The Qui'Hamor Online Campaign Actual Play Thread

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Re: The Qui'Hamor Online Campaign Actual Play Thread

Post by Joseph » Tue Jan 18, 2011 12:38 pm

Speaking for the first time since the party's encounter with the worgs, Erisael says, "I don't like this at all. We're already facing a formidable foe and these conditions for entering the place place us at an even greater disadvantage. Further, since they absolve themselves of any liability, I've no doubt they're thieves, stealing from their own wealthy customers when it's easily blamed on some non-existent person. Perhaps our best, immediate course of action is to send in Mabon, Maryana and Bactar to learn what they may. Clerics still have the power of their gods and Bactar has the brawn without weapons."

After a moments thought, Mabon agrees this seems logical and asks the rest of the party what they think.

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Re: The Qui'Hamor Online Campaign Actual Play Thread

Post by Marcus » Wed Jan 19, 2011 8:22 pm

Bactar ponders Hmm aye mayhaps be best. Nay drinking! No good if we end up drunkardish right?

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Re: The Qui'Hamor Online Campaign Actual Play Thread

Post by MERLANCE » Sat Jan 22, 2011 7:55 pm

Darzen replies "Probably best that you don't drink, yes. It seems like a reasonable plan, and we need to act quickly to stop the vampire from causing havoc here"

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Re: The Qui'Hamor Online Campaign Actual Play Thread

Post by D. Sauzi » Sun Jan 23, 2011 4:50 pm

Maryana adds in: "While we're there, we should also be on the lookout for Anatoly, the invitation you received from the vampire stated he would be 'attending' as well. As well, i doubt the landlord would be a thief, this place could never have reached such a status amongst the upper class if things were stolen on a regular basis. "

"Maybe the three of you could take care of stabling the horses and arrange a few rooms for the night. Come to think of it, Darzen, how good can you cope without your component pouch? If you've some choice left amongst what you've learned i'd like you with us on this reconnaissance venture. I also have to add i have little in the way of power from the gods left for today, with the worgs of this morning, so it would be best not to get ourselves into trouble this night."


With that she starts off towards the small queue in front of the main entrance. The prince there by now has entered, and alongside you in the queue are five well groomed Inlanders, they keep to themselves in a serious manner, occasionally glancing at the tallest who seems to be their leader. Two of them at one point look at Bactar in disgust, exchanging whisperings along the lines of him never getting in looking like that.
"anyway, smoke orcs if so take eyes if right points left xy."

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Re: The Qui'Hamor Online Campaign Actual Play Thread

Post by Marcus » Wed Jan 26, 2011 3:51 pm

Bactar glances back towards them, snorts and asks Seen yer self in the mirror?

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Re: The Qui'Hamor Online Campaign Actual Play Thread

Post by MERLANCE » Sat Jan 29, 2011 4:12 am

Darzen replies "most of my spells don't require components so I suppose I would be of use in our recon endeavor"

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Re: The Qui'Hamor Online Campaign Actual Play Thread

Post by D. Sauzi » Sun Jan 30, 2011 7:18 pm

As the queue slowly shortens the well-groomed party reacts to Bactar, one of them, a suited man with a small ringbeard, makes a riposte: Yes i have, good dwarf, every morning i do my best to look representative. A time at which you seem to be out in farmlands, rolling in the mud..

Maryana, meanwhile, whispers to Bactar to watch his mouth with men like these, they seem to have enough underworld connections judging from their behaviour.

A valet is currently helping the group of guests in front of the quintet, they pass trough the glass double doors and take a left, while they hold their equipment up for the frisking personnel to see, guards overlook the process, as the group is led to the cloakroom. Two more arrive, to inquire after the wishes of your group, as well as those of the quintet.
Your valet addresses Darzen, after a quick glance at the others deciding that he might be your leader. He lays out the Mansions policies and the different offers of attending the Harvest Festivals here, he starts out in Vareshi, but soon switches to your mother tongue. He asks you to hold any combat equipment up in your hands with the tips pointing downward as you proceed to the cloakroom. As this seems to be your first visit to the Mansion Club Marbella, he offers a free tour of the establishment, should you purchase a ticket for any of the festivities.


I believe Bactar, Maryana, Mabon and Darzen are in the queue, right?
"anyway, smoke orcs if so take eyes if right points left xy."

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Re: The Qui'Hamor Online Campaign Actual Play Thread

Post by Marcus » Mon Jan 31, 2011 8:24 am

Bactar grins to the man and waves him off Stroll on boy, your puny human insults do not work on a dwarf

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Re: The Qui'Hamor Online Campaign Actual Play Thread

Post by MERLANCE » Thu Feb 03, 2011 2:34 pm

Darzen, in his ornate and gleaming mithril breastplate, agrees to the man's terms, turns to the group of mabon and maryana while he ignore Bactar's effort to pick a fight, tells the man that he would be pleased to have a tour of the facility, offering up 28 gold to cover the group for the upper class day pass.

