decide not to stick around longer to find out. You quickly retreat out of the room and return back to the cellar humming. You give the boy to Uthielle and co-ordinate her back towards the exit. She gets up to the top of the ladder and you are quick to follow her from behind. You return back to the empty abandoned house. You wonder whether you should, return back to this place later to investigate, or whether you should close the hatch and seal away whatever force dwells down there once and for all. You look around you and note that, if you wanted to you could easily take down one or two of the mouldy support beams if need be.
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Siberys
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Post by Siberys »

As I follow Uthielle and the boy out, I keep my distance and when I see they are out the door I take a quick punch or two to the weakest looking support beams-

1d20+3
20+3 = 3

1D20+3
15+3 = 3

Damage-
1d6+3
5+3 = 9 x2= 18

1d6+3
3+3 = 6


Total damage- 24

Potential reflex save to dodge any falling debris-
1d20+4
17+4 = 21

As I catch up to Uthielle and the boy, "Well, now that that's over with, lets get you two home. I can carry the boy now if you wish."


I escort her and the boy back home, keeping sure to mind the leg and keep it from bending back and forth.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
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Nvlutz
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Post by Nvlutz »

Siberys wrote:As I follow Uthielle and the boy out, I keep my distance and when I see they are out the door I take a quick punch or two to the weakest looking support beams-

1d20+3
20+3 = 3

1D20+3
15+3 = 3

Damage-
1d6+3
5+3 = 9 x2= 18

1d6+3
3+3 = 6


Total damage- 24

Potential reflex save to dodge any falling debris-
1d20+4
17+4 = 21

As I catch up to Uthielle and the boy, "Well, now that that's over with, lets get you two home. I can carry the boy now if you wish."


I escort her and the boy back home, keeping sure to mind the leg and keep it from bending back and forth.
After successfully destroying the building you head back to the home with Uthielle and her brother. As you arrive near the house the door flings open and Ms.Quelos come running out of the house to embrace her children. She is overjoyed and invites you in the house for dinner. It's slowly becoming dusk and you are not too sure if you want to walk the road to Mootschmidt. So you decide to accept her hospitality and go in for a meal. The mother bandages her son's leg and puts him in his room. Meanwhile, Uthielle sits you down and sets the table. The dinner is laid out and it's a roasted chicken, and Utheille graciously offer you a whole leg. The mother comes in with a sigh of relief "He seems to have hurt himself quite badly, I'll have the Dr. Gregorick look at him tomorrow. I have you to thank for getting my son back, for that you have my eternal gratitude." During the meal Ms.Quelos comments that she recognizes your attire as belonging to the monks of the Dorwick monastery and asks you your name and what business brings you down from there. You manage to say your name, but before you can answer your purpose the over zealous Utheille says that you were heading off to Mootschmidt, with 'pressing matters'. Ms.Quelos thinks for a bit and then says "Even though, I barely know you, I appreciate everything you done for us. We may not have much but if you wish maybe we could offer you our fastest horse from the stable, or perhaps a sizeable donation to the monastery? Either way, we have a free room that you may stay in if you wish."
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Siberys
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Post by Siberys »

"I thank you but that won't be necessary. A good nights sleep is all I need and I accept your offer of a bed, but I couldn't take your money or your horses.

As for the monastery, unfortunately it is no more. A day ago there was an attack, and...I'm the only survivor. The monastery is simply no more, I only pray that Heironeous helps me to find these defilers of my home."
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
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Nvlutz
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Post by Nvlutz »

Siberys wrote:"I thank you but that won't be necessary. A good nights sleep is all I need and I accept your offer of a bed, but I couldn't take your money or your horses.

As for the monastery, unfortunately it is no more. A day ago there was an attack, and...I'm the only survivor. The monastery is simply no more, I only pray that Heironeous helps me to find these defilers of my home."
That are both aghast at the news and puzzled by the name of your ancient God. The rest of the meal proceeds in a contemplative silence. After your meal, Uthielle shows you to your room. She brings you to a room in the back of the house that belonged once to a relative or family member who no longer is present as you can tell from the mildly dusty, unused room. Uthielle leads you into the room and closes the door behind the two of you. She looks at you with a shy look at first before saying "Thanks a lot for everything you've done for me today, if you need anything...", an impish grin crawls across her lips, "Anything, feel free to fetch me in the night." And with a wink she opens the door an scoots her way out.

