Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Completed [Play-by-Post] Magic World/BRP: "In Search of the Sorcerer"

nikolokolus

Arcane
Joined
May 8, 2013
Messages
4,090
Your work of patting down and stripping Pigrag complete, you continue on toward Dreg, and . . .
Anything? Any special plans, precautions, etc.?
 

Grimgravy

Arcane
Patron
Joined
Sep 12, 2013
Messages
3,469
Codex 2016 - The Age of Grimoire
"Let's proceed with caution. Everyone we have met in this strange land has been an asshole at best."

Rhenmyr will try to stealthily scout out the town entrance.
 

nikolokolus

Arcane
Joined
May 8, 2013
Messages
4,090
Rhenmyr splits off from the group and surreptitiously approaches the North end of Dreg. As you approach you see people bustling about on the docks and plank roads that bisect the gritty looking shanties and tightly packed wooden buildings that loom overhead.

There is no gate to speak of, but there is a disinterested pair of guards sitting around an overturned barrel playing cards. Occasionally they turn and spare a glance up the hill in the direction of the now-diminished column of smoke pouring out of Harridwn's. To the right, a wooden boardwalk wraps around the side of the town, where rows of wooden pens hold hundreds of squealing pigs. You can make out a couple of swineherds throwing out slops and keeping a watchful over his pungent charges.

If you timed it right, you think it might be possible to slip past the guards one-by-one if you got lucky. Else, it might be possible to take the boardwalk around town, but it would be very difficult to walk by the swineherds unseen.
 
Last edited:

Grimgravy

Arcane
Patron
Joined
Sep 12, 2013
Messages
3,469
Codex 2016 - The Age of Grimoire
Rhenmyr reports to the group.
"I think we should try slipping past the guards. Mayhaps friend ogre could provide a distraction."
 

L'ennui

Magister
Joined
Apr 6, 2009
Messages
3,256
Location
Québec, Amérique du Nord
Urash walks over to the ogre, points at the pigs and commands: "smash, eat!"

To the others, he says: "stand ready, we will need to act quickly if we are to slip by amidst the ruckus."
 

nikolokolus

Arcane
Joined
May 8, 2013
Messages
4,090
From behind a low outcrop of rock, the group watches as the hulking 9' tall brute nods stupidly and thunders across the marshy turf and on to the plank road that bypasses the town. Although the creature is out of sight, after about two minutes, the ruckus that erupts in its wake is not. Firstly, the pair of guards at the gate can be seen sprinting towards the squealing pigs, and about twenty seconds after that, a bell begins to toll loud and clear. Dozens of people file out of the main causeway and peer around the boardwalk in the direction of the general din of shrieking guards, wailing pigs and breaking wood.

And away you go . . .

You all sprint across the open flat for the town while people look around bewildered, a couple of shouts and screams echo across the canyon and people barely register your presence as you pull up and attempt to walk by (somewhat casually). A pox-faced man, with wild green hair and puce skin, implores, "What da fook is 'appening oot thar? Sounds like a tree fell offa da mountain and crashed intae the pig pens?" Just as he speaks, there's another audible cry and a loud crunch. People reflexively flinch and duck. Without bothering to answer, you all continue a brisk pace along the boardwalk as the looky loos continue to crane their necks towards the commotions and ignore your presence. Another minute of walking leaves the north gate about a quarter-mile behind you and it seems as though things have started to quiet down, but when you glance back people continue to gesticulate wildly and cast confused looks.

With the danger behind and seemingly in the clear, you take in your surroundings. Taverns, gambling houses, whorehouses, and seedy businesses seem to line the main thoroughfare of Dreg. Three and four storey wood buildings with rotting shake roofs, lean-in and give the place a claustrophobic feeling. The inhabitants around you appear to be a hodge-podge of builds, faces, and colors with a decidedly "fey" cast to their features. Thankfully, some of the people around you look like "normal" men, albeit, tattooed, dingy and unkempt and those that do spare a glance your way seem generally unfriendly. Dead ahead the causeway appears to exit the squalid little dock-town and continue along the river to the south. To your left, another broad pier sweeps toward a series of docks that jut out into the slow-moving river several hundred yards away. Most of the docks appear empty, save for a handful of skiffs and a few small rowboats, but there is what looks to be a wide river barge tethered to a rope that spans across to the steep-sided "whaleback" island jutting out of the middle of the river a hundred yards off-shore. Atop the island there is a manse of dark stone silhouetted against the corsucating purple-green sky.
 

nikolokolus

Arcane
Joined
May 8, 2013
Messages
4,090
While you are standing in the middle of the docks that double as the town's roads, courtesans from a nearby building start making cat-calls, singing lewd ditties, and flashing their "wares" at you. You can't help but notice their almost ethereal beauty, fine features, and lithe builds -- like goddesses out of some folk-tale (which is considerably jarring when compared to the shocking filth coming out of their mouths). Most of you are able to shrug off their seductive charms, but you can't help shake the feeling there is something sinister going on under the bawdy songs and humor.
 

