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Feb 21st, 2020
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  1. 1 year at Feb 1st
  2.  
  3. GAIUS, "GLORIA," PERSEIAN, WILD CHILD, LIVING FLAME, CHAMELEON, KNIGHT KID, COURIER KID are in box being dragged
  4. dim light
  5. ADELAIDE and GRYFFIN meet at rendezvous
  6. on road, see either couriers delivering wanted posters (7k for ORPHEUS, REGGIE, GLORIA; 3k for RACHEL, FIGHTERS) nearly everywhere
  7.  
  8. PERSEIAN - 17 - level 5 Paladin - quietly intrigued; observant but rarely comments; ready to face new challenges and prove self; thinks this is a calling to a higher purpose than entertainment after demonstrating faith
  9. WILDE CHILD - 12 - level 4 hunter - WILDE; still devastated after loss of Fang; abrasive, distraught; tries to escape infrequently
  10. LIVING FLAME - 13 - level 4 sorcerer, Ifrit - adventurous; this is his shit, might offer to join party; tries to solve most problems with fire but is excited, likes the new group
  11. CHAMELEON - 13 - level 3 shifter - constantly shifting now that he's free; boundless energy unleashed; friends with Wilde, will support him in escape attempts but not lead
  12. THANE - 14 - level 3 sword and board fighter - wants to be a knight; was denied squire opportunity, so volunteered for pits
  13. SAMPSON - 11 - level 2 - net + trident, untrained; new recruit, scared of fighting; normal, bounces from activity to activity but has natural running ability
  14.  
  15. CLAIRE APPEARS TO PARTY, TWICE
  16. red leather armor with gold borders and gold items + crimson cape with gold lion of Casterly - circlet of teleport (gold with ruby embedded), ring of protection +3, ring of freedom of movement, gold amulet of proof against detection and location, band of sustenance, redwood wands of cure serious + restoration + discern lies, quicken staff (~240k gold)
  17.  
  18. gryffin makes save, phoebe leaves him a card instead
  19. wilde given potion of disguise other, allowed to leave; 70 gold, trident, cleaned up, gourds and potatoes
  20. living flame wants to join the crew, amusing gryff/ade
  21.  
  22. CLAIRE appears; wants drinks and to catch up; inside even THIS inn, posters (party knows someone has visited now)
  23. BYRON SERETT demands arbitration with LORD BRAX, FAIRCASTLE being sieged by pirates, CLAIRE has night off, CASPIAN has interest in them (knows identity of ade+gaius, interested in gryff)
  24. introduce WITNESSES (Celesse, Tobias, Kyla, Lillian, Rand, Perrin, Ike)
  25.  
  26. HAUNT: DC 13 Will save or paranoia that others want to hurt you, insects begin moving toward you
  27. ISAAC was pulled away by Phoebe after someone noticed the insect parade; now staying with her
  28.  
  29. GERALD (with some prompting) ordered ISAAC's be fenced off; he has been studying summoning, can now make a large fat tabby cat
  30.  
  31. PHOEBE polite but cagey with group; avoids telling party why
  32.  
  33. GLORIA peace out, give 15k
  34.  
  35. notes to update
  36. living flame interested in coraline and claire
  37. claire tells gryffin that cass has guesses on his identity, tries to buy
  38. will have someone inspect the spire thing
  39. bringing party back to Cass to discuss being
  40. roger dug up, brought back to church, then buried; haunt ended
  41. phoebe updated adelaide gaius on the situation
  42. gryff told her the problem was fixed
  43. gerald is level 0 summoner, can't control his cat summon yet
  44. going to look into knight'ing coraline, then perseian
  45. squire thane, guards living flame and chameleon
  46. Gave roger ashemark carving as a souvenir
  47.  
  48. Curse of Heroism: Witnessing a nonviolent commoner be harmed, or killing or assisting in killing a good or neutral humanoid, disheartens you for 30 minutes (stacking). If a humanoid you killed was unarmed, this duration increases to 8 hours. While disheartened, you take a -4 penalty to attack rolls, skill checks, ability checks, saves and save DCs of your abilities and spells. Additionally, you cannot sleep while disheartened. You can end this penalty prematurely by acting to right these wrongs.
  49.  
  50. Prompts:
  51. 1/ 16-year-old GERALD SARWYCK inherited HORNVALE after the loss of both his parents a few months back; as House SARWYCK had been losing favor with its vassals, he's being taken advantage of, not supported; may be desperate enough for help
  52. 2/ LANNISPORT guards are being pestered about the unusual disappearance of renowned fighter BLACKBEAR; any information about his suspected abduction will be handsomely rewarded by arena manager MARCUS STRICKLAND
  53. 3/ While expanding the mines around ASHEMARK, a previously unknown tunnel network was discovered; early investigations ran into strange creatures with stranger abilities and artifacts; House PRESTER is unwilling to commit manpower to exploration yet, and has ordered its people to avoid the area... but a small group could probably slip inside and explore
  54. 4/ As the REACH grows in power, the House BRAX of SILVERHALL has prospered as their trade comes up its river; lately, shipments have been lost between the end of the river and main road west to CASTERLY ROCK; if this continues or gets worse, House BRAX fears that the CRAKEHALLS may begin getting some their traffic instead
  55. 5/ 4, but reversed; the CRAKEHALLS would love any further evidence that House BRAX is incompetent and that trade with the REACH should happen through them
  56. 6/ The FALWELLS of FEASTFIRES and the ESTREN of FAIRCASTLE have had bounties on infamous IRON ISLAND pirates for years; nearly all attempts to catch them fail, but maybe you'll have better luck
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