You look around the room and see that this room could have possibly belonged to a warrior or guardsmen since out of the barrenness of the room there is a damaged skull cap style helmet resting on a crude mannequin head on a dresser. The helmet has a hole on the top of it. The room only features the dresser, the bed, the helmet and it's stand.
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Siberys
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Post by Siberys »

@DM- Sorry, didn't know Heironeous wasn't one of the standard gods in this campaign.

In game-

I stay the night, and wake up at dawn, leaving as early as possible, and taking a less traveled way out of town to avoid any greenskin patrols. I then head to mootschmidt.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
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Nvlutz
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Post by Nvlutz »

Siberys wrote:@DM- Sorry, didn't know Heironeous wasn't one of the standard gods in this campaign.

In game-

I stay the night, and wake up at dawn, leaving as early as possible, and taking a less traveled way out of town to avoid any greenskin patrols. I then head to mootschmidt.
Haha, don't worry about it. Heironeous is still a deity... But this is a land filled with evil and many people have completely forgotten or lost faith in the "Good"-aligned gods of old. The only places that still worship these deities are the few odd monasteries, Such as yours. The only churches left are mostly evil aligned, or highly secretive cults to a mysterious God of old who went into hiding during the final clash between the good deities, the evil deities and The Forgotten.

Aside from that, before you leave Shadowvale, I'll see what the other players decided to do with Day 2, that way we don't end up with a giant time-space continuum (once the party is formed this will be less of an issue), also a new player has said they were interested in joining so future events may unfold differently based on this.

In the meantime though...

End of Day 2 for Khannon Radiat-
Khannon Radiat gains 750 experience points, No upkeep cost (you got a free meal and cozy bed). If I'm not mistaken that should put you at level 2.
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Kentr Wrolfsong
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Post by Kentr Wrolfsong »

Sorry to interrupt, everyone, but I've spoken to Nvlutz and he's invited me to join the game. Here's my character:

Name: Renette (yes, I'm a girl, not a guy RP-ing a girl)
Class: Rogue
Race: Human
Alignment: Chaotic Good
Abilities:
STR:12
DEX:16
CON:9
INT:16
WIS:15
CHA:17



Skills:

Bluff: 4+3=7
Search: 4+3=7
Hide: 4+3=7
Intimidate:4+3=7
Move Silently: 4+3=7
Forgery: 4+3=7
Disable Device: 4+3=7
Listen: 4+2=6
Open Lock: 4+3=7
Perform (Lute): 4+3=7
Sleight-of-Hand: 4+3=7

Feats:
Two-Weapon Fighting
Expertise

I took the liberty of making Perform (lute) a class skill, considering by background (shown below.) If you have a problem with that let me know.

Born in the poor district of a major city, I was offered few choices as to where my life would go. Rather than turn to a life of crime or prostitution, I chose to become an information broker at the age of 12. Though I dealt with my share of shady characters (and picked up a few of their skills myself), I was able to keep the moral high ground, usually. As soon as I turned 18, I sneaked out of the city, determined avoid the restrictions of society. I purchased a lute the first chance I got, and have been making a living as a travelling minstrel for the past two years.


Short Sword
Dagger
Red and Gold Cloak
Chain Shirt
Lute
Clothing
Leather Boots + Gloves
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Nvlutz
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Post by Nvlutz »

Renette

For the past 3 months you have been enjoying the joyous freedom granted by your traveling lifestyle. Within the first weeks of your musical career you quickly realized that traveling the wilderness of Albion is a very dangerous task, especially at night. Your dangers were further compounded with the uneasy fear that many smaller, more secluded villages feel when a strange newcomer of any kind arrives. Because of these multiple various challenges you've found it easier to travel with a group of wandering gypsies. Not only did they readily accept you and give you easy method of travel, but they also gave you a sense of belonging and family that you had never felt before in your life.

For the past three weeks your attempts to sleep have been in vain. Every time you close your eyes to rest a blurred cascade of images and foul landscapes clouds your vision. A sense of deja vu comes over you as a shrouded face of a withered old man comes into your mind. 'Heed my call mortal, I am Melkior of the third circle, you are the chosen one. Embrace your destiny, go to the town of Mootschmidt...', You discuss your dream with Lady Vaj, the sagely old gypsy woman who operates as the true power behind the throne in the small gypsy community. She seems interested in this turn of events, and convinces the "leader" of the gypsy caravan, A portly old gnomish showman, to set a course to Mootschmidt. Of course, the show must go on so you have been performing in various towns along the way to pay for the repairs, food and other expenses the caravan comes across on their way there. You are just a city away from Mootschmidt, in the lesser known northern hamlet of Harpyloft. This is your final stop before you arrive at Mootschmidt and could quite possibly never see your companions again. You no longer see curious about any greater fates or being a chosen one if it means saying good bye to your friends...

You arrive in the town and are not given much welcome, not a completely uncommon reaction in itself considering people's sour mood and the general mistrust many people hold against strangers, especially bizarre ones with the interest of making money. The caravan enters the city and sets up in the downtown market which is desolate. The whole time setting up the various tents and booths the old, the rich and the few priests look on in disinterest and some with disgust. While helping set up snack booth for Ry'Kard, the half-elf salesman, your friends Schroner Zorn, a female half-orc strongarm easily recognized by her large stature and long flame red hair which she never cuts, and your friend "Good-luck" Getty, a gnomish sword eater and sword dancer, come along to help you out.

"Tommorrow's the big day little one", says Schroner, yanking the box you are carrying out of your hands and carrying it for you with ease, "The witch says you've been having dreams sent by one of those old bookmaggots.". You never know what to say to Schroner's remarks, and sometimes you wish you had the carefree mindset that she had. "I'm only performing 2 shows myself today rather than the usual 3, just you know, in case this is uh your last show, I mean I probably shouldn't since most people aren't but, because you know, that well, I can't speak for everyone obviously, but I know I'll..." Schroner rests her giant arm atop of Genny's head which ceases his ramblings. *ahem* "What he means to say is that me and Getty plan on painting the town red after the show, and you're coming with us whether you like it or not, 'Getty' has the tab covered.", Getty begins to protest, but Schroner dismisses him and says "You might want to get ready for your act Sugar, you're the third to go, and I think Lady Vaj will want to see you before we take you to the bars." Then Schroner walks off to her tent to put on her costume, meanwhile Getty runs off screaming about how he needs to still get his costume on.

You wonder whether you can really put this life behind you to chase a spectral image you saw in a dream, you also wonder whether you should get your lute tuned up for the show or see lady Vaj first.
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Siberys
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Post by Siberys »

Khannon Radiat gains 750 experience points....If I'm not mistaken that should put you at level 2

No, this experience is the only I have received so I'm currently 750/1000.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
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Nvlutz
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Post by Nvlutz »

Nvlutz wrote: Khannon Radiat gains 300 experience points, spent 2 copper pieces on upkeep (food)
Kasnig gains 600 experience points, spent 15 copper pieces on upkeep (food, whetstone, other things to keep what remains of your armour and gear in working condition.)
Actually, you gained 300 experience points from the previous day, when you searched the monastery, gained some clues and insight and performed funeral rights. 300 + 750 = 1050!
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kozeph
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Post by kozeph »

Nvlutz invited me so here I am, im new to this so please bear with me :D

Name: Arvall Marsharness (male)
race: half elf (black mediun messy hair and light blue eyes)
alignamnet: Chaotic neutral
Stats:
STR: 16
DEX: 17
CON: 14
INT: 14
WIS: 10
CHA: 12

feats:
acrobatic
Iron will (if allowed by background)
weapon finese

Skills:
class skills:
jump: 2+1= 4
Intimidate: 4+2= 6
not class skills
diplomacy: 1+1+2=4
search: 1+1+1=3
bluff: 1+1=2

Bio: Adopted into a reclusive monastery when bearly a babe Arvall was raised in the stric but kind enviorment that the monastery gave, But it was not a life for young Arvall when he turned 14 he fled his home only with his robes and the mental dicipline he was tought at the monastery. and eventually found his way into a big city where the poor were common placed a city filled with thief guilds and petty bands of thugs, Arvall resorted to thievery to survive in such harsh enviorment. Eventually he gained the attention of Rhyn Vales a succesful guildmistress of the Black Boots. Arvall raised through the ranks of the guilds by playing people against each other making the right friends and silencing his competition. By the time Arvall was 18 he was Rhyn third in command a position he got by playing smart rather than being skilled. One night while cheeking a new shipment of contraband Arvall saw the new priced tresure Rhyn had got a beautifuly crafted saber, black hilt with golden patterns and the blade was black with the edges tinted in red, Arvall was smitten every inch of his body craved for the weapon after a hard struggle Arvall manege to suprese the feeling at night he returned to steal the blade from Rhyn office, he was cought but Arvalla maneged to flee with the blade, ever since he is now being hunted by bounty hunter and the inquisition for his blade posses magical qualities.

Inventory:
less than standart money
leather armor
black cloak
Saber (magical) (The name remains unkown as are the propeties)
dagger
leather boots and gloves

SIDE NOTES!!: if you can allow the iron will feat it be nice i cant then Ill live without it. concerning the saber, I read that magical items are rare and powerful this blade is no exeption but the weapon is "locked" so in the start it will only act like a mundane weapon that wont rust or break, this should make the game interesting and a bit rocky for Arvall, If you wont allow this no problem then he is hunted only by Rhyn due to a failed coup de dat in the guild Arvall being the only survivor of the opposing faction (leader)
Have you seen my brain around here? No? well in case you see it its brainy and squishy looking. If you see it let me know
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Nvlutz
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Post by Nvlutz »

kozeph wrote: Name: Arvall Marsharness (male)
race: half elf (black mediun messy hair and light blue eyes)
alignamnet: Chaotic neutral
Stats:
STR: 16
DEX: 17
CON: 14
INT: 14
WIS: 10
CHA: 12

feats:
acrobatic
Iron will (if allowed by background)
weapon finese

Skills:
class skills:
jump: 2+1= 4
Intimidate: 4+2= 6
not class skills
diplomacy: 1+1+2=4
search: 1+1+1=3
bluff: 1+1=2

Inventory:
less than standart money
leather armor
black cloak
Saber (magical) (The name remains unkown as are the propeties)
dagger
leather boots and gloves

SIDE NOTES!!: if you can allow the iron will feat it be nice i cant then Ill live without it. concerning the saber, I read that magical items are rare and powerful this blade is no exeption but the weapon is "locked" so in the start it will only act like a mundane weapon that wont rust or break, this should make the game interesting and a bit rocky for Arvall, If you wont allow this no problem then he is hunted only by Rhyn due to a failed coup de dat in the guild Arvall being the only survivor of the opposing faction (leader)
Alright before we begin we need to fix up a few things... first off do you have a particular class in mind? or do you need help picking one appropriate to your background?
With your current gear I'm only going to let you have 10gp, especially on account of the Magical Saber, which I'll decided when it's powers are unlocked and in what form they manifest. I'll allow you to have the Iron will feat as a choice, but as for the number of feats, and what feats are available, I'll first need to know your class.

Also one more note about the campaign I don't want you to forget, while you could have the magic saber I'll definitely be unrelenting with the inquisition, and since this is a very dark and grim campaign setting you must be willing to accept the very real possibility of death for your character and re-rolling if they catch you.
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kozeph
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Post by kozeph »

oh darn I forgot to put my class haha! u.u I will be playing a fighter that is focused on dextresity rather than strenght. Im well aware you choose when the weapon will be acting and what are its properties, yes I know by choosing bieng persue by the inquisition its gonna make my life a pain but Im willing to live with it (or just perish) If he does perish will I be allowed to make another character or im out of the campaing for a while or forever? also am I allowed to take prestige classes if i do meet the requierments?

that would be all. :D
Have you seen my brain around here? No? well in case you see it its brainy and squishy looking. If you see it let me know
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Nvlutz
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Post by Nvlutz »

kozeph wrote:oh darn I forgot to put my class haha! u.u I will be playing a fighter that is focused on dextresity rather than strenght. Im well aware you choose when the weapon will be acting and what are its properties, yes I know by choosing bieng persue by the inquisition its gonna make my life a pain but Im willing to live with it (or just perish) If he does perish will I be allowed to make another character or im out of the campaing for a while or forever? also am I allowed to take prestige classes if i do meet the requierments?

that would be all. :D
Well the last 2 things...

Since you are playing half-elf as apposed to human, or just any non-human race, you only get 2 feats on level 1, 1 for character creation and 1 for being a fighter from the fighter list...

Weapon Finesse can easily be your fighter feat, but you need to choose between acrobatics and iron will.

As for prestige classes, you may have them if you meet the requirements, but you must first check up with me to see if I'll allow the class, generally any overly magical or positive religious classes tend to be unavailable, but most other prestige classes are available.

As for death, death is permanent, in the player's case (with exception of rising from the dead as an unplayable undead and such), resurrection is practically impossible, if you die you may re-roll a character and be re-inserted in the story if you wish, but you will not have as much experience as before or be as high a level as everyone else. In addition, you start up with beginner equipment all over again.

Finally, sort of a meta-gaming element, Your adventure begins as a solo adventure until you (presumably) join up with the party. The question is do you want a small solo segment that allows you to develop your own role in the story more, or would you prefer a more speedy meeting with fellow PCs?
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Post by kozeph »

Then forget Iron will I pick acrobatic. I would prefer a small secment so I can properly develop my character and assuming I survive I would move on to Mootschmidt.

Ofcourse I would let you know before hand if I do choose a prestige class (not arcane or divine) I dont think im ready for a spellcasting class ;)
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Nvlutz
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Post by Nvlutz »

Arvall Marsharness

Your adventure begins in a fairly sticky situation, You find yourself in the deep in the centre of the downtown area of the New Mordham, or better known as "Morderheim", the capital city of belonging to Illithids.

Morderheim is one of the largest capital cities in Albion in the Age of Chaos, it was a refuge built and run by the Illithids, despite the strange and horrorfying appearance and lifestyle of the creatures that rule over this city there are many citizens that live in this society. Most notable is the large human population, roughly 75% of the entire population.

There are 3 sections to the city, their is the North-Western towers of Lon, which is where the Illithids rule from their monolithic towers that has a bizarre alien quality to them. These towers are so large that main pierce the clouds and blot the sun, leaving much of the surrounding downtown area in it's shadow. The illithid nobles fight amongst themselves politically in efforts to amass power economically, socially and militarilly. Very few of the illithids trust eachother. The two major families are the Le Naster family, Represented by a red grub, and the Wo'snar Family represented by a white grub. The Le Naster family seperated from the hivemind after the age of Chaos and now lives their lives free from the mind link, while the Wo'snar are still linked in. All the other families are sub families with smaller disputes of property amongst themselves. There are very few shops that do not belong to one of the illithid overlords.

Granted they are the minority, to ensure that they remain in power, every family has a group of constructs that is particular to their specific family. "The Doom Guard" as they are often called, generally resemble suits of armor and their heraldry shows what family they pledge loyality to.

The final faction and area... The final area is the south eastern docks which is where the industries and ports lay, they are also ruled and gaurded by the illithid and their Doomguard police... But Anyone connected to the underworld knows the truth, the docks belong to the "Eye-tyrant" Families, who are equally complex to the illithid ones and filled with just as much treachery. But the Beholders pride themselves on their loyality to their own kin and they simply deal with the illegal activities. The Beholders generally employ standard races of humans and other humanoids as their goons and lackeys.

Of course, none of this is new news, and this doesn't actually pose any sort of threat to you as is... The bounty hunter from Black Boots guild that swiftly on your tail, not to mention the fact that you are smuggling a weapon that puts a bounty on your head. You need to find a way to get out of town, and quick. You review your options...
You could try to blend into the crowds and make your way out of the town by foot
You could make your way to the docks and see if you can either pay or sneak onto one of the illithid's or beholder families' ferries out of town.
You could use the sewers to either sneak around or lay low for awhile... Although there are said to be fearsome monsters in the sewers.
or maybe you can think of something else, like a safehouse... but you need to think quick and act quicker, or else you will be as good as dead.
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