L'ennui

Magister
Joined
Apr 6, 2009
Messages
3,256
Location
Québec, Amérique du Nord
"... or worse. That might be all too banal for a place as strange as this." Looking around, Urash nods suggestively at the docked barge. "Might be our way forward and out of this place."

Are the docks guarded at all?
 
Joined
Jul 21, 2015
Messages
751
"Urash, you are probably correct, although I would not be one to investigate. Burning the place down might serve as a distraction if we need it Borric. I have a feeling the scum around these parts would take a special interest in saving their "ladies".

Too bad I don't have any of those crazy priests from my hometown to set up against our enemies. Oh, the good old days, crawling in tombs and rescuing a king, before my big fall."


Amon stops, and slams his shoulder into the nearest wall to pop it back into place.

"Almost forgot to do that after all of the excitement."
 

nikolokolus

Arcane
Joined
May 8, 2013
Messages
4,090
Urash assays the men and other things standing on the boardwalks around you all. "Guards" isn't the word that springs to mind, more like: "thugs," "bouncers," "toughs," "scalawags," and "ne'er do-wells." They seem to be arrayed in small clusters outside of tavern doors, or brothels. Others are pushing barrels, and hauling bales of things to and from the docks, and almost to a one, you notice that most seem to wear some brightly colored scarf around their upper arm -- blues, yellows, scarlet, puce, polka-dotted, checkered, tartans, etc. You don't see any mingling of men with different colored armbands.

Rhenmyr notices a variety of shops, farther south along the main thoroughfare closer to the southern gate. Tented stalls, smoke from a forge coils into the air, the clanging of hammers echoes across the wharf, and hawkers crying their wares can be overheard over the din.
 

L'ennui

Magister
Joined
Apr 6, 2009
Messages
3,256
Location
Québec, Amérique du Nord
Urash mutters: "An odd sense of fashion, to be sure... perhaps we should take after their peculiar habit, and put on makeshift scarfs to pass as dock workers?". Urash steps into an alley, reaches into his travel bag and produces fine Acadian robes, dazzling with bright orange and blue. He whispers, mostly to himself and to his bird: "Oh, this is surely blasphemy... but alas, beauty must make way to necessity in these dire straits." Urash rips narrow strips of cloth from the robes and hands them to the others, tying his own to his upper arm.
 

Grimgravy

Arcane
Patron
Joined
Sep 12, 2013
Messages
3,469
Codex 2016 - The Age of Grimoire
"Let us look for a cure to what ails us first. Then we can join a gang and, no doubt, cause a ruckus trying to get out of here."
 

L'ennui

Magister
Joined
Apr 6, 2009
Messages
3,256
Location
Québec, Amérique du Nord
"Aye... a cure would be nothing short of a minor miracle, but... from the look of this place, allow me to remain dubious at the prospect. Still, worth a quick look."
 

nikolokolus

Arcane
Joined
May 8, 2013
Messages
4,090
In the interest of moving the action along, tell me what your general plans are in town. So far I recognize that some people want to get healing (yes, there is an apothecary, and a skilled physician in town). If you want to do any shopping/bartering, you'll find that people will be more interested in trade, and especially favor gems, jewelry, gold and silver. Your bronze coins will not be seen as tender, but might have value for their intrinsic value a base metal that can be melted down and re-used. For every basic transaction, make a Bargain roll if you want to haggle and try to get a better deal; the Bargain is an opposed roll, so the highest degree of success, or lowest roll "wins." A fumble might increase the cost you pay. Otherwise you can accept the base value and move on.

Refer to the prices in Magic World: p.35-36 and the weapon and armor price list.