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Re: The Qui'Hamor Online Campaign Actual Play Thread

Post by Joseph » Fri Feb 04, 2011 11:52 pm

In an attempt to "calm" Bactar and avoid a fight, Mabon says to the dwarf quietly, clapping a hand on his shoulder, "You're worth ten of his type, or more, in a fight. We know it. And so do they. They'd never be so bold with their words on the open road. Ignore the fool and let us remember why we're here."

Erisael, growing bored, says to Hadija, "We should scout the area a bit, just to familiarise ourselves with the layout. It could come in handy. Let's just walk the perimeter and learn the lay of the land, where the guards are, any places we could stealthily enter if we must, etc."

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Re: The Qui'Hamor Online Campaign Actual Play Thread

Post by D. Sauzi » Thu Feb 10, 2011 5:12 pm

Darzen/Bactar/Mabon/Maryana:

The valet accepts your purchase of day passes with a warm and welcoming smile, he says:Proceed after me, as i lead you to our cloakrooms, before showing you the premise. My name is Juan, do not hesitate to ask any of your questions. With that he beckons you to follow as he walks past the suited quintet. The group is buying passes for the entire harvest festival, and the man jousting insults with Bactar looks jealously as you walk past him I will see you at the tables he says with promise.
Juan leads you into the Mansion proper, past the double glass doors a large corridor goes both left and right towards the rich and poor parts of the place. The corridor is carpeted with a lush red tapestry, and exquisite paintings are on both sides of the walls, lit up by chandeliers with candles. Along the top of the far wall is a glass tube system, transporting liquids like beer and water troughout the mansion. The valet leads you to the cloakroom, the second door on the right. Arriving there, the prince you saw before is just leaving with his household guards, all of them are now unarmed and unarmored, wearing garbs with the colors of Baysdeep, which is a green and gold pennon on aquamarine. Juan points you to a broad desk with three men sitting behind it, two of them helping other guests. Behind the desk are rows of lockers, each with quality locks on them, on the far side of the room are hovels to change in, there is a total of six guards in the cloakroom.
The third man behind the desk adresses the party and Juan quickly translates his words for Darzen. We would ask you to undon your armor and hand over any weaponry or casting equipment you have on you, we will store it here for your visit to the Mansion Club Marbella, you will get a key of your locker as we receive your wargear, which you can access at any time should you need anything. Of course this protection of your property is free of charge.. Juan adds in that this includes your mithril plate, no matter how ornate, offering apologies and referring to the mansions policy. Holy symbols after much debate are allowed inside the mansion though Juan kindly reminds you that any spellcasting inside the premises is strictly forbidden. The valet waits patiently as you go about changing while Maryana gives the man behind the desk her backpack, mace and crossbow, receiving a key for them, and continues to one of the fitting rooms to undo her breastplate.

Erisael/Hadija:
You start your round of scouting the perimeter by the guesthouses, there are two of these, both three story buildings, with windows in each room. The two buildings surround a large parking spot for carts and carriages, which is guarded around the clock by four men. On the front side of the parking place is a building for personnel, where they sleep and spend their free time while they are around the Mansion Club. Logically, there are many guards within this building, although few of them are actually armed and on duty.
The Mansion itself is two stories, the double doors at the entrance are guarded by fifteen guards, on both sides of the entrance, though many are busy with other things than looking straight. Above the main entrance is a windowed corridor. Making your roundabout the mansion counterclockwise you pass a fully walled section behind which the night club would be, followed by the childrens farm. Inside this farm is assorted cattle, some for enjoyment of children, others for supply of milk, there is one guard at the farm, as well as three workmen tending to guests and the animals. Next is the everymans pub, which is fully open to the east side, with a porch protecting the guests from the weather. Many guests are already drinking and carousing inside, in a clearly more rough manner than the behaviour at the main entrance. From the inside you can hear a band of bards playing up-tempo folk songs. Above the everymans pub is a large hayloft, accessible by two long ladders just outside the porch, but in clear sight of the personnel and guests. The hayloft also has a window without glass on both the north and south side.
The backside of the mansion is mostly solid wall, though every room seems to have at least one window, though both those on the disco as well as the private chambers are shuttered. The rooms on the top floor are unshuttered though curtained, a few of them stand open. Past these two rooms is the cloakroom, which is windowed, and you can look inside it. Same goes for the kitchen, inside you see about eight people tending to cooking and food. The headcook is a fat and sweating man, colored red from the heat. He is currently reprimanding his dishwasher, who is actually a domesticated troll.
Past the kitchen are the rich guest's terraces, about sixteen small tables with chairs and plants on top are placed inside a fenced off area, a few of them are being used by guests at the moment, some take note of you, though not with any betraying emotions, they simply acknowledge your round around the premise. Both entrances to the lounge and dining hall are guarded by a single guard, who keep a close eye on you. Opposite to the terraces is a small wooden pier, guarded by two men, at the far end of the pier a medium sized two masted boat is anchored, with a plank extending onto the pier, a little music comes from the inside and looking trough the portholes you can see a small bar and a few guests drinking. Similar service goes on on the boats deck. The boat seems able for actual sailing even though most of its working equipment, like the steering wheel, is on display for the guests, as well its sails are down.
You pass between the terrace and the pier to the west side of the mansion, where you can see inside the lace curtained lounge, populated by quite a number of guests, including the prince you saw before. Along the wall are two large staircases with glass walls, connecting the lounge with the casino, one for going up and one for going down. The casino above the lounge also has lace curtained windows.

I assumed Hadija agrees with Erisael for a walk around the perimeter.
"anyway, smoke orcs if so take eyes if right points left xy."

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Re: The Qui'Hamor Online Campaign Actual Play Thread

Post by MERLANCE » Mon Feb 14, 2011 7:03 pm

Darzen, reluctantly removes his armor, and turns over most of his spell components (as most spells don't need components), having stuck the pieces of jaded for Hail of Stone into his money pouch because its basically a 5gp gem, and even if anyone searched him, odds are they wouldn't think of an obscure component like that.

Hadija continues assisting in scouting, though his lack of stealth may make him more of a liability.

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Re: The Qui'Hamor Online Campaign Actual Play Thread

Post by Marcus » Tue Feb 22, 2011 12:19 am

Bactar struts past the one he tossed insults with proudly, walking with the head held high This is good

As the man asks them for their wargear upon entering Bactar laughs I seen better armed children!

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Re: The Qui'Hamor Online Campaign Actual Play Thread

Post by D. Sauzi » Thu Mar 17, 2011 5:57 pm

The clerk at the desk in front of the lockers smiles back at Bactar, mumbling something about probably not running into such children here.
The stowing away of your personal belongings happens in a very routine matter, and all four of you receive keys of your lockers, located next to each other (111 trough 114), all are in the third row out of six. The clerk informs you that you can come back at any time should you require any of your belongings and wishes you a good stay in the Mansion.
Nobody spots Darzen moving the jade from his spell pouch to his money pouch, and none of you is frisked as you leave, as the personnel is already busy with other guests. You get the feeling that if Juan had not been showing you around, you would have been.

Your valet, Juan, leads you into the rich quarters of the mansion, again passing the suited quintet, who are now on their way to the cloakroom. Two double doors stand open from the central corridor leading into the Lounge. This is a large open space, nicely adorned with many exquisite paintings, the floor is carpeted lushly and deep-piled. Troughout the room pillows and beanbags are scattered to sit and hang upon, which quite a number of people are doing. Alongside the south wall is a small library with historical books and literature, there are armchairs with side tables to sit in, and three seemingly wizards are doing so, the trio is garbed in blue, yellow and red, and are in a heated discussion about the use of wizards in speeding up travel by boat. On the east wall, next to the toilets is a wooden bar, with two bartenders behind it.
The ceiling of the room has a large round window in it trough which you can see activity in the casino above, two stairways on the west side of the lounge lead there, both quite narrow and circling up. On the north side doors lead into the dining room and onto the terrace. On the east side, between the bar and the toilets is an arched double door leading to the ball room, which is closed as of yet, Juan tells you it will be opened during the evenings of the actual harvest festivals, and access is only allowed in couples, to ensure a good amount of dancing happens. People looking to score for the night are better off trying their luck in the night club. After informing you of this, Juan leads you trough the left of the stairways into the Casino.

The Casino is furnished similarly to the lounge, with a lot of warm colors, but a lot more wood. Three teak roulette tables line the south wall, while more to the east there is room for a diversity of card and dice games, all are manned by croupiers. In between is a desk with two clerks and three guards behind it, where you can change your money for gambling coins, and behind the dice and card tables is another bar that connects to the floor below with an elevator like principle. The glass pipes with beer and water also come up here.
Along the northwest of the casino are double doors that lead onto the balcony, here, the prince of Baysdeep you saw outside is enjoying the view over the grasslands. He and his household have sat down on terrace tables along the north half of the balcony and are just being brought some drinks and refreshments.
Juan asks the four of you whether you would have a drink on the balcony as well, or maybe have a look at the different games, before he continues the tour with the boat you see outside followed by the mansions catering to the masses.

NB 1: A thing about moving the spell component MERL, you can of course do so in the changing rooms, making sure nobody sees you doing it (which i took for granted). Of course you can still be frisked afterwards where it might turn up. Indeed however, it is unlikely that a piece of gem would arouse suspicion.
NB 2: I havent seen anything about what Mabon does during this, but i assumed he would cause no problems and also remove his armor, weapons and his magical supplies like potions and wands.
"anyway, smoke orcs if so take eyes if right points left xy."

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Re: The Qui'Hamor Online Campaign Actual Play Thread

Post by MERLANCE » Sun Mar 20, 2011 9:22 pm

Darzen inquires to his group as to whether they would like to stop for a drink or not.

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