Prices List: (conversion rates in Dreg: 1gp=100sp=500bp, gems and jewelry = assessed value)
Merchants/craftsmen in Dreg's market square:
  • There is a dwarf smith/artificer of exceptional skill. If you want him to make something, he is especially interested in gold and gems, giving you 5x normal market value for them (i.e. 1gp=2,500bp, jewelry and gems=5x normal value). He can adjust armor in a day, and he is so skilled, that he can make something from scratch in 2 days. He can even make you a suit of Full Plate armor. There is a giant rust-red hammer, etched with dethek runes and propped up on a pedestal in the center of his forge, like a trophy; inquiries about it get a furtive and evasive answer from the dwarf smith. You can't help but notice that he seems especially interested in Pigrag's Mithril byrnie.
  • The apothecarist/Physician sells unguents, salves, jars of leeches, and is able to peform the Physik skill (90%) once per wound for 50 bp (if you don't know how many wounds you have, we'll assume everyone injurid has 3, so 3 attempts to perform Physik for 50 bronzes per application). Healing salves are equal to the Heal spell (2D4 HP) and cost 200bp, he also has Potions of Quick Heal (Drains one 1D3 POW (permanently) and heals you 4D8 HP) which cost 500bp
  • Costermonger: There is a table full of exotic looking fruits for sale by a diminutive creature that can only be described as a deformed goblin. You have no idea what these viands are (although Urash's 101+ World Lore skill gives him a chance at half-skill to identify them)
  • Haberdasher: There is a sylph-like woman selling diaphanous clothes, delicate travelling cloaks, and the like, whatever the case wearing these clothes might help you avoid notice and keep you from looking so obviously like outsiders. She claims that many of these things are laced with enchantments. She will trade enchanted items for enchanted items, they are not for-sale otherwise: There is a worn pair of gray-leather boots, a filmy-black cloak that seems to absorb light, and cloak-clasp made of silver, with a cluster of pearls set into it. She claims the boots will allow the wearer to walk on any surface, the cloak will hide you from your enemies, and the clasp allows one command over the waters of the deep. In the corner of the room is an 8' tall, marble statue of a naked man; you swear its eyes follow you as you move about the haberdashery.
  • Boatwright. You find a couple of boat-builders near the docks when you inquire. As outsiders they say they cannot sell you a boat and that in order to get to the other side of the river, visitors are required to use the ferry to Shantywood Isle and all do so for free, the only stipulation is that you must spend one night on on the island in the middle of the river. The manse atop the island is house to a nightly bacchanalia, where "guests" engage in every indulgence of the flesh -- drugs, drink, and uninhibited orgies. The boatwright who tells you about this, looks you up and down apprehensively and inquires oddly about your parentage. When you give your answers, he suggests that it might be wisest to take the road down-river and cross the Hameth in a place called High-Hankle; a place dozens of leagues away -- probably 4 "reveries" (as people here reckon time).
 
Last edited:

L'ennui

Magister
Joined
Apr 6, 2009
Messages
3,256
Location
Québec, Amérique du Nord
Urash intends to visit the Physician to have him check out his wounds ([1d100] = 57 vs 71 Bargain, [1d100] = 36 vs 71 for a 2nd wound, both are payed by handing over a Gold Drake). Urash also asks the caretaker if he has any means to heal him of the dire infection caused by the swamp leeches.

When his visit there is over, Urash swings by the Costermonger to examine the strange goods on display ([1d100] = 84), but finds them all too strange even for a cosmopolitan man of Kor.

Lastly, Urash finds himself overcome with sheer curiosity, and stumbles into the haberdashery to ask the sylph-like woman if she has any means of identifying the magical property of items... for a friend, of course.
 

nikolokolus

Arcane
Joined
May 8, 2013
Messages
4,090
Lots of stuff there about hp. What about curing our swamp disease?
Sorry, overlooked that bit

Healing Disease:
The Apothecary looks over your leech wounds and nods, "Blood Fever. It'll run its course in a week or so. If you are willing to risk it, I do know of a sort of 'kill or cure' unguent I could prepare for oh, let's say 5 silver pieces. I warn you that it burns something fierce and could permanently scar, and it's been known to bring on a sort of early-arthritis. Your other option is to find Hulgi Scymes, a vivimancer in the employ of The Lady on yonder isle. He's in possession of a powerful enchantment that will cure any affliction, but it can put you into a dreamless sleep for days."

Unguent Effects
: Gives the user +10 Constitution for purposes of rolling their Stamina Check; i.e. CONx1 on day 1, CONx2 on day 2, CONx3 on day 3, etc. Side-effects: The unguent itself is actually a "poison" with a Potency of 12; make a CON vs. POT roll on the resistance table or suffer 1 point of permanent APP and DEX loss. The Poison check only applies on the first application. -- Everyone afflicted should be eligible to make a CONx2 roll today to see if the disease has run its course.

The Haberdasher:
The waifish woman nods and smiles faintly, "Of course. I sense you too have a touch of the art. Perhaps you might be willing to exchange a formula or two?"
 
Last edited:

Grimgravy

Arcane
Patron
Joined
Sep 12, 2013
Messages
3,469
Codex 2016 - The Age of Grimoire
Is the CONx2 roll based on our damaged CON or base? This vivimancer may be required...

Rhenmyr asks the smith about turning the griffin pelt/feathers into armor.
 
Joined
Jul 21, 2015
Messages
751
Is Amon able to cast Solon's spells that he was able to write down in his grimoire yet? I don't know how much time has passed. I specifically looking at being able to cast witchsight. Not so much summoning demons. That might make a huge mess, but it could also be highly entertaining.

Amon follows Urash to the Haberdasher. He wishes to see if he can get in on some exchanges of a formula or two also.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom